nuclide/Source/server/traceattack.c
Marco Hladik fdc4227d00 traceattack: made it so that accuracy is a parameter.
w_shotgun: support for spread, fire
w_glock: support for spread.
w_mp5: spread...
w_python: ditto
2019-03-02 00:15:00 +01:00

158 lines
4 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
int iTotalPenetrations;
/*
=================
TraceAttack_FireSingle
Fires a single shot that can penetrate some materials
=================
*/
void TraceAttack_FireSingle(vector vPos, vector vAngle, int iDamage)
{
/*static void TraceAttack_Penetrate(vector vPos, vector vAngle ) {
if (iTotalPenetrations > 0) {
return;
}
TraceAttack_FireSingle(vPos, vAngle, iDamage);
iTotalPenetrations = 1;
}*/
#ifdef CSTRIKE
traceline(vPos, vPos + (vAngle * wptTable[self.weapon].fRange), MOVE_HITMODEL, self);
#else
traceline(vPos, vPos + (vAngle * 8196), MOVE_HITMODEL, self);
#endif
if (trace_fraction != 1.0) {
if (trace_ent.takedamage == DAMAGE_YES) {
#ifdef CSTRIKE
Damage_Apply(trace_ent, self, iDamage, trace_endpos, FALSE);
#endif
}
if (trace_ent.iBleeds == TRUE) {
Effect_CreateBlood(trace_endpos, [0,0,0]);
} else {
string sTexture = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
switch((float)hash_get(hashMaterials, sTexture)) {
case 'G':
case 'V':
Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
break;
case 'M':
case 'P':
Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
break;
case 'D':
case 'W':
Effect_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
break;
case 'Y':
Effect_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
break;
case 'N':
Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
case 'T':
default:
Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
}
//TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
}
}
}
void TraceAttack_FireSingleLagged(vector vPos, vector vAngle, int iDamage)
{
/*static void TraceAttack_Penetrate(vector vPos, vector vAngle ) {
if (iTotalPenetrations > 0) {
return;
}
TraceAttack_FireSingle(vPos, vAngle, iDamage);
iTotalPenetrations = 1;
}*/
#ifdef CSTRIKE
traceline(vPos, vPos + (vAngle * wptTable[self.weapon].fRange), MOVE_LAGGED | MOVE_HITMODEL, self);
#else
traceline(vPos, vPos + (vAngle * 8196), MOVE_LAGGED | MOVE_HITMODEL, self);
#endif
if (trace_fraction != 1.0) {
if (trace_ent.takedamage == DAMAGE_YES) {
Damage_Apply(trace_ent, self, iDamage, trace_endpos, FALSE);
}
if (trace_ent.iBleeds == TRUE) {
//Effect_CreateBlood(trace_endpos, [0,0,0]);
} else {
string sTexture = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
switch ((float)hash_get(hashMaterials, sTexture)) {
case 'G':
case 'V':
Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
//TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
break;
case 'M':
case 'P':
Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
break;
case 'D':
case 'W':
Effect_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
//TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
break;
case 'Y':
Effect_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
break;
case 'N':
Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
//TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
break;
case 'T':
default:
Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
}
}
}
}
/*
=================
TraceAttack_FireBullets
Fire a given amount of shots
=================
*/
void TraceAttack_FireBullets(int iShots, vector vPos, int iDamage, vector vecAccuracy)
{
vector vDir;
makevectors(self.v_angle);
while (iShots > 0) {
iTotalPenetrations = 0;
vDir = aim(self, 100000) + Math_CRandom()*vecAccuracy[0]*v_right + Math_CRandom()*vecAccuracy[1]*v_up;
//TraceAttack_FireSingle(vPos, vDir, iDamage);
TraceAttack_FireSingleLagged(vPos, vDir, iDamage);
iShots--;
}
}