/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== combat.cpp ======================================================== functions dealing with damage infliction & death */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "soundent.h" #include "decals.h" #include "animation.h" #include "weapons.h" #include "func_break.h" #include "studio.h" //LRC #include "material.h" extern DLL_GLOBAL Vector g_vecAttackDir; extern DLL_GLOBAL int g_iSkillLevel; extern Vector VecBModelOrigin( entvars_t* pevBModel ); extern entvars_t *g_pevLastInflictor; #define GERMAN_GIB_COUNT 4 #define HUMAN_GIB_COUNT 6 #define ALIEN_GIB_COUNT 4 MULTIDAMAGE gMultiDamage; /* ============================================================================== MULTI-DAMAGE Collects multiple small damages into a single damage ============================================================================== */ // // ClearMultiDamage - resets the global multi damage accumulator // void ClearMultiDamage(void) { gMultiDamage.pEntity = NULL; gMultiDamage.amount = 0; gMultiDamage.type = 0; } // // ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity // // GLOBALS USED: // gMultiDamage void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) { Vector vecSpot1;//where blood comes from Vector vecDir;//direction blood should go TraceResult tr; if ( !gMultiDamage.pEntity ) return; gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type ); } // GLOBALS USED: // gMultiDamage void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { if ( !pEntity ) return; gMultiDamage.type |= bitsDamageType; if ( pEntity != gMultiDamage.pEntity ) { ApplyMultiDamage(pevInflictor,pevInflictor); // UNDONE: wrong attacker! gMultiDamage.pEntity = pEntity; gMultiDamage.amount = 0; } gMultiDamage.amount += flDamage; } /* ================ SpawnBlood ================ */ void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage ); } const char *DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { if( !pEntity ) return "shot"; return pEntity->DamageDecal( bitsDamageType ); } void SpawnPartEffect( TraceResult *pTrace, matdef_t *pMat ) { if( !pMat || pTrace->flFraction == 1.0f ) return; // fire effects for( int i = 0; pMat->impact_parts[i] != NULL; i++ ) { MESSAGE_BEGIN( MSG_PVS, gmsgPartEffect, pTrace->vecEndPos ); WRITE_COORD( pTrace->vecEndPos.x ); WRITE_COORD( pTrace->vecEndPos.y ); WRITE_COORD( pTrace->vecEndPos.z ); WRITE_COORD( pTrace->vecPlaneNormal.x * 8192 ); WRITE_COORD( pTrace->vecPlaneNormal.y * 8192 ); WRITE_COORD( pTrace->vecPlaneNormal.z * 8192 ); WRITE_STRING( pMat->impact_parts[i] ); MESSAGE_END(); } } void DecalGunshot( TraceResult *pTrace, int iBulletType, const Vector &vecSrc, bool fromPlayer ) { // buz if (pTrace->fInWater ) return; // Is the entity valid if ( !UTIL_IsValidEntity( pTrace->pHit ) ) return; CBaseEntity *pHit = CBaseEntity :: Instance( pTrace->pHit ); matdef_t *pMat = NULL; if( FBitSet( pHit->pev->flags, ( FL_MONSTER|FL_CLIENT ))) { switch( iBulletType ) { case BULLET_NORMAL: case BULLET_BUCKSHOT: default: UTIL_StudioDecalTrace( pTrace, DamageDecal( pHit, DMG_BULLET )); break; case BULLET_STAB: UTIL_StudioDecalTrace( pTrace, DamageDecal( pHit, DMG_CLUB )); break; } } else if( !fromPlayer ) { if( pHit->pev->solid == SOLID_BSP || pHit->pev->movetype == MOVETYPE_PUSHSTEP ) { pMat = COM_MatDefFromSurface( TRACE_SURFACE( pTrace->pHit, vecSrc, pTrace->vecEndPos ), pTrace->vecEndPos ); if ( pMat ) UTIL_TraceCustomDecal( pTrace, pMat->impact_decal, RANDOM_FLOAT( 0.0f, 360.0f )); } else if( pHit->pev->solid == SOLID_CUSTOM && pTrace->pMat ) { pMat = pTrace->pMat->effects; if ( pMat ) UTIL_StudioDecalTrace( pTrace, pMat->impact_decal ); } } SpawnPartEffect( pTrace, pMat ); } // // EjectBrass - tosses a brass shell from passed origin at passed velocity // void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { // FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin ); WRITE_BYTE( TE_MODEL); WRITE_COORD( vecOrigin.x); WRITE_COORD( vecOrigin.y); WRITE_COORD( vecOrigin.z); WRITE_COORD( vecVelocity.x); WRITE_COORD( vecVelocity.y); WRITE_COORD( vecVelocity.z); WRITE_ANGLE( rotation ); WRITE_SHORT( model ); WRITE_BYTE ( soundtype); WRITE_BYTE ( 100 );// 10 seconds MESSAGE_END(); } // HACKHACK -- The gib velocity equations don't work void CGib :: LimitVelocity( void ) { float length = pev->velocity.Length(); // ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it // in 3 separate places again, I'll just limit it here. if ( length > 1500.0 ) pev->velocity = pev->velocity.Normalize() * 1500; // This should really be sv_maxvelocity * 0.75 or something } void CGib :: SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs ) { int i; if ( g_Language == LANGUAGE_GERMAN ) { // no sticky gibs in germany right now! return; } for ( i = 0 ; i < cGibs ; i++ ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( "models/stickygib.mdl" ); pGib->pev->body = RANDOM_LONG(0,2); if ( pevVictim ) { pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT( -3, 3 ); pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT( -3, 3 ); pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT( -3, 3 ); /* pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) ); pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT ( 0 , 1 ) ); pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT ( 0 , 1 ) ); */ // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT ( -0.15, 0.15 ); pGib->pev->velocity.y += RANDOM_FLOAT ( -0.15, 0.15 ); pGib->pev->velocity.z += RANDOM_FLOAT ( -0.15, 0.15 ); pGib->pev->velocity = pGib->pev->velocity * 900; pGib->pev->avelocity.x = RANDOM_FLOAT ( 250, 400 ); pGib->pev->avelocity.y = RANDOM_FLOAT ( 250, 400 ); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if ( pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if ( pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->pev->movetype = MOVETYPE_TOSS; pGib->pev->solid = SOLID_BBOX; UTIL_SetSize ( pGib->pev, Vector ( 0, 0 ,0 ), Vector ( 0, 0, 0 ) ); pGib->SetTouch(&CGib:: StickyGibTouch ); pGib->SetThink (NULL); } pGib->LimitVelocity(); } } void CGib :: SpawnHeadGib( entvars_t *pevVictim ) { if ( g_Language == LANGUAGE_GERMAN ) SpawnHeadGib(pevVictim, "models/germangibs.mdl" );// throw one head else SpawnHeadGib(pevVictim, "models/hgibs.mdl" ); } void CGib :: SpawnHeadGib( entvars_t *pevVictim, const char* szGibModel ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( szGibModel );// throw one head pGib->pev->body = 0; if ( pevVictim ) { pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs; edict_t *pentPlayer = FIND_CLIENT_IN_PVS( pGib->edict() ); if ( RANDOM_LONG ( 0, 100 ) <= 5 && pentPlayer ) { // 5% chance head will be thrown at player's face. entvars_t *pevPlayer; pevPlayer = VARS( pentPlayer ); pGib->pev->velocity = ( ( pevPlayer->origin + pevPlayer->view_ofs ) - pGib->pev->origin ).Normalize() * 300; pGib->pev->velocity.z += 100; } else { pGib->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); } pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 ); pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 ); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if ( pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if ( pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } } pGib->LimitVelocity(); } void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ) { if ( g_Language == LANGUAGE_GERMAN ) SpawnRandomGibs(pevVictim, cGibs, 1, "models/germangibs.mdl"); else if (human) SpawnRandomGibs(pevVictim, cGibs, 1, "models/hgibs.mdl"); else SpawnRandomGibs(pevVictim, cGibs, 0, "models/agibs.mdl"); } //LRC - changed signature, to support custom gib models void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int notfirst, const char *szGibModel ) { if (cGibs == 0) return; // spawn nothing! CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( szGibModel ); //LRC - check the model itself to find out how many gibs are available studiohdr_t *pstudiohdr = (studiohdr_t *)(GET_MODEL_PTR( ENT(pGib->pev) )); if (! pstudiohdr) return; mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex); //ALERT(at_console, "read %d bodyparts, canonical is %d\n", pbodypart->nummodels, HUMAN_GIB_COUNT); for (int cSplat = 0 ; cSplat < cGibs ; cSplat++ ) { if (pGib == NULL) // first time through, we set pGib before the loop started { pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( szGibModel ); } if (notfirst) pGib->pev->body = RANDOM_LONG(1, pbodypart->nummodels - 1);// start at one to avoid throwing random amounts of skulls (0th gib) else pGib->pev->body = RANDOM_LONG(0, pbodypart->nummodels - 1); if ( pevVictim ) { // spawn the gib somewhere in the monster's bounding volume pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) ); pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT ( 0 , 1 ) ); pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT ( 0 , 1 ) ) + 1; // absmin.z is in the floor because the engine subtracts 1 to enlarge the box // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT ( -0.25, 0.25 ); pGib->pev->velocity.y += RANDOM_FLOAT ( -0.25, 0.25 ); pGib->pev->velocity.z += RANDOM_FLOAT ( -0.25, 0.25 ); pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT ( 300, 400 ); pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 ); pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 ); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if ( pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if ( pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->pev->solid = SOLID_BBOX; UTIL_SetSize ( pGib->pev, Vector( 0 , 0 , 0 ), Vector ( 0, 0, 0 ) ); } pGib->LimitVelocity(); pGib = NULL; //LRC } } // automatically set collision box void CBaseMonster :: AutoSetSize( void ) { studiohdr_t *pstudiohdr; pstudiohdr = (studiohdr_t *)GET_MODEL_PTR( edict() ); if( pstudiohdr == NULL ) { UTIL_SetSize( pev, Vector( -10, -10, -10 ), Vector( 10, 10, 10 )); ALERT( at_error, "env_static: unable to fetch model pointer!\n" ); return; } mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); UTIL_SetSize( pev, pseqdesc[pev->sequence].bbmin, pseqdesc[pev->sequence].bbmax ); } //LRC - work out gibs from blood colour, instead of from class. BOOL CBaseMonster :: HasHumanGibs( void ) { int myClass = Classify(); // these types of monster don't use gibs if ( myClass == CLASS_NONE || myClass == CLASS_MACHINE || myClass == CLASS_PLAYER_BIOWEAPON && myClass == CLASS_ALIEN_BIOWEAPON) { return FALSE; } else { return (this->m_bloodColor == BLOOD_COLOR_RED); } } //LRC - work out gibs from blood colour, instead. BOOL CBaseMonster :: HasAlienGibs( void ) { int myClass = Classify(); // these types of monster don't use gibs if ( myClass == CLASS_NONE || myClass == CLASS_MACHINE || myClass == CLASS_PLAYER_BIOWEAPON && myClass == CLASS_ALIEN_BIOWEAPON) { return FALSE; } else { return (this->m_bloodColor == BLOOD_COLOR_GREEN); } } void CBaseMonster::FadeMonster( void ) { StopAnimation(); pev->velocity = g_vecZero; pev->movetype = MOVETYPE_NONE; pev->avelocity = g_vecZero; pev->animtime = gpGlobals->time; pev->effects |= EF_NOINTERP; SUB_StartFadeOut(); } //========================================================= // GibMonster - create some gore and get rid of a monster's // model. //========================================================= void CBaseMonster :: GibMonster( void ) { TraceResult tr; BOOL gibbed = FALSE; int iszCustomGibs; EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM); if ( iszCustomGibs = HasCustomGibs() ) //LRC - monster_generic can have a custom gibset { if ( CVAR_GET_FLOAT("violence_hgibs") != 0 ) { CGib::SpawnHeadGib( pev, STRING(iszCustomGibs) ); CGib::SpawnRandomGibs( pev, 4, 1, STRING(iszCustomGibs) ); } gibbed = TRUE; } // only humans throw skulls !!!UNDONE - eventually monsters will have their own sets of gibs else if ( HasHumanGibs() ) { if ( CVAR_GET_FLOAT("violence_hgibs") != 0 )// Only the player will ever fail this test { CGib::SpawnHeadGib( pev ); CGib::SpawnRandomGibs( pev, 4, 1 ); // throw some human gibs. } gibbed = TRUE; } else if ( HasAlienGibs() ) { if ( CVAR_GET_FLOAT("violence_agibs") != 0 )// Should never fail this test, but someone might call it directly { CGib::SpawnRandomGibs( pev, 4, 0 ); // Throw alien gibs } gibbed = TRUE; } if ( !IsPlayer() ) { if ( gibbed ) { // don't remove players! SetThink(&CBaseMonster :: SUB_Remove ); SetNextThink( 0 ); } else { FadeMonster(); } } } //========================================================= // GetDeathActivity - determines the best type of death // anim to play. //========================================================= Activity CBaseMonster :: GetDeathActivity ( void ) { Activity deathActivity; BOOL fTriedDirection; float flDot; TraceResult tr; Vector vecSrc; if ( pev->deadflag != DEAD_NO ) { // don't run this while dying. return m_IdealActivity; } vecSrc = Center(); fTriedDirection = FALSE; deathActivity = ACT_DIESIMPLE;// in case we can't find any special deaths to do. UTIL_MakeVectors ( pev->angles ); flDot = DotProduct ( gpGlobals->v_forward, g_vecAttackDir * -1 ); switch ( m_LastHitGroup ) { // try to pick a region-specific death. case HITGROUP_HEAD: // buz: play brains squish sound // ALERT(at_console, "HEADSHOT SOUND\n"); UTIL_EmitAmbientSound(ENT(0), vecSrc, "common/headshot.wav", 1, ATTN_NORM, 0, 100); deathActivity = ACT_DIE_HEADSHOT; break; case HITGROUP_STOMACH: deathActivity = ACT_DIE_GUTSHOT; break; case HITGROUP_GENERIC: // try to pick a death based on attack direction fTriedDirection = TRUE; if ( flDot > 0.3 ) { deathActivity = ACT_DIEFORWARD; } else if ( flDot <= -0.3 ) { deathActivity = ACT_DIEBACKWARD; } break; default: // try to pick a death based on attack direction fTriedDirection = TRUE; if ( flDot > 0.3 ) { deathActivity = ACT_DIEFORWARD; } else if ( flDot <= -0.3 ) { deathActivity = ACT_DIEBACKWARD; } break; } // can we perform the prescribed death? if ( LookupActivity ( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) { // no! did we fail to perform a directional death? if ( fTriedDirection ) { // if yes, we're out of options. Go simple. deathActivity = ACT_DIESIMPLE; } else { // cannot perform the ideal region-specific death, so try a direction. if ( flDot > 0.3 ) { deathActivity = ACT_DIEFORWARD; } else if ( flDot <= -0.3 ) { deathActivity = ACT_DIEBACKWARD; } } } if ( LookupActivity ( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) { // if we're still invalid, simple is our only option. deathActivity = ACT_DIESIMPLE; } if ( deathActivity == ACT_DIEFORWARD ) { // make sure there's room to fall forward UTIL_TraceHull ( vecSrc, vecSrc + gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr ); if ( tr.flFraction != 1.0 ) { deathActivity = ACT_DIESIMPLE; } } if ( deathActivity == ACT_DIEBACKWARD ) { // make sure there's room to fall backward UTIL_TraceHull ( vecSrc, vecSrc - gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr ); if ( tr.flFraction != 1.0 ) { deathActivity = ACT_DIESIMPLE; } } return deathActivity; } //========================================================= // GetSmallFlinchActivity - determines the best type of flinch // anim to play. //========================================================= Activity CBaseMonster :: GetSmallFlinchActivity ( void ) { Activity flinchActivity; BOOL fTriedDirection; float flDot; fTriedDirection = FALSE; UTIL_MakeVectors ( pev->angles ); flDot = DotProduct ( gpGlobals->v_forward, g_vecAttackDir * -1 ); switch ( m_LastHitGroup ) { // pick a region-specific flinch case HITGROUP_HEAD: flinchActivity = ACT_FLINCH_HEAD; break; case HITGROUP_STOMACH: flinchActivity = ACT_FLINCH_STOMACH; break; case HITGROUP_LEFTARM: flinchActivity = ACT_FLINCH_LEFTARM; break; case HITGROUP_RIGHTARM: flinchActivity = ACT_FLINCH_RIGHTARM; break; case HITGROUP_LEFTLEG: flinchActivity = ACT_FLINCH_LEFTLEG; break; case HITGROUP_RIGHTLEG: flinchActivity = ACT_FLINCH_RIGHTLEG; break; case HITGROUP_GENERIC: default: // just get a generic flinch. flinchActivity = ACT_SMALL_FLINCH; break; } // do we have a sequence for the ideal activity? if ( LookupActivity ( flinchActivity ) == ACTIVITY_NOT_AVAILABLE ) { flinchActivity = ACT_SMALL_FLINCH; } return flinchActivity; } void CBaseMonster::BecomeDead( void ) { pev->takedamage = DAMAGE_YES;// don't let autoaim aim at corpses. // give the corpse half of the monster's original maximum health. pev->health = pev->max_health / 2; pev->max_health = 5; // max_health now becomes a counter for how many blood decals the corpse can place. // make the corpse fly away from the attack vector pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_NOT; //pev->flags &= ~FL_ONGROUND; //pev->origin.z += 2; //pev->velocity = g_vecAttackDir * -1; //pev->velocity = pev->velocity * RANDOM_FLOAT( 300, 400 ); } BOOL CBaseMonster::ShouldGibMonster( int iGib ) { if ( ( iGib == GIB_NORMAL && pev->health < GIB_HEALTH_VALUE ) || ( iGib == GIB_ALWAYS ) ) return TRUE; return FALSE; } void CBaseMonster::CallGibMonster( void ) { BOOL fade = FALSE; if ( HasHumanGibs() ) { if ( CVAR_GET_FLOAT("violence_hgibs") == 0 ) fade = TRUE; } else if ( HasAlienGibs() ) { if ( CVAR_GET_FLOAT("violence_agibs") == 0 ) fade = TRUE; } pev->takedamage = DAMAGE_NO; pev->solid = SOLID_NOT;// do something with the body. while monster blows up if ( fade ) { FadeMonster(); } else { pev->effects |= EF_NODRAW; // make the model invisible. GibMonster(); } pev->deadflag = DEAD_DEAD; FCheckAITrigger(); // don't let the status bar glitch for players.with <0 health. if (pev->health < -99) { pev->health = 0; } if ( ShouldFadeOnDeath() && !fade ) UTIL_Remove(this); } const char *CBaseMonster::DamageDecal( int bitsDamageType ) { if( bitsDamageType & ( DMG_BULLET|DMG_CLUB )) { if( BloodColor() == BLOOD_COLOR_RED ) return "bodyhurt_red"; else if( BloodColor() == BLOOD_COLOR_YELLOW ) return "bodyhurt_yellow"; } // Assume no blood is vehicles or furniture return "shot"; } /* ============ Killed ============ */ void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) { unsigned int cCount = 0; BOOL fDone = FALSE; if ( HasMemory( bits_MEMORY_KILLED ) ) { if ( ShouldGibMonster( iGib ) ) CallGibMonster(); return; } Remember( bits_MEMORY_KILLED ); // clear the deceased's sound channels.(may have been firing or reloading when killed) EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/null.wav", 1, ATTN_NORM); m_IdealMonsterState = MONSTERSTATE_DEAD; // Make sure this condition is fired too (TakeDamage breaks out before this happens on death) SetConditions( bits_COND_LIGHT_DAMAGE ); // tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality. CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); if ( pOwner ) { pOwner->DeathNotice( pev ); } if ( ShouldGibMonster( iGib ) ) { CallGibMonster(); return; } else if ( pev->flags & FL_MONSTER ) { SetTouch( NULL ); BecomeDead(); } // don't let the status bar glitch for players.with <0 health. if (pev->health < -99) { pev->health = 0; } //pev->enemy = ENT( pevAttacker );//why? (sjb) m_IdealMonsterState = MONSTERSTATE_DEAD; } // // fade out - slowly fades a entity out, then removes it. // // DON'T USE ME FOR GIBS AND STUFF IN MULTIPLAYER! // SET A FUTURE THINK AND A RENDERMODE!! void CBaseEntity :: SUB_StartFadeOut ( void ) { if (pev->rendermode == kRenderNormal) { pev->renderamt = 255; pev->rendermode = kRenderTransTexture; } pev->solid = SOLID_NOT; pev->avelocity = g_vecZero; SetNextThink( 0.1 ); SetThink(&CBaseEntity :: SUB_FadeOut ); } void CBaseEntity :: SUB_FadeOut ( void ) { if ( pev->renderamt > 7 ) { pev->renderamt -= 7; SetNextThink( 0.1 ); } else { pev->renderamt = 0; SetNextThink( 0.2 ); SetThink(&CBaseEntity :: SUB_Remove ); } } //========================================================= // WaitTillLand - in order to emit their meaty scent from // the proper location, gibs should wait until they stop // bouncing to emit their scent. That's what this function // does. //========================================================= void CGib :: WaitTillLand ( void ) { if (!IsInWorld()) { UTIL_Remove( this ); return; } if ( pev->velocity == g_vecZero ) { SetThink(&CGib ::SUB_StartFadeOut); SetNextThink( m_lifeTime ); // If you bleed, you stink! if ( m_bloodColor != DONT_BLEED ) { // ok, start stinkin! CSoundEnt::InsertSound ( bits_SOUND_MEAT, pev->origin, 384, 25 ); } } else { // wait and check again in another half second. SetNextThink( 0.5 ); } } // // Gib bounces on the ground or wall, sponges some blood down, too! // void CGib :: BounceGibTouch ( CBaseEntity *pOther ) { Vector vecSpot; TraceResult tr; //if ( RANDOM_LONG(0,1) ) // return;// don't bleed everytime if (pev->flags & FL_ONGROUND) { pev->velocity = pev->velocity * 0.9; pev->angles.x = 0; pev->angles.z = 0; pev->avelocity.x = 0; pev->avelocity.z = 0; } else { if ( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED ) { vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down. UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), ignore_monsters, ENT(pev), & tr); UTIL_BloodDecalTrace( &tr, m_bloodColor ); m_cBloodDecals--; } if ( m_material != matNone && RANDOM_LONG(0,2) == 0 ) { float volume; float zvel = fabs(pev->velocity.z); volume = 0.8 * min(1.0, ((float)zvel) / 450.0); CBreakable::MaterialSoundRandom( edict(), (Materials)m_material, volume ); } } } // // Sticky gib puts blood on the wall and stays put. // void CGib :: StickyGibTouch ( CBaseEntity *pOther ) { Vector vecSpot; TraceResult tr; SetThink(&CGib :: SUB_Remove ); SetNextThink( 10 ); if ( !FClassnameIs( pOther->pev, "worldspawn" ) ) { SetNextThink( 0 ); return; } UTIL_TraceLine ( pev->origin, pev->origin + pev->velocity * 32, ignore_monsters, ENT(pev), & tr); UTIL_BloodDecalTrace( &tr, m_bloodColor ); pev->velocity = tr.vecPlaneNormal * -1; pev->angles = UTIL_VecToAngles ( pev->velocity ); pev->velocity = g_vecZero; pev->avelocity = g_vecZero; pev->movetype = MOVETYPE_NONE; } // // Throw a chunk // void CGib :: Spawn( const char *szGibModel ) { pev->movetype = MOVETYPE_BOUNCE; pev->friction = 0.55; // deading the bounce a bit // sometimes an entity inherits the edict from a former piece of glass, // and will spawn using the same render FX or rendermode! bad! pev->renderamt = 255; pev->rendermode = kRenderNormal; pev->renderfx = kRenderFxNone; pev->solid = SOLID_TRIGGER; //LRC - so that they don't get in each other's way when we fire lots // pev->solid = SOLID_SLIDEBOX;/// hopefully this will fix the VELOCITY TOO LOW crap pev->classname = MAKE_STRING("gib"); SET_MODEL(ENT(pev), szGibModel); UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); SetNextThink( 4 ); m_lifeTime = 25; SetThink(&CGib :: WaitTillLand ); SetTouch(&CGib :: BounceGibTouch ); m_material = matNone; m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain). } // take health int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { if (!pev->takedamage) return 0; // clear out any damage types we healed. // UNDONE: generic health should not heal any // UNDONE: time-based damage m_bitsDamageType &= ~(bitsDamageType & ~DMG_TIMEBASED); return CBaseEntity::TakeHealth(flHealth, bitsDamageType); } /* ============ TakeDamage The damage is coming from inflictor, but get mad at attacker This should be the only function that ever reduces health. bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK Time-based damage: only occurs while the monster is within the trigger_hurt. When a monster is poisoned via an arrow etc it takes all the poison damage at once. GLOBALS ASSUMED SET: g_iSkillLevel ============ */ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { float flTake; Vector vecDir; if (!pev->takedamage) return 0; if ( !IsAlive() ) { return DeadTakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } if ( pev->deadflag == DEAD_NO ) { // no pain sound during death animation. PainSound();// "Ouch!" } //!!!LATER - make armor consideration here! flTake = flDamage; // set damage type sustained m_bitsDamageType |= bitsDamageType; // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). vecDir = Vector( 0, 0, 0 ); if (!FNullEnt( pevInflictor )) { CBaseEntity *pInflictor = CBaseEntity :: Instance( pevInflictor ); if (pInflictor) { vecDir = ( pInflictor->Center() - Vector ( 0, 0, 10 ) - Center() ).Normalize(); vecDir = g_vecAttackDir = vecDir.Normalize(); } } // add to the damage total for clients, which will be sent as a single // message at the end of the frame // todo: remove after combining shotgun blasts? if ( IsPlayer() ) { if ( pevInflictor ) pev->dmg_inflictor = ENT(pevInflictor); pev->dmg_take += flTake; // check for godmode or invincibility if ( pev->flags & FL_GODMODE ) { return 0; } } // if this is a player, move him around! if ( ( !FNullEnt( pevInflictor ) ) && (pev->movetype == MOVETYPE_WALK) && (!pevAttacker || pevAttacker->solid != SOLID_TRIGGER) ) { pev->velocity = pev->velocity + vecDir * -DamageForce( flDamage ); } // do the damage pev->health -= flTake; // HACKHACK Don't kill monsters in a script. Let them break their scripts first if ( m_MonsterState == MONSTERSTATE_SCRIPT ) { SetConditions( bits_COND_LIGHT_DAMAGE ); return 0; } if ( pev->health <= 0 ) { g_pevLastInflictor = pevInflictor; if ( bitsDamageType & DMG_ALWAYSGIB ) { Killed( pevAttacker, GIB_ALWAYS ); } // Wargon: Никогда не гибать если тип дамаги - DMG_SLASH. (1.1) else if ((bitsDamageType & DMG_NEVERGIB) || (bitsDamageType & DMG_SLASH)) { Killed( pevAttacker, GIB_NEVER ); } else { Killed( pevAttacker, GIB_NORMAL ); } g_pevLastInflictor = NULL; return 0; } // react to the damage (get mad) if ( (pev->flags & FL_MONSTER) && !FNullEnt(pevAttacker) ) { //LRC - new behaviours, for m_iPlayerReact. if (pevAttacker->flags & FL_CLIENT) { if (m_iPlayerReact == 2) { // just get angry. Remember( bits_MEMORY_PROVOKED ); } else if (m_iPlayerReact == 3) { // try to decide whether it was deliberate... if I have an enemy, assume it was just crossfire. if ( m_hEnemy == NULL ) { if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) || UTIL_IsFacing( pevAttacker, pev->origin ) ) Remember( bits_MEMORY_PROVOKED ); else Remember( bits_MEMORY_SUSPICIOUS ); } } } if ( pevAttacker->flags & (FL_MONSTER | FL_CLIENT) ) {// only if the attack was a monster or client! // enemy's last known position is somewhere down the vector that the attack came from. if (pevInflictor) { if (m_hEnemy == NULL || pevInflictor == m_hEnemy->pev || !HasConditions(bits_COND_SEE_ENEMY)) { m_vecEnemyLKP = pevInflictor->origin; } } else { m_vecEnemyLKP = pev->origin + ( g_vecAttackDir * 64 ); } SetIdealYawToTargetAndUpdate( m_vecEnemyLKP ); // add pain to the conditions // !!!HACKHACK - fudged for now. Do we want to have a virtual function to determine what is light and // heavy damage per monster class? if ( flDamage > 0 ) { SetConditions(bits_COND_LIGHT_DAMAGE); } if ( flDamage >= 20 ) { SetConditions(bits_COND_HEAVY_DAMAGE); } } } return 1; } //========================================================= // DeadTakeDamage - takedamage function called when a monster's // corpse is damaged. //========================================================= int CBaseMonster :: DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Vector vecDir; // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). vecDir = Vector( 0, 0, 0 ); if (!FNullEnt( pevInflictor )) { CBaseEntity *pInflictor = CBaseEntity :: Instance( pevInflictor ); if (pInflictor) { vecDir = ( pInflictor->Center() - Vector ( 0, 0, 10 ) - Center() ).Normalize(); vecDir = g_vecAttackDir = vecDir.Normalize(); } } pev->frame = RANDOM_FLOAT ( 220, 225 ); //pev->velocity = pev->velocity + vecDir * -DamageForce( flDamage ); ResetSequenceInfo( ); #if 0// turn this back on when the bounding box issues are resolved. pev->flags &= ~FL_ONGROUND; pev->origin.z += 1; // let the damage scoot the corpse around a bit. if ( !FNullEnt(pevInflictor) && (pevAttacker->solid != SOLID_TRIGGER) ) { pev->velocity = pev->velocity + vecDir * -DamageForce( flDamage ); } #endif // kill the corpse if enough damage was done to destroy the corpse and the damage is of a type that is allowed to destroy the corpse. if ( bitsDamageType & DMG_GIB_CORPSE ) { if ( pev->health <= flDamage ) { pev->health = -50; Killed( pevAttacker, GIB_ALWAYS ); return 0; } // Accumulate corpse gibbing damage, so you can gib with multiple hits pev->health -= flDamage * 0.1; } return 1; } float CBaseMonster :: DamageForce( float damage ) { float force = damage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; if ( force > 1000.0) { force = 1000.0; } return force; } // // RadiusDamage - this entity is exploding, or otherwise needs to inflict damage upon entities within a certain range. // // only damage ents that can clearly be seen by the explosion! void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ) { CBaseEntity *pEntity = NULL; TraceResult tr; float flAdjustedDamage, falloff; Vector vecSpot; if ( flRadius ) falloff = flDamage / flRadius; else falloff = 1.0; int bInWater = (UTIL_PointContents ( vecSrc ) == CONTENTS_WATER); vecSrc.z += 1;// in case grenade is lying on the ground if ( !pevAttacker ) pevAttacker = pevInflictor; // iterate on all entities in the vicinity. while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecSrc, flRadius )) != NULL) { if ( pEntity->pev->takedamage != DAMAGE_NO ) { // buz: skip grenade damage from player's grenades to invincible monsters if ( pEntity->pev->spawnflags & SF_MONSTER_INVINCIBLE ) { CBaseEntity *pEnt = CBaseEntity::Instance( pevAttacker ); if (pEnt->IsPlayer()) continue; } // UNDONE: this should check a damage mask, not an ignore if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) {// houndeyes don't hurt other houndeyes with their attack continue; } // blast's don't tavel into or out of water if (bInWater && pEntity->pev->waterlevel == 0) continue; if (!bInWater && pEntity->pev->waterlevel == 3) continue; vecSpot = pEntity->BodyTarget( vecSrc ); UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr ); if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() ) {// the explosion can 'see' this entity, so hurt them! if (tr.fStartSolid) { // if we're stuck inside them, fixup the position and distance tr.vecEndPos = vecSrc; tr.flFraction = 0.0; } // decrease damage for an ent that's farther from the bomb. flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length() * falloff; flAdjustedDamage = flDamage - flAdjustedDamage; if ( flAdjustedDamage < 0 ) { flAdjustedDamage = 0; } // ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) ); if (tr.flFraction != 1.0) { ClearMultiDamage( ); pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType ); ApplyMultiDamage( pevInflictor, pevAttacker ); } else { pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ); } } } } } void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { ::RadiusDamage( pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * 2.5, iClassIgnore, bitsDamageType ); } void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { ::RadiusDamage( vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * 2.5, iClassIgnore, bitsDamageType ); } //========================================================= // CheckTraceHullAttack - expects a length to trace, amount // of damage to do, and damage type. Returns a pointer to // the damaged entity in case the monster wishes to do // other stuff to the victim (punchangle, etc) // // Used for many contact-range melee attacks. Bites, claws, etc. //========================================================= CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { TraceResult tr; if (IsPlayer()) UTIL_MakeVectors( pev->angles ); else UTIL_MakeAimVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist ); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); if ( tr.pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); if ( iDamage > 0 ) { pEntity->TakeDamage( pev, pev, iDamage, iDmgType ); } return pEntity; } return NULL; } //========================================================= // FInViewCone - returns true is the passed ent is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. //========================================================= BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors ( pev->angles ); vec2LOS = ( pEntity->pev->origin - pev->origin ).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() ); if ( flDot > m_flFieldOfView ) { return TRUE; } else { return FALSE; } } //========================================================= // FInViewCone - returns true is the passed vector is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. //========================================================= BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors ( pev->angles ); vec2LOS = ( *pOrigin - pev->origin ).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() ); if ( flDot > m_flFieldOfView ) { return TRUE; } else { return FALSE; } } //========================================================= // FVisible - returns true if a line can be traced from // the caller's eyes to the target //========================================================= BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { TraceResult tr; Vector vecLookerOrigin; Vector vecTargetOrigin; if (FBitSet( pEntity->pev->flags, FL_NOTARGET )) return FALSE; // don't look through water if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3) || (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0)) return FALSE; vecLookerOrigin = pev->origin + pev->view_ofs;//look through the caller's 'eyes' vecTargetOrigin = pEntity->EyePosition(); UTIL_TraceLine(vecLookerOrigin, vecTargetOrigin, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr); if (tr.flFraction != 1.0 && tr.pHit != ENT(pEntity->pev)) //LRC - added so that monsters can "see" some bsp objects { // ALERT(at_console, "can't see \"%s\"\n", STRING(pEntity->pev->classname)); return FALSE;// Line of sight is not established } else { // ALERT(at_console, "Seen ok\n"); return TRUE;// line of sight is valid. } } //========================================================= // FVisible - returns true if a line can be traced from // the caller's eyes to the target vector //========================================================= BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { TraceResult tr; Vector vecLookerOrigin; vecLookerOrigin = EyePosition();//look through the caller's 'eyes' UTIL_TraceLine(vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr); if (tr.flFraction != 1.0) { return FALSE;// Line of sight is not established } else { return TRUE;// line of sight is valid. } } /* ================ TraceAttack ================ */ void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { Vector vecOrigin = ptr->vecEndPos - vecDir * 4; if ( pev->takedamage ) { AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); int blood = BloodColor(); if ( blood != DONT_BLEED ) { SpawnBlood(vecOrigin, blood, flDamage);// a little surface blood. TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); } } } /* //========================================================= // TraceAttack //========================================================= void CBaseMonster::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { Vector vecOrigin = ptr->vecEndPos - vecDir * 4; ALERT ( at_console, "%d\n", ptr->iHitgroup ); if ( pev->takedamage ) { AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); int blood = BloodColor(); if ( blood != DONT_BLEED ) { SpawnBlood(vecOrigin, blood, flDamage);// a little surface blood. } } } */ BOOL CBaseMonster :: AllowDecal( entvars_t *pevAttacker ) { if ( pev->takedamage ) { if ( pev->spawnflags & SF_MONSTER_INVINCIBLE ) { // check for player CBaseEntity *pEnt = CBaseEntity::Instance( pevAttacker ); if (pEnt->IsPlayer()) { return FALSE; } // check for owner (it may be grenade, thrown by player) if (pevAttacker->owner) { pEnt = CBaseEntity::Instance( pevAttacker->owner ); if (pEnt->IsPlayer()) { return FALSE; } } } return TRUE; } return FALSE; } //========================================================= // TraceAttack //========================================================= void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { if ( pev->takedamage ) { if ( pev->spawnflags & SF_MONSTER_INVINCIBLE ) { // ALERT(at_console, "yes im incvincible\n"); // check for player CBaseEntity *pEnt = CBaseEntity::Instance( pevAttacker ); if (pEnt->IsPlayer()) { // ALERT(at_console, "ent is player\n"); return; } // check for owner (it may be grenade, thrown by player) if (pevAttacker->owner) { pEnt = CBaseEntity::Instance( pevAttacker->owner ); if (pEnt->IsPlayer()) { // ALERT(at_console, "owner is player\n"); return; } } } m_LastHitGroup = ptr->iHitgroup; TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); TraceResult btr; // Wargon: Переменная для трейса декали мозгов от хедшотов. switch ( ptr->iHitgroup ) { case HITGROUP_GENERIC: break; case HITGROUP_HEAD: // Wargon: Декаль мозгов от хедшотов. UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecDir * 172, ignore_monsters, ENT(pev), &btr ); UTIL_TraceCustomDecal( &btr, "brains", RANDOM_FLOAT( 0.0f, 360.0f )); // buz: more blood in the head!!! let the brains fly out and smash on ground, muahahaha!! SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage * 4); flDamage *= gSkillData.monHead; break; case HITGROUP_CHEST: flDamage *= gSkillData.monChest; break; case HITGROUP_STOMACH: flDamage *= gSkillData.monStomach; break; case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: flDamage *= gSkillData.monArm; break; case HITGROUP_LEFTLEG: case HITGROUP_RIGHTLEG: flDamage *= gSkillData.monLeg; break; default: break; } SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage * 2); // Wargon: Побольше крови. AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } } /* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. This version is used by Monsters. ================ */ void CBaseEntity :: FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, float flDamage, entvars_t *pevAttacker ) { Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; TraceResult tr; if ( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; for( ULONG iShot = 1; iShot <= cShots; iShot++ ) { // get circular gaussian spread float x, y, z; do { x = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f ); y = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f ); z = x * x + y * y; } while( z > 1.0f ); Vector vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp; Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( pev ), &tr ); // do damage, paint decals if ( tr.flFraction != 1.0f ) { CBaseEntity *pEntity = CBaseEntity :: Instance( tr.pHit ); switch( iBulletType ) { case BULLET_NORMAL: case BULLET_BUCKSHOT: pEntity->TraceAttack( pevAttacker, flDamage, vecDir, &tr, DMG_BULLET|DMG_NEVERGIB ); TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); if( pEntity->AllowDecal( pevAttacker )) DecalGunshot( &tr, iBulletType, vecSrc ); break; } } // make bullet trails UTIL_BubbleTrail( vecSrc, tr.vecEndPos, ( flDistance * tr.flFraction ) / 64.0f ); } ApplyMultiDamage( pev, pevAttacker ); } //Water splash extern int gmsgWaterSplash; void CBaseEntity::FireBulletsWater( Vector vecSrc, Vector vecEnd, float ScaleSplash1, float ScaleSplash2 ) { if( !( POINT_CONTENTS( vecEnd ) == CONTENTS_WATER && POINT_CONTENTS( vecSrc ) != CONTENTS_WATER ) ) return; float x = vecEnd.x - vecSrc.x; float y = vecEnd.y - vecSrc.y; float z = vecEnd.z - vecSrc.z; float len = Vector( vecEnd - vecSrc).Length(); Vector vecTemp = ( vecEnd + vecSrc ) / 2; while( len >= 1 ) { if( POINT_CONTENTS( vecTemp ) == CONTENTS_WATER ) vecEnd = vecTemp; else vecSrc = vecTemp; vecTemp = ( vecEnd + vecSrc ) / 2; len = Vector( vecEnd - vecSrc).Length(); } if( len <= 1 ) { MESSAGE_BEGIN(MSG_ALL, gmsgWaterSplash); WRITE_COORD( vecTemp.x ); WRITE_COORD( vecTemp.y ); WRITE_COORD( vecTemp.z ); WRITE_COORD( ScaleSplash1 ); WRITE_COORD( ScaleSplash2 ); MESSAGE_END(); switch( RANDOM_LONG( 1, 3 ) ) { case 1: UTIL_EmitAmbientSound( ENT(0), vecTemp, "player/water_splash1.wav", 1, ATTN_NORM, 0, 100 ); break; case 2: UTIL_EmitAmbientSound( ENT(0), vecTemp, "player/water_splash2.wav", 1, ATTN_NORM, 0, 100 ); break; case 3: UTIL_EmitAmbientSound( ENT(0), vecTemp, "player/water_splash3.wav", 1, ATTN_NORM, 0, 100 ); break; } } else { if( POINT_CONTENTS( vecTemp ) == CONTENTS_WATER ) FireBulletsWater( vecSrc, vecTemp, ScaleSplash1, ScaleSplash2 ); else FireBulletsWater( vecTemp, vecEnd, ScaleSplash1, ScaleSplash2 ); } } /* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. This version is used by Players, uses the random seed generator to sync client and server side shots. ================ */ Vector CBaseEntity :: FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, float flDamage, entvars_t *pevAttacker, int shared_rand ) { TraceResult tr; Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; float x, y, z; if ( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; for ( ULONG iShot = 1; iShot <= cShots; iShot++ ) { //Use player's random seed. // get circular gaussian spread x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 ); y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 ); z = x * x + y * y; Vector vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp; Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &tr ); // do damage, paint decals if( tr.flFraction != 1.0 ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); pEntity->TraceAttack( pevAttacker, flDamage, vecDir, &tr, DMG_BULLET ); if( pEntity->AllowDecal( pevAttacker )) DecalGunshot( &tr, BULLET_NORMAL, vecSrc, true ); } // make bullet trails UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 ); FireBulletsWater( vecSrc, tr.vecEndPos, 0.15f, 0.15f ); } ApplyMultiDamage( pev, pevAttacker ); return Vector( x * vecSpread.x, y * vecSpread.y, 0.0f ); } void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { if (BloodColor() == DONT_BLEED) return; if (flDamage == 0) return; if (! (bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR))) return; // make blood decal on the wall! TraceResult Bloodtr; Vector vecTraceDir; float flNoise; int cCount; int i; /* if ( !IsAlive() ) { // dealing with a dead monster. if ( pev->max_health <= 0 ) { // no blood decal for a monster that has already decalled its limit. return; } else { pev->max_health--; } } */ if (flDamage < 10) { flNoise = 0.1; cCount = 1; } else if (flDamage < 25) { flNoise = 0.2; cCount = 2; } else { flNoise = 0.3; cCount = 4; } for ( i = 0 ; i < cCount ; i++ ) { vecTraceDir = vecDir * -1;// trace in the opposite direction the shot came from (the direction the shot is going) vecTraceDir.x += RANDOM_FLOAT( -flNoise, flNoise ); vecTraceDir.y += RANDOM_FLOAT( -flNoise, flNoise ); vecTraceDir.z += RANDOM_FLOAT( -flNoise, flNoise ); UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * -172, ignore_monsters, ENT(pev), &Bloodtr); if ( Bloodtr.flFraction != 1.0 ) { UTIL_BloodDecalTrace( &Bloodtr, BloodColor() ); } } } //========================================================= //========================================================= void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { // make blood decal on the wall! TraceResult Bloodtr; Vector vecTraceDir; int i; if ( !IsAlive() ) { // dealing with a dead monster. if ( pev->max_health <= 0 ) { // no blood decal for a monster that has already decalled its limit. return; } else { pev->max_health--; } } for ( i = 0 ; i < cCount ; i++ ) { vecTraceDir = vecDir; vecTraceDir.x += RANDOM_FLOAT( -flNoise, flNoise ); vecTraceDir.y += RANDOM_FLOAT( -flNoise, flNoise ); vecTraceDir.z += RANDOM_FLOAT( -flNoise, flNoise ); UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * 172, ignore_monsters, ENT(pev), &Bloodtr); /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE); WRITE_COORD( ptr->vecEndPos.x ); WRITE_COORD( ptr->vecEndPos.y ); WRITE_COORD( ptr->vecEndPos.z ); WRITE_COORD( Bloodtr.vecEndPos.x ); WRITE_COORD( Bloodtr.vecEndPos.y ); WRITE_COORD( Bloodtr.vecEndPos.z ); MESSAGE_END(); */ if ( Bloodtr.flFraction != 1.0 ) { UTIL_BloodDecalTrace( &Bloodtr, BloodColor() ); } } }