nuclide/Source/server/cstrike/traceattack.c

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/***
*
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* 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 ) {
static void TraceAttack_Penetrate( vector vPos, vector vAngle ) {
if ( iTotalPenetrations > 0 ) {
return;
}
TraceAttack_FireSingle( vPos, vAngle );
iTotalPenetrations = 1;
}
traceline( vPos, vPos + ( vAngle * wptTable[ self.weapon ].fRange ), MOVE_HITMODEL, self);
if (trace_fraction != 1.0) {
if ( trace_ent.takedamage == DAMAGE_YES ) {
Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE );
}
if ( trace_ent.iBleeds == TRUE ) {
Effect_Impact( IMPACT_FLESH, trace_endpos, trace_plane_normal );
} 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 ) {
static void TraceAttack_Penetrate( vector vPos, vector vAngle ) {
if ( iTotalPenetrations > 0 ) {
return;
}
TraceAttack_FireSingle( vPos, vAngle );
iTotalPenetrations = 1;
}
traceline( vPos, vPos + ( vAngle * wptTable[ self.weapon ].fRange ), MOVE_LAGGED | MOVE_HITMODEL, self);
if (trace_fraction != 1.0) {
if ( trace_ent.takedamage == DAMAGE_YES ) {
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Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE );
}
if ( trace_ent.iBleeds == TRUE ) {
Effect_Impact( IMPACT_FLESH, trace_endpos, trace_plane_normal );
} 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
=================
*/
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void TraceAttack_FireBullets( int iShots, vector vPos ) {
vector vDir;
makevectors(self.v_angle);
while ( iShots > 0 ) {
iTotalPenetrations = 0;
vDir = aim( self, 100000 ) + Math_CRandom()*self.fAccuracy*v_right + Math_CRandom()*self.fAccuracy*v_up;
TraceAttack_FireSingle( vPos, vDir );
TraceAttack_FireSingleLagged( vPos, vDir );
iShots--;
}
dprint( sprintf( "[DEBUG] ACCURACY: %f, %d %d %d\n", self.fAccuracy, vDir_x, vDir_y, vDir_z ));
}