nuclide/Source/server/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;
}
#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, wptTable[self.weapon].iDamage, trace_endpos, FALSE);
#endif
}
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;
}
#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) {
#ifdef CSTRIKE
Damage_Apply(trace_ent, self, wptTable[self.weapon].iDamage, trace_endpos, FALSE);
#endif
}
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
=================
*/
void TraceAttack_FireBullets(int iShots, vector vPos)
{
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vector vDir;
makevectors(self.v_angle);
while (iShots > 0) {
iTotalPenetrations = 0;
#ifdef CSTRIKE
vDir = aim(self, 100000) + Math_CRandom()*self.fAccuracy*v_right + Math_CRandom()*self.fAccuracy*v_up;
#else
vDir = aim(self, 100000);
#endif
TraceAttack_FireSingle(vPos, vDir);
TraceAttack_FireSingleLagged(vPos, vDir);
iShots--;
}
}