New class: NSTraceAttack. Will make it much easier for games/mods to overrides parts of it.

This commit is contained in:
Marco Cawthorne 2022-04-29 23:45:00 -07:00
parent df589de04c
commit 59d46e1f63
Signed by: eukara
GPG Key ID: C196CD8BA993248A
2 changed files with 211 additions and 83 deletions

View File

@ -14,12 +14,54 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#ifdef BULLETPENETRATION
var int iTotalPenetrations;
#endif
void TraceAttack_FireBullets(int iShots, vector vecPos, int iDamage, vector vecSpread, int iWeapon);
#ifdef BULLETPENETRATION
void TraceAttack_SetPenetrationPower(int power);
#endif
class
NSTraceAttack
{
/* multi-part damage */
entity m_eMultiTarget;
int m_iMultiValue;
int m_iMultiBody;
int m_iShots;
float m_flDamage;
vector m_vecSpread;
int m_iWeapon;
entity m_eOwner;
float m_flRange;
vector m_vecOrigin;
/* bullet penetration */
#ifdef BULLETPENETRATION
float m_flMaxThickness;
float m_flRangeModifier;
int m_iTotalPenetrations;
#endif
void(void) NSTraceAttack;
virtual void(void) _ApplyDamage;
virtual void(vector, vector, float, float) _FireSingle;
virtual void(void) Fire;
virtual void(int) SetShots;
virtual void(vector) SetOrigin;
virtual void(int) SetDamage;
virtual void(vector) SetSpread;
virtual void(int) SetWeapon;
virtual void(float) SetRange;
virtual void(entity) SetOwner;
#ifdef BULLETPENETRATION
virtual void(float) SetPenetrationMaxThickness;
virtual void(int) SetPenetrationPower;
#endif
};
NSTraceAttack g_traceAttack;

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@ -14,65 +14,50 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
entity g_multiDamage_Target;
int g_multiDamage_Value;
int g_multiDamage_HitBod;
#ifdef BULLETPENETRATION
float g_pen_flMaxThickness;
var float g_pen_flRangeMod = 1.0f;
#endif
static void
TraceAttack_Apply(entity eAttacker, int iWeapon)
void
NSTraceAttack::_ApplyDamage(void)
{
/* may not be defined yet */
if (g_multiDamage_Target == __NULL__)
if (m_eMultiTarget == __NULL__)
return;
if (trace_ent.iBleeds == 1) {
FX_Blood(trace_endpos, [0.5,0,0]);
}
trace_surface_id = g_multiDamage_HitBod;
Damage_Apply(g_multiDamage_Target, self, g_multiDamage_Value, iWeapon, DMG_BULLET);
g_multiDamage_Target = __NULL__;
g_multiDamage_Value = 0;
g_multiDamage_HitBod = 0;
trace_surface_id = m_iMultiBody;
Damage_Apply(m_eMultiTarget, m_eOwner, m_iMultiValue, m_iWeapon, DMG_BULLET);
m_eMultiTarget = __NULL__;
m_iMultiValue = 0;
m_iMultiBody = 0;
}
void
TraceAttack_ImpactWorld(void)
{
}
/* cast a single bullet shot */
static void
TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon, float dist)
NSTraceAttack::_FireSingle(vector vecPos, vector vecAngles, float flDamage, float flRange)
{
vector range;
if (dist <= 0)
if (flRange <= 0)
return;
range = (vAngle * 8196);
range = (vecAngles * 8196);
self.dimension_solid = 255;
self.dimension_hit = 255;
m_eOwner.dimension_solid = 255;
m_eOwner.dimension_hit = 255;
/* make sure we can gib corpses */
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE | CONTENTBIT_WATER | CONTENTBIT_SLIME | CONTENTBIT_LAVA | CONTENTBIT_PROJECTILE;
traceline(vecPos, vecPos + range, MOVE_LAGGED | MOVE_HITMODEL, self);
self.hitcontentsmaski = oldhitcontents;
int oldhitcontents = m_eOwner.hitcontentsmaski;
m_eOwner.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE | CONTENTBIT_WATER | CONTENTBIT_SLIME | CONTENTBIT_LAVA | CONTENTBIT_PROJECTILE;
traceline(vecPos, vecPos + range, MOVE_LAGGED | MOVE_HITMODEL, m_eOwner);
m_eOwner.hitcontentsmaski = oldhitcontents;
dist -= trace_plane_dist;
flRange -= trace_plane_dist;
self.dimension_solid = 254;
self.dimension_hit = 254;
m_eOwner.dimension_solid = 254;
m_eOwner.dimension_hit = 254;
g_multiDamage_HitBod |= trace_surface_id;
m_iMultiBody |= trace_surface_id;
if (trace_fraction >= 1.0f)
return;
@ -80,13 +65,13 @@ TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon, f
/* water impact */
if (trace_endcontentsi & CONTENTBIT_WATER) {
FX_Impact(IMPACT_SLOSH, trace_endpos, trace_plane_normal);
TraceAttack_FireSingle(trace_endpos + (v_forward * 2), vAngle, iDamage / 2, iWeapon, dist);
_FireSingle(trace_endpos + (v_forward * 2), vecAngles, flDamage / 2, flRange);
} else if (trace_endcontentsi & CONTENTBIT_SLIME) {
FX_Impact(IMPACT_SLOSH, trace_endpos, trace_plane_normal);
TraceAttack_FireSingle(trace_endpos + (v_forward * 2), vAngle, iDamage / 2, iWeapon, dist);
_FireSingle(trace_endpos + (v_forward * 2), vecAngles, flDamage / 2, flRange);
} else if (trace_endcontentsi & CONTENTBIT_LAVA) {
FX_Impact(IMPACT_SLOSH, trace_endpos, trace_plane_normal);
TraceAttack_FireSingle(trace_endpos + (v_forward * 2), vAngle, iDamage / 2, iWeapon, dist);
_FireSingle(trace_endpos + (v_forward * 2), vecAngles, flDamage / 2, flRange);
}
if (trace_ent.takedamage == DAMAGE_YES && trace_ent.iBleeds) {
@ -99,32 +84,39 @@ TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon, f
case BODY_HEAD:
/* the helmet is one power house */
if (pl.g_items & ITEM_HELMET) {
iDamage = 0;
m_flDamage = 0;
Sound_Play(trace_ent, CHAN_BODY, "player.headshotarmor");
pl.g_items &= ~ITEM_HELMET;
return;
} else {
iDamage *= 4;
m_flDamage *= 4;
Sound_Play(trace_ent, CHAN_BODY, "player.headshot");
}
break;
case BODY_STOMACH:
iDamage *= 0.9;
m_flDamage *= 0.9;
if (pl.armor > 0)
Sound_Play(trace_ent, CHAN_BODY, "player.hitarmor");
break;
case BODY_LEGLEFT:
case BODY_LEGRIGHT:
iDamage *= 0.4;
m_flDamage *= 0.4;
break;
}
#else
/* only headshots count in HL */
if (trace_surface_id == BODY_HEAD)
iDamage *= 3;
m_flDamage *= 3;
#endif
}
#ifdef WASTES
player pl1 = (player)self;
if (pl1.m_iWillpowerValue > 0) {
FX_Crit(trace_endpos, vectoangles(trace_endpos - pl1.origin), 0);
}
#endif
/* impact per bullet */
if (trace_ent.iBleeds == 0) {
SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal);
@ -132,58 +124,58 @@ TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon, f
/* combine them into one single Damage_Apply call later */
if (trace_ent.takedamage == DAMAGE_YES) {
if (trace_ent != g_multiDamage_Target) {
TraceAttack_Apply(self, iWeapon);
g_multiDamage_Target = trace_ent;
g_multiDamage_Value = iDamage;
if (trace_ent != m_eMultiTarget) {
_ApplyDamage();
m_eMultiTarget = trace_ent;
m_iMultiValue = flDamage;
} else {
g_multiDamage_Value += iDamage;
m_iMultiValue += flDamage;
}
}
#ifdef BULLETPENETRATION
if (iTotalPenetrations > 0) {
if (m_iTotalPenetrations > 0) {
float cont;
if (!(trace_surfaceflagsi & SURF_PENETRATE))
iTotalPenetrations -= 1;
m_iTotalPenetrations -= 1;
/* check if this wall is 6 units thick... */
if (iTotalPenetrations > 0) {
if (m_iTotalPenetrations > 0) {
cont = pointcontents(trace_endpos + v_forward * 5);
if (cont == CONTENT_SOLID)
iTotalPenetrations -= 1; /* deduct 1 penetration power */
m_iTotalPenetrations -= 1; /* deduct 1 penetration power */
}
cont = pointcontents(trace_endpos + v_forward * g_pen_flMaxThickness);
cont = pointcontents(trace_endpos + v_forward * m_flMaxThickness);
if (cont == CONTENT_EMPTY)
TraceAttack_FireSingle(trace_endpos + (v_forward * 2), vAngle, iDamage / 2, iWeapon, dist);
_FireSingle(trace_endpos + (v_forward * 2), vecAngles, m_flDamage / 2, flRange);
}
#endif
}
/* fire a given amount of shots */
void
TraceAttack_FireBullets(int iShots, vector vecPos, int iDamage, vector vecSpread, int iWeapon)
NSTraceAttack::Fire(void)
{
vector vDir;
makevectors(self.v_angle);
vector vecDir;
makevectors(m_eOwner.v_angle);
g_multiDamage_Target = __NULL__;
g_multiDamage_Value = 0;
m_eMultiTarget = __NULL__;
m_iMultiValue = 0;
while (m_iShots > 0) {
vecDir = aim(m_eOwner, 100000);
while (iShots > 0) {
vDir = aim(self, 100000);
#ifndef BULLETPATTERNS
vDir += random(-1,1) * vecSpread[0] * v_right;
vDir += random(-1,1) * vecSpread[1] * v_up;
vecDir += random(-1,1) * m_vecSpread[0] * v_right;
vecDir += random(-1,1) * m_vecSpread[1] * v_up;
#else
player pl = (player)self;
player pl = (player) m_eOwner;
/* weapons have already applied their multiplier... so attempt this */
int multiplier = pl.cs_shotmultiplier - iShots;
int multiplier = pl.cs_shotmultiplier - m_iShots;
float frand = (multiplier / 6);
/* shoddy attempt at spray patterns */
@ -192,29 +184,123 @@ TraceAttack_FireBullets(int iShots, vector vecPos, int iDamage, vector vecSpread
else if (frand <= 2)
frand = 2 - (frand * 1.5);
vDir += frand * vecSpread[0] * v_right;
vDir += (vecSpread[1] * v_up) * 2;
vecDir += frand * m_vecSpread[0] * v_right;
vecDir += (m_vecSpread[1] * v_up) * 2;
#endif
TraceAttack_FireSingle(vecPos, vDir, iDamage, iWeapon, 8196);
iShots--;
_FireSingle(m_vecOrigin, vecDir, m_flDamage, m_flRange);
m_iShots--;
}
if (g_multiDamage_Target) {
TraceAttack_Apply(self, iWeapon);
if (m_eMultiTarget) {
_ApplyDamage();
}
}
void
NSTraceAttack::SetShots(int iShots)
{
m_iShots = iShots;
}
void
NSTraceAttack::SetOrigin(vector vecOrigin)
{
m_vecOrigin = vecOrigin;
}
void
NSTraceAttack::SetDamage(int iDamage)
{
m_flDamage = (float)iDamage;
}
void
NSTraceAttack::SetSpread(vector vecSpread)
{
m_vecSpread = vecSpread;
}
void
NSTraceAttack::SetWeapon(int iWeapon)
{
m_iWeapon = iWeapon;
}
void
NSTraceAttack::SetRange(float flRange)
{
m_flRange = flRange;
}
void
NSTraceAttack::SetOwner(entity eOwner)
{
m_eOwner = eOwner;
}
#ifdef BULLETPENETRATION
void
NSTraceAttack::SetPenetrationMaxThickness(float flThickness)
{
m_flMaxThickness = flThickness;
}
void
NSTraceAttack::SetPenetrationPower(int iPower)
{
m_iTotalPenetrations = iPower;
}
#endif
void
NSTraceAttack::NSTraceAttack(void)
{
m_eMultiTarget = __NULL__;
m_iMultiValue = 0;
m_iMultiBody = 0;
m_flRange = 8196;
#ifdef BULLETPENETRATION
m_flMaxThickness = 5.0f;
m_flRangeModifier = 1.0f;
m_iTotalPenetrations = 0;
#endif
};
/* fire a given amount of shots */
void
TraceAttack_FireBullets(int iShots, vector vecPos, int iDamage, vector vecSpread, int iWeapon)
{
if (!g_traceAttack) {
g_traceAttack = spawn(NSTraceAttack);
}
g_traceAttack.SetShots(iShots);
g_traceAttack.SetOrigin(vecPos);
g_traceAttack.SetDamage(iDamage);
g_traceAttack.SetSpread(vecSpread);
g_traceAttack.SetWeapon(iWeapon);
g_traceAttack.SetOwner(self);
g_traceAttack.Fire();
}
#ifdef BULLETPENETRATION
void
TraceAttack_SetRangeModifier(float units)
{
g_pen_flRangeMod = units;
if (!g_traceAttack) {
g_traceAttack = spawn(NSTraceAttack);
}
g_traceAttack.m_flRangeModifier = (units);
}
void
TraceAttack_SetPenetrationPower(int power)
{
iTotalPenetrations = power;
if (!g_traceAttack) {
g_traceAttack = spawn(NSTraceAttack);
}
g_traceAttack.SetPenetrationPower(power);
/* thickness equals 8 units per power times rangemodifier */
g_pen_flMaxThickness = ((8 * power) * g_pen_flRangeMod);
g_traceAttack.SetPenetrationMaxThickness((8 * power) * g_traceAttack.m_flRangeModifier);
}
#endif