nuclide/src/server/NSTraceAttack.h

95 lines
3.1 KiB
C++

/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void TraceAttack_FireBullets(int iShots, vector vecPos, int iDamage, vector vecSpread, int iWeapon);
void TraceAttack_FireBulletsWithDecal(int iShots, vector vecPos, int iDamage, vector vecSpread, int iWeapon, string strDecalGroup);
#ifdef BULLETPENETRATION
void TraceAttack_SetPenetrationPower(int power);
#endif
/** This class handles traceline/hitscan attacks. */
class
NSTraceAttack:NSIO
{
private:
/* multi-part damage */
NSSurfacePropEntity 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;
//int m_iDecalGroup;
string m_strDecalGroup;
/* bullet penetration */
#ifdef BULLETPENETRATION
float m_flMaxThickness;
float m_flRangeModifier;
int m_iTotalPenetrations;
#endif
virtual void _ApplyDamage(void);
virtual void _FireSingle(vector,vector,float,float);
public:
void NSTraceAttack(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
virtual void RestoreComplete(void);
/** Call once your parameters are set up to cast the trace/hitscan */
virtual void Fire(void);
/** Sets the number of traces performed. Default is 1. */
virtual void SetShots(int);
/** Sets the position of where we're firing from. */
virtual void SetOrigin(vector);
/** Sets the amount of damage a single trace will do. */
virtual void SetDamage(int);
/** Sets the spread, which increases with distance. */
virtual void SetSpread(vector);
/** Sets the weapon associated with the trace. */
virtual void SetWeapon(int);
/** Sets the maximum range the trace will cast, before it is discarded. */
virtual void SetRange(float);
/** Sets the owner responsible for the trace. */
virtual void SetOwner(entity);
/** Sets the decal group used by the trace attack */
virtual void SetDecalGroup(string);
#ifdef BULLETPENETRATION
/** Sets the maximum thickness that the trace is not allowed to penetrate.
Your project needs to have the `BULLETPENETRATION` flag enabled. */
virtual void SetPenetrationMaxThickness(float);
/** Sets the power level of the traceline when penetrating surfaces.
Your project needs to have the `BULLETPENETRATION` flag enabled. */
virtual void SetPenetrationPower(int);
#endif
};
NSTraceAttack g_traceAttack;