1100 lines
27 KiB
C++
1100 lines
27 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== combat.cpp ========================================================
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functions dealing with damage infliction & death
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "soundent.h"
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#include "decals.h"
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#include "animation.h"
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#include "weapons.h"
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#include "func_break.h"
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#include "player.h"
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extern DLL_GLOBAL Vector g_vecAttackDir;
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extern DLL_GLOBAL int g_iSkillLevel;
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extern Vector VecBModelOrigin( entvars_t* pevBModel );
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extern entvars_t *g_pevLastInflictor;
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unsigned short g_sGibbed;
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unsigned short g_sTeleport;
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unsigned short g_sTrail;
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unsigned short g_sExplosion;
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unsigned short g_usPowerUp;
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#define GERMAN_GIB_COUNT 4
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#define HUMAN_GIB_COUNT 6
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#define ALIEN_GIB_COUNT 4
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// HACKHACK -- The gib velocity equations don't work
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void CGib :: LimitVelocity( void )
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{
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float length = pev->velocity.Length();
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// ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it
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// in 3 separate places again, I'll just limit it here.
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if ( length > 1500.0 )
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pev->velocity = pev->velocity.Normalize() * 1500; // This should really be sv_maxvelocity * 0.75 or something
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}
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void CGib :: SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs )
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{
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int i;
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if ( g_Language == LANGUAGE_GERMAN )
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{
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// no sticky gibs in germany right now!
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return;
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}
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for ( i = 0 ; i < cGibs ; i++ )
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{
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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pGib->Spawn( "models/stickygib.mdl" );
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pGib->pev->body = RANDOM_LONG(0,2);
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if ( pevVictim )
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{
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pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT( -3, 3 );
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pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT( -3, 3 );
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pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT( -3, 3 );
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/*
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pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) );
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pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT ( 0 , 1 ) );
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pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT ( 0 , 1 ) );
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*/
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// make the gib fly away from the attack vector
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pGib->pev->velocity = g_vecAttackDir * -1;
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// mix in some noise
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pGib->pev->velocity.x += RANDOM_FLOAT ( -0.15, 0.15 );
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pGib->pev->velocity.y += RANDOM_FLOAT ( -0.15, 0.15 );
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pGib->pev->velocity.z += RANDOM_FLOAT ( -0.15, 0.15 );
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pGib->pev->velocity = pGib->pev->velocity * 900;
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pGib->pev->avelocity.x = RANDOM_FLOAT ( 250, 400 );
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pGib->pev->avelocity.y = RANDOM_FLOAT ( 250, 400 );
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// copy owner's blood color
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pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
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if ( pevVictim->health > -50)
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{
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pGib->pev->velocity = pGib->pev->velocity * 0.7;
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}
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else if ( pevVictim->health > -200)
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{
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pGib->pev->velocity = pGib->pev->velocity * 2;
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}
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else
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{
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pGib->pev->velocity = pGib->pev->velocity * 4;
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}
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pGib->pev->movetype = MOVETYPE_TOSS;
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pGib->pev->solid = SOLID_BBOX;
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UTIL_SetSize ( pGib->pev, Vector ( 0, 0 ,0 ), Vector ( 0, 0, 0 ) );
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pGib->SetTouch ( &CGib::StickyGibTouch );
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pGib->SetThink (NULL);
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}
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pGib->LimitVelocity();
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}
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}
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void CGib :: SpawnHeadGib( entvars_t *pevVictim )
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{
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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if ( g_Language == LANGUAGE_GERMAN )
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{
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pGib->Spawn( "models/germangibs.mdl" );// throw one head
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pGib->pev->body = 0;
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}
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else
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{
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pGib->Spawn( "models/hgibs.mdl" );// throw one head
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pGib->pev->body = 0;
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}
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if ( pevVictim )
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{
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pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs;
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edict_t *pentPlayer = FIND_CLIENT_IN_PVS( pGib->edict() );
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if ( RANDOM_LONG ( 0, 100 ) <= 5 && pentPlayer )
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{
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// 5% chance head will be thrown at player's face.
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entvars_t *pevPlayer;
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pevPlayer = VARS( pentPlayer );
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pGib->pev->velocity = ( ( pevPlayer->origin + pevPlayer->view_ofs ) - pGib->pev->origin ).Normalize() * 300;
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pGib->pev->velocity.z += 100;
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}
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else
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{
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pGib->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
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}
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pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
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pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );
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// copy owner's blood color
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pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
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if ( pevVictim->health > -50)
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{
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pGib->pev->velocity = pGib->pev->velocity * 0.7;
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}
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else if ( pevVictim->health > -200)
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{
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pGib->pev->velocity = pGib->pev->velocity * 2;
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}
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else
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{
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pGib->pev->velocity = pGib->pev->velocity * 4;
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}
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}
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pGib->LimitVelocity();
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}
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void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human )
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{
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int cSplat;
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for ( cSplat = 0 ; cSplat < cGibs ; cSplat++ )
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{
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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if ( g_Language == LANGUAGE_GERMAN )
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{
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pGib->Spawn( "models/germangibs.mdl" );
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pGib->pev->body = RANDOM_LONG(0,GERMAN_GIB_COUNT-1);
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}
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else
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{
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if ( human )
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{
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// human pieces
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pGib->Spawn( "models/hgibs.mdl" );
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pGib->pev->body = RANDOM_LONG(1,HUMAN_GIB_COUNT-1);// start at one to avoid throwing random amounts of skulls (0th gib)
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}
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else
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{
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// aliens
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pGib->Spawn( "models/agibs.mdl" );
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pGib->pev->body = RANDOM_LONG(0,ALIEN_GIB_COUNT-1);
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}
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}
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if ( pevVictim )
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{
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// spawn the gib somewhere in the monster's bounding volume
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pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) );
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pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT ( 0 , 1 ) );
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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
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// make the gib fly away from the attack vector
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pGib->pev->velocity = g_vecAttackDir * -1;
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// mix in some noise
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pGib->pev->velocity.x += RANDOM_FLOAT ( -0.25, 0.25 );
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pGib->pev->velocity.y += RANDOM_FLOAT ( -0.25, 0.25 );
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pGib->pev->velocity.z += RANDOM_FLOAT ( -0.25, 0.25 );
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pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT ( 300, 400 );
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pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
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pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );
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// copy owner's blood color
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pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
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if ( pevVictim->health > -50)
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{
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pGib->pev->velocity = pGib->pev->velocity * 0.7;
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}
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else if ( pevVictim->health > -200)
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{
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pGib->pev->velocity = pGib->pev->velocity * 2;
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}
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else
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{
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pGib->pev->velocity = pGib->pev->velocity * 4;
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}
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pGib->pev->solid = SOLID_BBOX;
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UTIL_SetSize ( pGib->pev, Vector( 0 , 0 , 0 ), Vector ( 0, 0, 0 ) );
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}
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pGib->LimitVelocity();
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}
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}
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//=========================================================
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// WaitTillLand - in order to emit their meaty scent from
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// the proper location, gibs should wait until they stop
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// bouncing to emit their scent. That's what this function
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// does.
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//=========================================================
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void CGib :: WaitTillLand ( void )
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{
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if (!IsInWorld())
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{
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UTIL_Remove( this );
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return;
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}
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if ( pev->velocity == g_vecZero )
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{
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SetThink (&CBaseEntity::SUB_StartFadeOut);
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pev->nextthink = gpGlobals->time + m_lifeTime;
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}
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else
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{
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// wait and check again in another half second.
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pev->nextthink = gpGlobals->time + 0.5;
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}
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}
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//
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// Gib bounces on the ground or wall, sponges some blood down, too!
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//
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void CGib :: BounceGibTouch ( CBaseEntity *pOther )
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{
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Vector vecSpot;
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TraceResult tr;
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//if ( RANDOM_LONG(0,1) )
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// return;// don't bleed everytime
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if (pev->flags & FL_ONGROUND)
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{
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pev->velocity = pev->velocity * 0.9;
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pev->angles.x = 0;
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pev->angles.z = 0;
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pev->avelocity.x = 0;
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pev->avelocity.z = 0;
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}
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else
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{
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if ( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
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{
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vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
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UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), ignore_monsters, ENT(pev), & tr);
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UTIL_BloodDecalTrace( &tr, m_bloodColor );
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m_cBloodDecals--;
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}
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if ( m_material != matNone && RANDOM_LONG(0,2) == 0 )
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{
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float volume;
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float zvel = fabs(pev->velocity.z);
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volume = 0.8 * min(1.0, ((float)zvel) / 450.0);
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CBreakable::MaterialSoundRandom( edict(), (Materials)m_material, volume );
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}
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}
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}
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//
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// Sticky gib puts blood on the wall and stays put.
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//
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void CGib :: StickyGibTouch ( CBaseEntity *pOther )
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{
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Vector vecSpot;
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TraceResult tr;
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SetThink ( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time + 10;
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if ( !FClassnameIs( pOther->pev, "worldspawn" ) )
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{
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pev->nextthink = gpGlobals->time;
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return;
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}
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UTIL_TraceLine ( pev->origin, pev->origin + pev->velocity * 32, ignore_monsters, ENT(pev), & tr);
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UTIL_BloodDecalTrace( &tr, m_bloodColor );
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pev->velocity = tr.vecPlaneNormal * -1;
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pev->angles = UTIL_VecToAngles ( pev->velocity );
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pev->velocity = g_vecZero;
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pev->avelocity = g_vecZero;
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pev->movetype = MOVETYPE_NONE;
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}
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//=========================================================
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// GibMonster - create some gore and get rid of a monster's
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// model.
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//=========================================================
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void CBaseMonster :: GibMonster( void )
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{
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TraceResult tr;
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BOOL gibbed = FALSE;
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM);
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if ( CVAR_GET_FLOAT("violence_hgibs") != 0 ) // Only the player will ever get here
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{
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if ( IsPlayer() )
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{
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PLAYBACK_EVENT_FULL ( FEV_GLOBAL, edict(),
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g_sGibbed, 0.0, (float *)&pev->origin, (float *)&g_vecAttackDir, 0.0, 0.0, 0, 0, 0, 0);
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}
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/*CGib::SpawnHeadGib( pev );
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CGib::SpawnRandomGibs( pev, 4, 1 ); // throw some human gibs.*/
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}
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gibbed = TRUE;
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}
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//=========================================================
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// GetDeathActivity - determines the best type of death
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// anim to play.
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//=========================================================
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Activity CBaseMonster :: GetDeathActivity ( void )
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{
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Activity deathActivity;
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BOOL fTriedDirection;
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float flDot;
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TraceResult tr;
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Vector vecSrc;
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if ( pev->deadflag != DEAD_NO )
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{
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// don't run this while dying.
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return m_IdealActivity;
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}
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vecSrc = Center();
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fTriedDirection = FALSE;
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deathActivity = ACT_DIESIMPLE;// in case we can't find any special deaths to do.
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UTIL_MakeVectors ( pev->angles );
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flDot = DotProduct ( gpGlobals->v_forward, g_vecAttackDir * -1 );
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switch ( m_LastHitGroup )
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{
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// try to pick a region-specific death.
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case HITGROUP_HEAD:
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deathActivity = ACT_DIE_HEADSHOT;
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break;
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case HITGROUP_STOMACH:
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deathActivity = ACT_DIE_GUTSHOT;
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break;
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case HITGROUP_GENERIC:
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// try to pick a death based on attack direction
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fTriedDirection = TRUE;
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if ( flDot > 0.3 )
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{
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deathActivity = ACT_DIEFORWARD;
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}
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else if ( flDot <= -0.3 )
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{
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deathActivity = ACT_DIEBACKWARD;
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}
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break;
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default:
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// try to pick a death based on attack direction
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fTriedDirection = TRUE;
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if ( flDot > 0.3 )
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{
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deathActivity = ACT_DIEFORWARD;
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}
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else if ( flDot <= -0.3 )
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{
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deathActivity = ACT_DIEBACKWARD;
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}
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break;
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}
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// can we perform the prescribed death?
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if ( LookupActivity ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
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{
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// no! did we fail to perform a directional death?
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if ( fTriedDirection )
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{
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// if yes, we're out of options. Go simple.
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deathActivity = ACT_DIESIMPLE;
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}
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else
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{
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// cannot perform the ideal region-specific death, so try a direction.
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if ( flDot > 0.3 )
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{
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deathActivity = ACT_DIEFORWARD;
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}
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else if ( flDot <= -0.3 )
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{
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deathActivity = ACT_DIEBACKWARD;
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}
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}
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}
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if ( LookupActivity ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
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{
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// if we're still invalid, simple is our only option.
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deathActivity = ACT_DIESIMPLE;
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}
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if ( deathActivity == ACT_DIEFORWARD )
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{
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// make sure there's room to fall forward
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UTIL_TraceHull ( vecSrc, vecSrc + gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr );
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if ( tr.flFraction != 1.0 )
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{
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deathActivity = ACT_DIESIMPLE;
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}
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}
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if ( deathActivity == ACT_DIEBACKWARD )
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{
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// make sure there's room to fall backward
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UTIL_TraceHull ( vecSrc, vecSrc - gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr );
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if ( tr.flFraction != 1.0 )
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{
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deathActivity = ACT_DIESIMPLE;
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}
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}
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return deathActivity;
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}
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//=========================================================
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// GetSmallFlinchActivity - determines the best type of flinch
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// anim to play.
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//=========================================================
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Activity CBaseMonster :: GetSmallFlinchActivity ( void )
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{
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Activity flinchActivity;
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BOOL fTriedDirection;
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float flDot;
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fTriedDirection = FALSE;
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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;
|
|
}
|
|
|
|
|
|
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);
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
SetThink ( &CBaseEntity::SUB_FadeOut );
|
|
}
|
|
|
|
void CBaseEntity :: SUB_FadeOut ( void )
|
|
{
|
|
if ( pev->renderamt > 7 )
|
|
{
|
|
pev->renderamt -= 7;
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
else
|
|
{
|
|
pev->renderamt = 0;
|
|
pev->nextthink = gpGlobals->time + 0.2;
|
|
SetThink ( &CBaseEntity::SUB_Remove );
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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_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));
|
|
|
|
pev->nextthink = gpGlobals->time + 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).
|
|
}
|
|
|
|
/*
|
|
============
|
|
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 );
|
|
}
|
|
else if ( bitsDamageType & DMG_NEVERGIB )
|
|
{
|
|
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) )
|
|
{
|
|
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 == 0 || pevInflictor == m_hEnemy->pev || !HasConditions(bits_COND_SEE_ENEMY))
|
|
{
|
|
m_vecEnemyLKP = pevInflictor->origin;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_vecEnemyLKP = pev->origin + ( g_vecAttackDir * 64 );
|
|
}
|
|
|
|
MakeIdealYaw( 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();
|
|
}
|
|
}
|
|
|
|
#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 )
|
|
{
|
|
// 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 );
|
|
}
|
|
|
|
/*
|
|
//=========================================================
|
|
// 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.
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
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 (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 )
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{
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// make blood decal on the wall!
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TraceResult Bloodtr;
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Vector vecTraceDir;
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int i;
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|
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if ( !IsAlive() )
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{
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// dealing with a dead monster.
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if ( pev->max_health <= 0 )
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{
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// no blood decal for a monster that has already decalled its limit.
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return;
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}
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else
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{
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pev->max_health--;
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}
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}
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for ( i = 0 ; i < cCount ; i++ )
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{
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vecTraceDir = vecDir;
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|
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vecTraceDir.x += RANDOM_FLOAT( -flNoise, flNoise );
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vecTraceDir.y += RANDOM_FLOAT( -flNoise, flNoise );
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vecTraceDir.z += RANDOM_FLOAT( -flNoise, flNoise );
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UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * 172, ignore_monsters, ENT(pev), &Bloodtr);
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|
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/*
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_SHOWLINE);
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WRITE_COORD( ptr->vecEndPos.x );
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WRITE_COORD( ptr->vecEndPos.y );
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WRITE_COORD( ptr->vecEndPos.z );
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|
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WRITE_COORD( Bloodtr.vecEndPos.x );
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WRITE_COORD( Bloodtr.vecEndPos.y );
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WRITE_COORD( Bloodtr.vecEndPos.z );
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MESSAGE_END();
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*/
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|
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if ( Bloodtr.flFraction != 1.0 )
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{
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UTIL_BloodDecalTrace( &Bloodtr, BloodColor() );
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|
}
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|
}
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|
}
|