Amxxprogramer / Ham_TraceAttack.txt
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HamSandWich function:
PHP Code:
Ham_TraceAttack
Description:
Forward: This function is called when an entity is shot by another player (weapon, not grenade.)
Function: This function simulates a weapon attack on an entity.
You should use this function when you want to simulate an attack by a weapon from a player (like a gunshot!)
Parameters:
(ent, attacker, float:damage, Float:direction[3], trace, bits)
- ent is the entity that has been shot
- attacker is the entity that shoot the victim
- damage - this is the damage done by the shot but it does not have the hitgroup multiplication done (that is done before TakeDamage Call)
- direction - this parameter has a very important roll, it is a normalized vector that shows the direction of the bullets path
- trace - the trace handle that offers lots of useful information
- bits - the damage bits
Forward usage:
PHP Code:
#define SHOT_DISTANCE_POSSIBLE 2048.0
// plugin_init()
Register_Ham(Ham_TraceAttack, "func_breakable", "fw_traceatt_break")
public fw_traceatt_break(ent, attacker, float:damage, Float:direction[3], trace, bits)
{
new Float:start[3], end[3], fraction, multi
get_tr2(trace, TR_vecEndPos, end)
get_tr2(trace, TR_flFraction, fraction)
multi = fraction * SHOT_DISTANCE_POSSIBLE
xs_vec_mul_scalar(direction, multi, start)
// This is how to correctly get the start origin!
xs_vec_add(start, end, start)
}
Function true usage:
PHP Code:
#define SHOT_DISTANCE_POSSIBLE 2048.0
public Ham_Shoot(attacker, damage, bits, bool:can_penetrate)
{
new Float:angles[3], Float:start[3], Float:end[3], Float:direction[3], Float:fakeend[3]
// Turn the angles in a true vector
pev(attacker, pev_angles, angles)
angle_vector(angles, ANGLEVECTOR_FORWARD, direction)
// We make this as a normal shot!
xs_vec_mul_scalar(direction, SHOT_DISTANCE_POSSIBLE, fakeend)
// Start origin
pev(attacker, pev_origin, start)
pev(attacker, pev_view_ofs, end)
xs_vec_add(end, start, start)
// Obtain the end shot origin
xs_vec_add(start, fakeend, end)
// From now this is how these variables will be used
// origin - start place (will remain constant!)
// end - end place (will remain constant!)
// angles - no use
// fakeend - dynamic start origin
// direction - will be used in the forwards (will remain constant!)
new ptr = create_tr2()
// Trace to the first entity
engfunc(EngFunc_TraceLine, start, end, DONT_IGNORE_MONSTERS, attacker, ptr)
new Float:fraction, hit = get_tr2(ptr, TR_pHit)
get_tr2(ptr, TR_flFraction, fraction)
// Update the fake start origin
get_tr2(ptr, TR_vecEndPos, fakeend)
// This means that we hited sky!
if (fraction != 1.0 && engfunc(EngFunc_PointContents, fakeend) == CONTENTS_SKY && hit == -1)
{
// Prepare the trace handle
set_tr2(ptr, TR_pHit, 0)
// Bullet trace!
ExecuteHamB(Ham_TraceAttack, 0, attacker, damage, direction, ptr, DMG_NEVERGIB | DMG_BULLET)
free_tr2(ptr)
return -1
}
if (hit == -1)
{
hit = 0
set_tr2(ptr, TR_pHit, hit)
}
ExecuteHamB(Ham_TraceAttack, hit, attacker, damage, direction, ptr, DMG_NEVERGIB | DMG_BULLET)
if (!can_penetrate)
{
free_tr2(ptr)
return 1
}
// Trace to the next entity
engfunc(EngFunc_TraceLine, fakeend, end, DONT_IGNORE_MONSTERS, hit, ptr)
hit = get_tr2(ptr, TR_pHit)
get_tr2(ptr, TR_flFraction, fraction)
// Update the fake start origin
get_tr2(ptr, TR_vecEndPos, fakeend)
if (hit == -1)
{
hit = 0
set_tr2(ptr, TR_pHit, hit)
}
set_tr2(ptr, TR_flFraction, get_distance_f(start, fakeend) / SHOT_DISTANCE_POSSIBLE)
ExecuteHamB(Ham_TraceAttack, hit, attacker, damage, direction, ptr, DMG_NEVERGIB | DMG_BULLET)
free_tr2(ptr)
return 1
}