Зарегистрирован: 15 апр 2011, 22:26 Последнее посещение: 20 май 2018, 00:43 Сообщения: 164 Откуда: Астрахань
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Не получается заблокировать прострел с гаусса, если человек стоит за стеной прямо в прицеле. Убивает с WG всё равно Помогите, пожалуйста, решить проблему В приложении есть исходный код из HLSDK, в котором описана функция стрельбы из гаусса. Там же и видно, в каких моментах и как вызывается RadiusDamage, то есть наш WG (а так ли это?)Код: #pragma semicolon 1
#include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <xs>
#define PROJECT "No Wallgauss" #define VERSION "0.1.0a"
new const m_fPrimaryFire = 49; new const EXTRAOFFSET_WEAPONS = 4;
new beam_tr;
public plugin_precache() { beam_tr = create_tr2(); }
public plugin_init() { register_plugin(PROJECT, VERSION, "Amezoure"); RegisterHamPlayer(Ham_TraceAttack, "TraceAttack_Pre", 0); }
public plugin_end() { free_tr2(beam_tr); }
public TraceAttack_Pre(ent, attacker, Float:damage, Float:direction[3], traceresult, damagebits) { static classname[13]; pev(attacker, pev_classname, classname, charsmax(classname));
if (!equali(classname, "weapon_gauss")) { return HAM_IGNORED; }
// try punching through wall if secondary attack (primary is incapable of breaking through) if (!get_pdata_int(attacker, m_fPrimaryFire, EXTRAOFFSET_WEAPONS)) { static Float:end[3], Float:start[3]; get_tr2(traceresult, TR_vecEndPos, end);
xs_vec_mul_scalar(direction, 8192.0, start); xs_vec_sub(end, start, start);
static Float:temp[3]; xs_vec_mul_scalar(direction, 8.0, temp); xs_vec_add(end, temp, temp);
engfunc(EngFunc_TraceLine, temp, end, DONT_IGNORE_MONSTERS, ent, beam_tr);
if (!get_tr2(beam_tr, TR_AllSolid)) { static Float:beam_end[3]; get_tr2(beam_tr, TR_vecEndPos, beam_end);
// trace backwards to find exit point engfunc(EngFunc_TraceLine, beam_end, end, DONT_IGNORE_MONSTERS, ent, beam_tr);
static Float:n; xs_vec_sub(beam_end, end, temp); n = xs_vec_len(temp);
if (n < damage) { if (!n) n = 1.0; damage -= n;
xs_vec_mul_scalar(direction, 8.0, temp); xs_vec_add(beam_end, temp, temp);
if ((ent = engfunc(EngFunc_FindEntityInSphere, ent, temp, damage * 1.75)) != 0) { return HAM_SUPERCEDE; } } } }
return HAM_IGNORED; }
Код: void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) { m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
Vector vecSrc = vecOrigSrc; Vector vecDest = vecSrc + vecDir * 8192; edict_t *pentIgnore; TraceResult tr, beam_tr; float flMaxFrac = 1.0; int nTotal = 0; int fHasPunched = 0; int fFirstBeam = 1; int nMaxHits = 10;
pentIgnore = ENT( m_pPlayer->pev );
#ifdef CLIENT_DLL if ( m_fPrimaryFire == false ) g_irunninggausspred = true; #endif // The main firing event is sent unreliably so it won't be delayed. PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 );
// This reliable event is used to stop the spinning sound // It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client // It's sent reliably anyway, which could lead to other delays
PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 );
/*ALERT( at_console, "%f %f %f\n%f %f %f\n", vecSrc.x, vecSrc.y, vecSrc.z, vecDest.x, vecDest.y, vecDest.z );*/
// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
#ifndef CLIENT_DLL while (flDamage > 10 && nMaxHits > 0) { nMaxHits--;
// ALERT( at_console, "." ); UTIL_TraceLine(vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr);
if (tr.fAllSolid) break;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
if (pEntity == NULL) break;
if ( fFirstBeam ) { m_pPlayer->pev->effects |= EF_MUZZLEFLASH; fFirstBeam = 0; nTotal += 26; } if (pEntity->pev->takedamage) { ClearMultiDamage(); pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET ); ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); }
if ( pEntity->ReflectGauss() ) { float n;
pentIgnore = NULL;
n = -DotProduct(tr.vecPlaneNormal, vecDir);
if (n < 0.5) // 60 degrees { // ALERT( at_console, "reflect %f\n", n ); // reflect Vector r; r = 2.0 * tr.vecPlaneNormal * n + vecDir; flMaxFrac = flMaxFrac - tr.flFraction; vecDir = r; vecSrc = tr.vecEndPos + vecDir * 8; vecDest = vecSrc + vecDir * 8192;
// explode a bit m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST );
nTotal += 34; // lose energy if (n == 0) n = 0.1; flDamage = flDamage * (1 - n); } else { nTotal += 13;
// limit it to one hole punch if (fHasPunched) break; fHasPunched = 1;
// try punching through wall if secondary attack (primary is incapable of breaking through) if ( !m_fPrimaryFire ) { UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr); if (!beam_tr.fAllSolid) { // trace backwards to find exit point UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr);
float n = (beam_tr.vecEndPos - tr.vecEndPos).Length( );
if (n < flDamage) { if (n == 0) n = 1; flDamage -= n;
// ALERT( at_console, "punch %f\n", n ); nTotal += 21;
// exit blast damage //m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST ); float damage_radius;
if ( g_pGameRules->IsMultiplayer() ) { damage_radius = flDamage * 1.75; // Old code == 2.5 } else { damage_radius = flDamage * 2.5; }
::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST );
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
nTotal += 53;
vecSrc = beam_tr.vecEndPos + vecDir; } } else { //ALERT( at_console, "blocked %f\n", n ); flDamage = 0; } } else { //ALERT( at_console, "blocked solid\n" ); flDamage = 0; }
} } else { vecSrc = tr.vecEndPos + vecDir; pentIgnore = ENT( pEntity->pev ); } } #endif // ALERT( at_console, "%d bytes\n", nTotal ); }
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