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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 | |
| } |