RichieBurundi commited on
Commit
ed59cc2
·
verified ·
1 Parent(s): ea562e8

Upload 2 files

Browse files
Files changed (2) hide show
  1. Ham_TakeDamage.txt +88 -0
  2. Ham_TraceAttack.txt +129 -0
Ham_TakeDamage.txt ADDED
@@ -0,0 +1,88 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ HamSandWich function:
2
+ PHP Code:
3
+ Ham_TakeDamage
4
+ Description:
5
+ This function gives us info about the moment a player takes damage, when we use it as a forward. The return of the forward is a boolean, if it is set to 1 then the damage will be done if set to 0 then it will not be done!
6
+ It also can be used to give damage.
7
+ Here I will present how to correctly use this function!
8
+ You should use this function when you want to simulate an attack by a entity!
9
+
10
+
11
+ Usage:
12
+ PHP Code:
13
+ #define OFFSET_LAST_HIT_GROUP 75
14
+ #define EXTRAOFFSET_PL_LINUX 5
15
+
16
+ // plugin_init()
17
+ RegisterHam(Ham_TakeDamage, "player", "fw_takedamage")
18
+
19
+ public fw_takedamage(victim, inflictor, attacker, Float:damage, bits)
20
+ {
21
+ // Victim is the entity that has been taken damage
22
+ // Inflictor is the entity that directly gived damage
23
+ // Attacker is the owner of the inflictor
24
+ // If Attacker == Inflictor that means that the damage was inflicted by a player (such as gun shot/knife stab)
25
+ // Damage the damage
26
+ // Bits the type of damage represented in Bitsums
27
+
28
+ // For grenade damage (In CS) the bits is equal to (1<<24)
29
+ // Basically for hooking the he grenade damage is to put this condition
30
+ // if (bits & (1<<24))
31
+
32
+ // For bullet/knife damage (In CS) the bits are equal to (DMG_BULLET | DMG_NEVERGIB)
33
+ // Basically for hooking the shot damage is to put this condition
34
+ // if (bits & (DMG_BULLET | DMG_NEVERGIB))
35
+
36
+ // Now the most subtile element is that we can get the last hitgroup where the damage was dealt
37
+
38
+ new hitgroup = get_pdata_int(victim, OFFSET_LAST_HIT_GROUP, EXTRAOFFSET_PL_LINUX)
39
+ }
40
+ How to properly execute damage? This is the way to do it!
41
+ PHP Code:
42
+ #define OFFSET_LAST_HIT_GROUP 75
43
+ #define EXTRAOFFSET_PL_LINUX 5
44
+
45
+ new const Float:hitgroup_multi[] =
46
+ {
47
+ 1.0, // HIT_GENERIC
48
+ 4.0, // HIT_HEAD
49
+ 1.0, // HIT_CHEST
50
+ 1.25, // HIT_STOMACH
51
+ 1.0, // HIT_LEFTARM
52
+ 1.0, // HIT_RIGHTARM
53
+ 0.75, // HIT_LEFTLEG
54
+ 0.75 // HIT_RIGHTLEG
55
+ 0.0 // HIT_SHIELD
56
+ }
57
+
58
+ stock Ham_ExecDamage(victim, inflictor, attacker, damage, hitgroup, bits)
59
+ {
60
+ set_pdata_int(victim, OFFSET_LAST_HIT_GROUP, hitgroup, EXTRAOFFSET_PL_LINUX)
61
+ ExecuteHam(Ham_TakeDamage, victim, inflictor, attacker, damage*hitgroup_multi[hitgroup], bits)
62
+ }
63
+
64
+ stock Ham_ExecDamageB(victim, inflictor, attacker, damage, hitgroup, bits)
65
+ {
66
+ set_pdata_int(victim, OFFSET_LAST_HIT_GROUP, hitgroup, EXTRAOFFSET_PL_LINUX)
67
+ ExecuteHamB(Ham_TakeDamage, victim, inflictor, attacker, damage*hitgroup_multi[hitgroup], bits)
68
+ }
69
+
70
+ stock HamRadiusDamage(ent, Float:radius, Float:damage, bits)
71
+ {
72
+ new target = -1, Float:origin[3]
73
+ pev(ent, pev_origin, origin)
74
+
75
+ while(( target = find_ent_in_sphere(target, origin, radius) ))
76
+ {
77
+ static Float:o[3]
78
+ pev(target, pev_origin, o)
79
+
80
+ xs_vec_sub(origin, o, o)
81
+
82
+ // Recheck if the entity is in radius
83
+ if (xs_vec_len(o) > radius)
84
+ continue
85
+
86
+ Ham_ExecDamageB(target, ent, pev(ent, pev_owner), damage * (xs_vec_len(o) / radius), HIT_GENERIC, bits)
87
+ }
88
+ }
Ham_TraceAttack.txt ADDED
@@ -0,0 +1,129 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ HamSandWich function:
2
+ PHP Code:
3
+ Ham_TraceAttack
4
+ Description:
5
+ Forward: This function is called when an entity is shot by another player (weapon, not grenade.)
6
+ Function: This function simulates a weapon attack on an entity.
7
+ You should use this function when you want to simulate an attack by a weapon from a player (like a gunshot!)
8
+
9
+ Parameters:
10
+ (ent, attacker, float:damage, Float:direction[3], trace, bits)
11
+ - ent is the entity that has been shot
12
+ - attacker is the entity that shoot the victim
13
+ - damage - this is the damage done by the shot but it does not have the hitgroup multiplication done (that is done before TakeDamage Call)
14
+ - direction - this parameter has a very important roll, it is a normalized vector that shows the direction of the bullets path
15
+ - trace - the trace handle that offers lots of useful information
16
+ - bits - the damage bits
17
+
18
+ Forward usage:
19
+ PHP Code:
20
+ #define SHOT_DISTANCE_POSSIBLE 2048.0
21
+
22
+ // plugin_init()
23
+ Register_Ham(Ham_TraceAttack, "func_breakable", "fw_traceatt_break")
24
+
25
+ public fw_traceatt_break(ent, attacker, float:damage, Float:direction[3], trace, bits)
26
+ {
27
+ new Float:start[3], end[3], fraction, multi
28
+ get_tr2(trace, TR_vecEndPos, end)
29
+ get_tr2(trace, TR_flFraction, fraction)
30
+
31
+ multi = fraction * SHOT_DISTANCE_POSSIBLE
32
+
33
+ xs_vec_mul_scalar(direction, multi, start)
34
+
35
+ // This is how to correctly get the start origin!
36
+ xs_vec_add(start, end, start)
37
+
38
+ }
39
+ Function true usage:
40
+ PHP Code:
41
+ #define SHOT_DISTANCE_POSSIBLE 2048.0
42
+
43
+ public Ham_Shoot(attacker, damage, bits, bool:can_penetrate)
44
+ {
45
+ new Float:angles[3], Float:start[3], Float:end[3], Float:direction[3], Float:fakeend[3]
46
+
47
+ // Turn the angles in a true vector
48
+ pev(attacker, pev_angles, angles)
49
+ angle_vector(angles, ANGLEVECTOR_FORWARD, direction)
50
+
51
+ // We make this as a normal shot!
52
+ xs_vec_mul_scalar(direction, SHOT_DISTANCE_POSSIBLE, fakeend)
53
+
54
+ // Start origin
55
+ pev(attacker, pev_origin, start)
56
+ pev(attacker, pev_view_ofs, end)
57
+ xs_vec_add(end, start, start)
58
+
59
+ // Obtain the end shot origin
60
+ xs_vec_add(start, fakeend, end)
61
+
62
+ // From now this is how these variables will be used
63
+ // origin - start place (will remain constant!)
64
+ // end - end place (will remain constant!)
65
+ // angles - no use
66
+ // fakeend - dynamic start origin
67
+ // direction - will be used in the forwards (will remain constant!)
68
+
69
+ new ptr = create_tr2()
70
+
71
+ // Trace to the first entity
72
+ engfunc(EngFunc_TraceLine, start, end, DONT_IGNORE_MONSTERS, attacker, ptr)
73
+
74
+ new Float:fraction, hit = get_tr2(ptr, TR_pHit)
75
+ get_tr2(ptr, TR_flFraction, fraction)
76
+
77
+ // Update the fake start origin
78
+ get_tr2(ptr, TR_vecEndPos, fakeend)
79
+
80
+ // This means that we hited sky!
81
+ if (fraction != 1.0 && engfunc(EngFunc_PointContents, fakeend) == CONTENTS_SKY && hit == -1)
82
+ {
83
+ // Prepare the trace handle
84
+ set_tr2(ptr, TR_pHit, 0)
85
+
86
+ // Bullet trace!
87
+ ExecuteHamB(Ham_TraceAttack, 0, attacker, damage, direction, ptr, DMG_NEVERGIB | DMG_BULLET)
88
+
89
+ free_tr2(ptr)
90
+ return -1
91
+ }
92
+
93
+ if (hit == -1)
94
+ {
95
+ hit = 0
96
+ set_tr2(ptr, TR_pHit, hit)
97
+ }
98
+
99
+ ExecuteHamB(Ham_TraceAttack, hit, attacker, damage, direction, ptr, DMG_NEVERGIB | DMG_BULLET)
100
+
101
+ if (!can_penetrate)
102
+ {
103
+ free_tr2(ptr)
104
+ return 1
105
+ }
106
+
107
+ // Trace to the next entity
108
+ engfunc(EngFunc_TraceLine, fakeend, end, DONT_IGNORE_MONSTERS, hit, ptr)
109
+
110
+ hit = get_tr2(ptr, TR_pHit)
111
+ get_tr2(ptr, TR_flFraction, fraction)
112
+
113
+ // Update the fake start origin
114
+ get_tr2(ptr, TR_vecEndPos, fakeend)
115
+
116
+ if (hit == -1)
117
+ {
118
+ hit = 0
119
+ set_tr2(ptr, TR_pHit, hit)
120
+ }
121
+
122
+ set_tr2(ptr, TR_flFraction, get_distance_f(start, fakeend) / SHOT_DISTANCE_POSSIBLE)
123
+
124
+ ExecuteHamB(Ham_TraceAttack, hit, attacker, damage, direction, ptr, DMG_NEVERGIB | DMG_BULLET)
125
+
126
+
127
+ free_tr2(ptr)
128
+ return 1
129
+ }