FireBullets(): Difference between revisions
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'''FireBullets()''' is a method which handles | '''<code>FireBullets()</code>''' is a method which handles damage for any [[hitscan]] weapon. It is passed [[FireBulletsInfo_t]] as its required parameter, which describes the bullet in question. | ||
== Members == | |||
'''<code>info</code>''' | |||
:Name given to the <code>[[FireBulletsInfo]]</code> [[struct]] that is passed into method. | |||
'''<code>pAmmoDef</code>''' | |||
:Stores the ammo definition in a pointer. | |||
'''<code>flActualDamage</code>''' | |||
:Used to store the actual damage to be done to entity. | |||
'''<code>iPlayerDamage</code>''' | |||
:If it's deemed we are damaging a player, this is used instead of <code>flActualDamage</code> | |||
'''<code>tr</code>''' | |||
:<code>[[UTIL_TraceLine|TraceLine]]</code> used when the weapon fired. <code>tr.m_pEnt</code> is the entity that was intersected e.g. NPC, crate, wall. | |||
== Damage == | |||
This is the core function where the damage is done to the entity. <code>DispatchTraceAttack</code> is passed <code>dmgInfo</code> which contains the attacker, damage value and damage type. | |||
CTakeDamageInfo dmgInfo( this, pAttacker, flActualDamage, nActualDamageType ); | |||
CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, vecDir, tr.endpos ); | |||
dmgInfo.ScaleDamageForce( info.m_flDamageForceScale ); | |||
dmgInfo.SetAmmoType( info.m_iAmmoType ); | |||
tr.m_pEnt->DispatchTraceAttack( dmgInfo, vecDir, &tr ); | |||
== See also == | |||
* [[AmmoDef]] | |||
* <code>[[FireBulletsInfo t]]</code> | |||
* <code>[[UTIL_TraceLine|TraceLine]]</code> | |||
[[Category:Weapons programming]] |
Latest revision as of 19:11, 9 April 2011
FireBullets()
is a method which handles damage for any hitscan weapon. It is passed FireBulletsInfo_t as its required parameter, which describes the bullet in question.
Members
info
- Name given to the
FireBulletsInfo
struct that is passed into method.
pAmmoDef
- Stores the ammo definition in a pointer.
flActualDamage
- Used to store the actual damage to be done to entity.
iPlayerDamage
- If it's deemed we are damaging a player, this is used instead of
flActualDamage
tr
TraceLine
used when the weapon fired.tr.m_pEnt
is the entity that was intersected e.g. NPC, crate, wall.
Damage
This is the core function where the damage is done to the entity. DispatchTraceAttack
is passed dmgInfo
which contains the attacker, damage value and damage type.
CTakeDamageInfo dmgInfo( this, pAttacker, flActualDamage, nActualDamageType ); CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, vecDir, tr.endpos ); dmgInfo.ScaleDamageForce( info.m_flDamageForceScale ); dmgInfo.SetAmmoType( info.m_iAmmoType ); tr.m_pEnt->DispatchTraceAttack( dmgInfo, vecDir, &tr );