Hitscan: Difference between revisions
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[[Category:Programming]] | [[Category:Programming]] | ||
For a more technical article on this topic, see [[Using TraceLines|Using TraceLines]]. | |||
Half-Life 2 has many hitscan weapons (weapons which don't actually fire bullets, but instead trace a line and spawn an explosion/damage at the end). Sometimes it is useful, however, to hitscan just to find where a line hits a wall/player/etc. So I took some code from <code>CBaseEntity::FireBullets()</code> to create <code>CBaseEntity::HitScan()</code>. I put the following code into <code>baseentity_shared.ccp</code>. | Half-Life 2 has many hitscan weapons (weapons which don't actually fire bullets, but instead trace a line and spawn an explosion/damage at the end). Sometimes it is useful, however, to hitscan just to find where a line hits a wall/player/etc. So I took some code from <code>CBaseEntity::FireBullets()</code> to create <code>CBaseEntity::HitScan()</code>. I put the following code into <code>baseentity_shared.ccp</code>. |
Revision as of 17:18, 9 October 2005
For a more technical article on this topic, see Using TraceLines.
Half-Life 2 has many hitscan weapons (weapons which don't actually fire bullets, but instead trace a line and spawn an explosion/damage at the end). Sometimes it is useful, however, to hitscan just to find where a line hits a wall/player/etc. So I took some code from CBaseEntity::FireBullets()
to create CBaseEntity::HitScan()
. I put the following code into baseentity_shared.ccp
.
Vector CBaseEntity::HitScan( const FireBulletsInfo_t &info, unsigned int mask ) { trace_t tr; CTraceFilterSkipTwoEntities traceFilter( this, info.m_pAdditionalIgnoreEnt, COLLISION_GROUP_NONE ); Vector vecEnd = info.m_vecSrc + info.m_vecDirShooting * info.m_flDistance; AI_TraceLine(info.m_vecSrc, vecEnd, mask, &traceFilter, &tr); return tr.endpos; }
and the definition into BaseEntity.h
.
virtual Vector HitScan( const FireBulletsInfo_t &info, unsigned int mask );
This function can easily be adapted to take line definitions in other formats. Simply have it generate the FireBulletsInfo_t structure given a start and end or start and direction.