Code:
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker )
{
static int tracerCount;
int tracer;
TraceResult tr;
Vector vecRight = gpGlobals->v_right;
Vector vecUp = gpGlobals->v_up;
if ( pevAttacker == NULL )
pevAttacker = pev; // the default attacker is ourselves
ClearMultiDamage();
gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB;
for (ULONG iShot = 1; iShot <= cShots; iShot++)
{
// get circular gaussian spread
float x, y, z;
do {
x = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
y = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecDirShooting +
x * vecSpread.x * vecRight +
y * vecSpread.y * vecUp;
Vector vecEnd;
vecEnd = vecSrc + vecDir * flDistance;
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr);
tracer = 0;
if (iTracerFreq != 0 && (tracerCount++ % iTracerFreq) == 0)
{
Vector vecTracerSrc;
if ( IsPlayer() )
{// adjust tracer position for player
vecTracerSrc = vecSrc + Vector ( 0 , 0 , -4 ) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16;
}
else
{
vecTracerSrc = vecSrc;
}
if ( iTracerFreq != 1 ) // guns that always trace also always decal
tracer = 1;
switch( iBulletType )
{
case BULLET_MONSTER_MP5:
case BULLET_MONSTER_9MM:
case BULLET_MONSTER_12MM:
default:
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecTracerSrc );
WRITE_BYTE( TE_TRACER );
WRITE_COORD( vecTracerSrc.x );
WRITE_COORD( vecTracerSrc.y );
WRITE_COORD( vecTracerSrc.z );
WRITE_COORD( tr.vecEndPos.x );
WRITE_COORD( tr.vecEndPos.y );
WRITE_COORD( tr.vecEndPos.z );
MESSAGE_END();
break;
}
}
// do damage, paint decals
if (tr.flFraction != 1.0)
{
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
if ( iDamage )
{
pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) );
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
}
else switch(iBulletType)
{
default:
case BULLET_MONSTER_9MM:
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
break;
case BULLET_MONSTER_MP5:
pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
break;
case BULLET_MONSTER_12MM:
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET);
if ( !tracer )
{
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
}
break;
case BULLET_NONE: // FIX
pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
// only decal glass
if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0)
{
UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) );
}
break;
}
}
// make bullet trails
UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 );
}
ApplyMultiDamage(pev, pevAttacker);
}
I really need this code in AMXX. Can some pros help me convert this to AMXX, please ...