Quote:
Originally Posted by SchlumPF*
you can traceline but its inefficient, also traceattack and takedmg shouldnt make any difference since you have to check the dmgtype and supercede the hook if the player evaded.
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But TakeDamage and TraceBleed are called from TraceAttack.
PHP Code:
//=========================================================
// TraceAttack
//=========================================================
void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
if ( pev->takedamage )
{
m_LastHitGroup = ptr->iHitgroup;
switch ( ptr->iHitgroup )
{
case HITGROUP_GENERIC:
break;
case HITGROUP_HEAD:
flDamage *= gSkillData.plrHead;
break;
case HITGROUP_CHEST:
flDamage *= gSkillData.plrChest;
break;
case HITGROUP_STOMACH:
flDamage *= gSkillData.plrStomach;
break;
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
flDamage *= gSkillData.plrArm;
break;
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
flDamage *= gSkillData.plrLeg;
break;
default:
break;
}
SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood.
TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
}
}
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