HamSandWich function: PHP Code: Ham_TraceAttack Description: Forward: This function is called when an entity is shot by another player (weapon, not grenade.) Function: This function simulates a weapon attack on an entity. You should use this function when you want to simulate an attack by a weapon from a player (like a gunshot!) Parameters: (ent, attacker, float:damage, Float:direction[3], trace, bits) - ent is the entity that has been shot - attacker is the entity that shoot the victim - damage - this is the damage done by the shot but it does not have the hitgroup multiplication done (that is done before TakeDamage Call) - direction - this parameter has a very important roll, it is a normalized vector that shows the direction of the bullets path - trace - the trace handle that offers lots of useful information - bits - the damage bits Forward usage: PHP Code: #define SHOT_DISTANCE_POSSIBLE 2048.0 // plugin_init() Register_Ham(Ham_TraceAttack, "func_breakable", "fw_traceatt_break") public fw_traceatt_break(ent, attacker, float:damage, Float:direction[3], trace, bits) { new Float:start[3], end[3], fraction, multi get_tr2(trace, TR_vecEndPos, end) get_tr2(trace, TR_flFraction, fraction) multi = fraction * SHOT_DISTANCE_POSSIBLE xs_vec_mul_scalar(direction, multi, start) // This is how to correctly get the start origin! xs_vec_add(start, end, start) } Function true usage: PHP Code: #define SHOT_DISTANCE_POSSIBLE 2048.0 public Ham_Shoot(attacker, damage, bits, bool:can_penetrate) { new Float:angles[3], Float:start[3], Float:end[3], Float:direction[3], Float:fakeend[3] // Turn the angles in a true vector pev(attacker, pev_angles, angles) angle_vector(angles, ANGLEVECTOR_FORWARD, direction) // We make this as a normal shot! xs_vec_mul_scalar(direction, SHOT_DISTANCE_POSSIBLE, fakeend) // Start origin pev(attacker, pev_origin, start) pev(attacker, pev_view_ofs, end) xs_vec_add(end, start, start) // Obtain the end shot origin xs_vec_add(start, fakeend, end) // From now this is how these variables will be used // origin - start place (will remain constant!) // end - end place (will remain constant!) // angles - no use // fakeend - dynamic start origin // direction - will be used in the forwards (will remain constant!) new ptr = create_tr2() // Trace to the first entity engfunc(EngFunc_TraceLine, start, end, DONT_IGNORE_MONSTERS, attacker, ptr) new Float:fraction, hit = get_tr2(ptr, TR_pHit) get_tr2(ptr, TR_flFraction, fraction) // Update the fake start origin get_tr2(ptr, TR_vecEndPos, fakeend) // This means that we hited sky! if (fraction != 1.0 && engfunc(EngFunc_PointContents, fakeend) == CONTENTS_SKY && hit == -1) { // Prepare the trace handle set_tr2(ptr, TR_pHit, 0) // Bullet trace! ExecuteHamB(Ham_TraceAttack, 0, attacker, damage, direction, ptr, DMG_NEVERGIB | DMG_BULLET) free_tr2(ptr) return -1 } if (hit == -1) { hit = 0 set_tr2(ptr, TR_pHit, hit) } ExecuteHamB(Ham_TraceAttack, hit, attacker, damage, direction, ptr, DMG_NEVERGIB | DMG_BULLET) if (!can_penetrate) { free_tr2(ptr) return 1 } // Trace to the next entity engfunc(EngFunc_TraceLine, fakeend, end, DONT_IGNORE_MONSTERS, hit, ptr) hit = get_tr2(ptr, TR_pHit) get_tr2(ptr, TR_flFraction, fraction) // Update the fake start origin get_tr2(ptr, TR_vecEndPos, fakeend) if (hit == -1) { hit = 0 set_tr2(ptr, TR_pHit, hit) } set_tr2(ptr, TR_flFraction, get_distance_f(start, fakeend) / SHOT_DISTANCE_POSSIBLE) ExecuteHamB(Ham_TraceAttack, hit, attacker, damage, direction, ptr, DMG_NEVERGIB | DMG_BULLET) free_tr2(ptr) return 1 }