Shade can be damaged through glass.
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2 changed files with 15 additions and 2 deletions
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@ -22,7 +22,7 @@ function ENT:Think()
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local eyepos = pl:GetShootPos()
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local nearest = owner:NearestPoint(eyepos)
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local dist = eyepos:Distance(nearest)
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if dist <= 300 and TrueVisible(eyepos, nearest) then
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if dist <= 300 and LightVisible(eyepos, nearest, owner, pl) then
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local dot = (nearest - eyepos):GetNormalized():Dot(pl:GetAimVector())
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if dot >= 0.85 then
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local damage = (1 - dist / 300) * dot * 7
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@ -40,7 +40,7 @@ function ENT:Think()
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local eyepos = ent:GetSpotLightPos()
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local nearest = owner:NearestPoint(eyepos)
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local dist = eyepos:Distance(nearest)
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if dist <= 500 and TrueVisibleFilters(eyepos, nearest, owner, ent) then
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if dist <= 500 and LightVisible(eyepos, nearest, owner, ent) then
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local dot = (nearest - eyepos):GetNormalized():Dot(ent:GetSpotLightAngles():Forward())
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if dot >= 0.85 then
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local damage = (1 - dist / 500) * dot * 8
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@ -60,6 +60,19 @@ function TrueVisibleFilters(posa, posb, ...)
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return not util.TraceLine({start = posa, endpos = posb, filter = filt, mask = MASK_SHOT}).Hit
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end
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MASK_SHOT_OPAQUE = bit.bor(MASK_SHOT, CONTENTS_OPAQUE)
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-- Literally if photon particles can reach point b from point a.
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function LightVisible(posa, posb, ...)
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local filter = {}
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if ... ~= nil then
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for k, v in pairs({...}) do
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filter[#filter + 1] = v
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end
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end
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return not util.TraceLine({start = posa, endpos = posb, mask = MASK_SHOT_OPAQUE, filter}).Hit
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end
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function WorldVisible(posa, posb)
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return not util.TraceLine({start = posa, endpos = posb, mask = MASK_SOLID_BRUSHONLY}).Hit
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end
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