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#pragma once
#include "sdk.hpp"
#include "pattern.hpp"
#include "interface.hpp"
struct fire_bullet_data_t {
vec3_t src;
CGameTrace enter_trace;
vec3_t direction;
CTraceFilter filter;
float trace_length;
float trace_length_remaining;
float length_to_end;
float current_damage;
int penetrate_count;
};
namespace features
{
class c_autowall {
private:
bool is_armored( c_base_player* entity, int armor_value, int hitgroup );
void scale_damage( c_base_player* entity, int hitgroup, float weapon_armor_ratio, float& damage );
void trace_line( const vec3_t& abs_start, const vec3_t& abs_end, unsigned mask, void* ignore, CGameTrace* trace );
bool is_breakable( IClientEntity* ent );
bool trace_to_exit( vec3_t start, vec3_t& dir, vec3_t& out_end, CGameTrace& tr, CGameTrace* exit_trace );
public:
bool handle_bullet_penetration( weapon_info_t* wpn_data, fire_bullet_data_t& data );
bool fire_bullet( c_base_player* shooter, c_base_player* target, weapon_info_t* wep_data, fire_bullet_data_t& data, bool ent_check = true, bool scale_damage = true );
float run( c_base_player* shooter, c_base_player* target, const vec3_t& end, bool ent_check = true );
};
}
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