//------------------------------------------------------------------------
void CGameRules::ClientHit(const HitInfo &hitInfo)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId);
	
	if(pActor == pClientActor)
		if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f));

	CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
	CallScript(m_clientStateScript, "OnHit", m_scriptHitInfo);

	bool backface = hitInfo.dir.Dot(hitInfo.normal)>0;
	if (!hitInfo.remote && hitInfo.targetId && !backface)
	{
		if (!gEnv->bServer)
		{
			GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer);
		}
		else
		{
			ServerHit(hitInfo);
		}

		if(gEnv->IsClient())
			ProcessLocalHit(hitInfo);
	}
}
//------------------------------------------------------------------------
void CGameRules::ClientHit(const HitInfo &hitInfo)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId);
	
	if(pActor == pClientActor)
		if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f));

	//m_pScript->CallMethod( "OnHit", gEnv->pMonoScriptSystem->GetConverter()->ToManagedType(eCMT_HitInfo, &const_cast<HitInfo &>(hitInfo)));

	bool backface = hitInfo.dir.Dot(hitInfo.normal)>0;
	if (!hitInfo.remote && hitInfo.targetId && !backface)
	{
		if (!gEnv->bServer)
		{
			GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer);
		}
		else
		{
			ServerHit(hitInfo);
		}

		if(gEnv->IsClient())
			ProcessLocalHit(hitInfo);
	}
}
Beispiel #3
0
//------------------------------------------------------------------------
void CGameRules::ClientHit(const HitInfo &hitInfo)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	IEntity *pTarget = m_pEntitySystem->GetEntity(hitInfo.targetId);
	IEntity *pShooter =	m_pEntitySystem->GetEntity(hitInfo.shooterId);
	IVehicle *pVehicle = g_pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(hitInfo.targetId);
	IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId);
	bool dead = pActor?(pActor->GetHealth()<=0):false;

	if((pClientActor && pClientActor->GetEntity()==pShooter) && pTarget && (pVehicle || pActor) && !dead)
	{
		SAFE_HUD_FUNC(GetCrosshair()->CrosshairHit());
		SAFE_HUD_FUNC(GetTagNames()->AddEnemyTagName(pActor?pActor->GetEntityId():pVehicle->GetEntityId()));
	}

	if(pActor == pClientActor)
		if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f));

/*	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		static int htMelee = GetHitTypeId("melee");
		if (pShooter && hitInfo.type != htMelee)
		{
			ISurfaceType *pSurfaceType = GetHitMaterial(hitInfo.material);
			const ISurfaceType::SSurfaceTypeAIParams* pParams = pSurfaceType ? pSurfaceType->GetAIParams() : 0;
			const float radius = pParams ? pParams->fImpactRadius : 5.0f;
			gEnv->pAISystem->BulletHitEvent(hitInfo.pos, radius, pShooter->GetAI());
		}
	}*/

	CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
	CallScript(m_clientStateScript, "OnHit", m_scriptHitInfo);

	bool backface = hitInfo.dir.Dot(hitInfo.normal)>0;
	if (!hitInfo.remote && hitInfo.targetId && !backface)
	{
		if (!gEnv->bServer)
			GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer);
		else
			ServerHit(hitInfo);
	}
}