Beispiel #1
0
void AAWeapon::HandleFiring()
{
	if (CurrentAmmoInClip > 0 && CanFire())
	{
		if (GetNetMode() != NM_DedicatedServer)
		{
			SimulateWeaponFire();
		}

		if (MyPawn && MyPawn->IsLocallyControlled())
		{
			FireWeapon();

			UseAmmo();

			BurstCounter++;
		}
	}
	else if (CanReload())
	{
		StartReload();
	}
	else if (MyPawn && MyPawn->IsLocallyControlled())
	{
		if (GetCurrentAmmo() == 0 && !bRefiring)
		{
			PlayWeaponSound(OutOfAmmoSound);
		}

		/* Reload after firing last round */
		if (CurrentAmmoInClip <= 0 && CanReload())
		{
			StartReload();
		}

		/* Stop weapon fire FX, but stay in firing state */
		if (BurstCounter > 0)
		{
			OnBurstFinished();
		}
	}

	if (MyPawn && MyPawn->IsLocallyControlled())
	{
		if (Role < ROLE_Authority)
		{
			ServerHandleFiring();
		}

		/* Retrigger HandleFiring on a delay for automatic weapons */
		bRefiring = (CurrentState == EWeaponState::Firing && TimeBetweenShots > 0.0f);
		if (bRefiring)
		{
			GetWorldTimerManager().SetTimer(TimerHandle_HandleFiring, this, &AAWeapon::HandleFiring, TimeBetweenShots, false);
		}
	}

	LastFireTime = GetWorld()->GetTimeSeconds();
}
Beispiel #2
0
void AWeapon::HandleFiring()
{
	if ((CurrentAmmoInClip > 0 || HasInfiniteClip() || HasInfiniteAmmo()) && CanFire())
	{
		if (GetNetMode() != NM_DedicatedServer)
		{
			SimulateWeaponFire();
		}

		if (MyPawn && MyPawn->IsLocallyControlled())
		{
			FireWeapon();

			UseAmmo();

			// update firing FX on remote clients if function was called on server
			BurstCounter++;
		}
	}
	else if (CanReload())
	{
		StartReload();
	}
	else if (MyPawn && MyPawn->IsLocallyControlled())
	{
		// stop weapon fire FX, but stay in Firing state
		if (BurstCounter > 0)
		{
			OnBurstFinished();
		}
	}

	if (MyPawn && MyPawn->IsLocallyControlled())
	{
		// local client will notify server
		if (Role < ROLE_Authority)
		{
			ServerHandleFiring();
		}

		// reload after firing last round
		if (CurrentAmmoInClip <= 0 && CanReload())
		{
			StartReload();
		}

		// setup refire timer
		bRefiring = (CurrentState == EWeaponState::Firing && WeaponConfig.TimeBetweenShots > 0.0f);
		if (bRefiring)
		{
			GetWorldTimerManager().SetTimer(TimerHandle_HandleFiring, this, &AWeapon::HandleFiring, WeaponConfig.TimeBetweenShots, false);
		}
	}

	LastFireTime = GetWorld()->GetTimeSeconds();
}
Beispiel #3
0
void AAWeapon::ServerHandleFiring_Implementation()
{
	const bool bShouldUpdateAmmo = (CurrentAmmoInClip > 0 && CanFire());

	HandleFiring();

	if (bShouldUpdateAmmo)
	{
		UseAmmo();

		BurstCounter++;
	}
}
void AShooterWeapon::ServerHandleFiring_Implementation()
{
	const bool bShouldUpdateAmmo = (CurrentAmmoInClip > 0 && CanFire());

	HandleFiring();

	if (bShouldUpdateAmmo)
	{
		// update ammo
		UseAmmo();

		// update firing FX on remote clients
		BurstCounter++;
	}
}
Beispiel #5
0
void JetPack::StartShooting()
{
  if (active) {
    Deselect();
    if (EnoughAmmo())
      Select();
  } else {
    if (EnoughAmmo()) {
      UseAmmo();
      Game::GetInstance()->SetCharacterChosen(true);
      active = true;
      ActiveCharacter().SetClothe("jetpack-fire");
    }
  }
}
Beispiel #6
0
bool Weapon::Shoot()
{
  MSG_DEBUG("weapon.shoot", "Enough ammo ? %d", EnoughAmmo());
  MSG_DEBUG("weapon.shoot", "Enough ammo unit ? %d", EnoughAmmoUnit());
  MSG_DEBUG("weapon.shoot", "Use unit on 1st shoot ? %d", use_unit_on_first_shoot);

  if (!IsReady())
    return false;

  MSG_DEBUG("weapon.shoot", "Enough ammo");

  #ifdef DEBUG
  Point2i hand;
  ActiveCharacter().GetHandPosition(hand);
  MSG_DEBUG("weapon.shoot", "%s Shooting at position:%d,%d (hand: %d,%d)",
            ActiveCharacter().GetName().c_str(),
            ActiveCharacter().GetX(),
            ActiveCharacter().GetY(),
            hand.GetX(),
            hand.GetY());
  ActiveCharacter().body->DebugState();
  #endif
  if (!p_Shoot()) {
    MSG_DEBUG("weapon.shoot", "shoot has failed!!");
    return false;
  }
  m_last_fire_time = Time::GetInstance()->Read();

  MSG_DEBUG("weapon.shoot", "shoot!");

  // Is this the first shoot for this ammo use ?
  if (ActiveTeam().ReadNbUnits() == m_initial_nb_unit_per_ammo) {
    UseAmmo();
  }

  if (use_unit_on_first_shoot){
    UseAmmoUnit();
  }

  if (max_strength.IsNotZero())
    ActiveCharacter().previous_strength = m_strength;

  Game::GetInstance()->SetCharacterChosen(true);

  return true;
}
void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
{
	Vector vecDest = vecOrigSrc + vecDir * 2048;
	edict_t		*pentIgnore;
	TraceResult tr;

	pentIgnore = m_pPlayer->edict();
	Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;

	// ALERT( at_console, "." );
	
	UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );

	if (tr.fAllSolid)
		return;

#ifndef CLIENT_DLL
	CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);

	if (pEntity == NULL)
		return;

	if ( g_pGameRules->IsMultiplayer() )
	{
		if ( m_pSprite && pEntity->pev->takedamage )
		{
			m_pSprite->pev->effects &= ~EF_NODRAW;
		}
		else if ( m_pSprite )
		{
			m_pSprite->pev->effects |= EF_NODRAW;
		}
	}


#endif

	float timedist;

	switch ( m_fireMode )
	{
	case FIRE_NARROW:
#ifndef CLIENT_DLL
		if ( pev->dmgtime < gpGlobals->time )
		{
			// Narrow mode only does damage to the entity it hits
			ClearMultiDamage();
			if (pEntity->pev->takedamage)
			{
				pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM );
			}
			ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);

			if ( g_pGameRules->IsMultiplayer() )
			{
				// multiplayer uses 1 ammo every 1/10th second
				if ( gpGlobals->time >= m_flAmmoUseTime )
				{
					UseAmmo( 1 );
					m_flAmmoUseTime = gpGlobals->time + 0.1;
				}
			}
			else
			{
				// single player, use 3 ammo/second
				if ( gpGlobals->time >= m_flAmmoUseTime )
				{
					UseAmmo( 1 );
					m_flAmmoUseTime = gpGlobals->time + 0.166;
				}
			}

			pev->dmgtime = gpGlobals->time + GetPulseInterval();
		}
#endif
		timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval();
		break;
	
	case FIRE_WIDE:
#ifndef CLIENT_DLL
		if ( pev->dmgtime < gpGlobals->time )
		{
			// wide mode does damage to the ent, and radius damage
			ClearMultiDamage();
			if (pEntity->pev->takedamage)
			{
				pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB);
			}
			ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);

			if ( g_pGameRules->IsMultiplayer() )
			{
				// radius damage a little more potent in multiplayer.
				::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB );
			}

			if ( !m_pPlayer->IsAlive() )
				return;

			if ( g_pGameRules->IsMultiplayer() )
			{
				//multiplayer uses 5 ammo/second
				if ( gpGlobals->time >= m_flAmmoUseTime )
				{
					UseAmmo( 1 );
					m_flAmmoUseTime = gpGlobals->time + 0.2;
				}
			}
			else
			{
				// Wide mode uses 10 charges per second in single player
				if ( gpGlobals->time >= m_flAmmoUseTime )
				{
					UseAmmo( 1 );
					m_flAmmoUseTime = gpGlobals->time + 0.1;
				}
			}

			pev->dmgtime = gpGlobals->time + GetDischargeInterval();
			if ( m_shakeTime < gpGlobals->time )
			{
				UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 );
				m_shakeTime = gpGlobals->time + 1.5;
			}
		}
#endif
		timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval();
		break;
	}

	if ( timedist < 0 )
		timedist = 0;
	else if ( timedist > 1 )
		timedist = 1;
	timedist = 1-timedist;

	UpdateEffect( tmpSrc, tr.vecEndPos, timedist );
}
void ASWeapon::HandleFiring()
{
	if (CurrentAmmoInClip > 0 && CanFire())
	{
		if (GetNetMode() != NM_DedicatedServer)
		{
			SimulateWeaponFire();
		}

		if (MyPawn && MyPawn->IsLocallyControlled())
		{
			FireWeapon();

			UseAmmo();

			// Update firing FX on remote clients if this is called on server
			BurstCounter++;
		}
	}
	else if (CanReload())
	{
		StartReload();
	}
	else if (MyPawn && MyPawn->IsLocallyControlled())
	{
		if (GetCurrentAmmo() == 0 && !bRefiring)
		{
			PlayWeaponSound(OutOfAmmoSound);
		}

		/* Reload after firing last round */
		if (CurrentAmmoInClip <= 0 && CanReload())
		{
			StartReload();
		}

		/* Stop weapon fire FX, but stay in firing state */
		if (BurstCounter > 0)
		{
			OnBurstFinished();
		}
	}

	if (MyPawn && MyPawn->IsLocallyControlled())
	{
		if (Role < ROLE_Authority)
		{
			ServerHandleFiring();
		}

		/* Retrigger HandleFiring on a delay for automatic weapons */
		bRefiring = (CurrentState == EWeaponState::Firing && TimeBetweenShots > 0.0f);
		if (bRefiring)
		{
			GetWorldTimerManager().SetTimer(TimerHandle_HandleFiring, this, &ASWeapon::HandleFiring, TimeBetweenShots, false);
		}
	}

	/* Make Noise on every shot. The data is managed by the PawnNoiseEmitterComponent created in SBaseCharacter and used by PawnSensingComponent in SZombieCharacter */
	if (MyPawn)
	{
		MyPawn->MakePawnNoise(1.0f);
	}

	LastFireTime = GetWorld()->GetTimeSeconds();
}
Beispiel #9
0
void Parachute::Refresh()
{
  if (Game::GetInstance()->GetRemainingTime() <= 0)
    return;
  if (Game::GetInstance()->ReadState() != Game::PLAYING)
    return;

  Character& active = ActiveCharacter();
  Double speed = active.GetSpeedXY().Norm();

  if (active.FootsInVacuum() && speed.IsNotZero()) { // We are falling
    if (!open && (speed > GameMode::GetInstance()->safe_fall)) { // with a sufficient speed
      if (EnoughAmmo() && !m_used_this_turn) { // We have enough ammo => start opening the parachute
        if (!m_used_this_turn) {
          UseAmmo();
          m_used_this_turn = true;
        }

        active.SetAirResistFactor(cfg().air_resist_factor);
        active.SetWindFactor(cfg().wind_factor);
        open = true;
        img->animation.SetPlayBackward(false);
        img->Start();
        active.SetSpeedXY(Point2d(0,0));
        active.SetMovement("parachute");
        Camera::GetInstance()->FollowObject(&active);
      }
    }
  } else { // We are on the ground
    if (open) { // The parachute is opened
      active.SetMovement("walk");
      if (!closing) { // We have just hit the ground. Start closing animation
        img->animation.SetPlayBackward(true);
        img->animation.SetShowOnFinish(SpriteAnimation::show_blank);
        img->Start();
        closing = true;
        return;
      } else { // The parachute is closing
        if (img->IsFinished()) {
          // The animation is finished... We are done with the parachute
          open = false;
          closing = false;
          UseAmmoUnit();
        }
      }
    }
    m_used_this_turn = false;
  }
  if (open) {
    active.UpdateLastMovingTime();

    // If parachute is open => character can move a little to the left or to the right
    const LRMoveIntention * lr_move_intention = active.GetLastLRMoveIntention();
    if (lr_move_intention) {
      LRDirection direction = lr_move_intention->GetDirection();
      active.SetDirection(direction);
      if (direction == DIRECTION_LEFT)
        active.SetExternForce(-cfg().force_side_displacement, 0.0);
      else
        active.SetExternForce(cfg().force_side_displacement, 0.0);
    }
  }
}
Beispiel #10
0
void CWeaponEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if ( !pPlayer )
	{
		return;
	}

	//CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 450, 0.1 );
    WeaponSound( SINGLE );

	Vector vecDest	= vecOrigSrc + (vecDir * MAX_TRACE_LENGTH);

	trace_t	tr;
	UTIL_TraceLine( vecOrigSrc, vecDest, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );

	if ( tr.allsolid )
		return;

	CBaseEntity *pEntity = tr.m_pEnt;
	if ( pEntity == NULL )
		return;

	if ( g_pGameRules->IsMultiplayer() )
	{
		if ( m_hSprite )
		{
			if ( pEntity->m_takedamage != DAMAGE_NO )
			{
				m_hSprite->TurnOn();
			}
			else
			{
				m_hSprite->TurnOff();
			}
		}
	}

	if ( m_flDmgTime < gpGlobals->curtime )
	{
		// wide mode does damage to the ent, and radius damage
		if ( pEntity->m_takedamage != DAMAGE_NO )
		{
			ClearMultiDamage();
			CTakeDamageInfo info(this, pPlayer, sk_plr_dmg_egon_wide.GetFloat() * g_pGameRules->GetDamageMultiplier(), DMG_ENERGYBEAM | DMG_ALWAYSGIB | DMG_CRUSH);
			CalculateMeleeDamageForce( &info, vecDir, tr.endpos );
			pEntity->DispatchTraceAttack( info, vecDir, &tr );
			ApplyMultiDamage();
		}

		if ( g_pGameRules->IsMultiplayer() )
		{
			// radius damage a little more potent in multiplayer.
#ifndef CLIENT_DLL
			RadiusDamage(CTakeDamageInfo(this, pPlayer, sk_plr_dmg_egon_wide.GetFloat() * g_pGameRules->GetDamageMultiplier() / 4, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB | DMG_CRUSH), tr.endpos, 128, CLASS_NONE, NULL);
#endif
		}

		if ( !pPlayer->IsAlive() )
			return;

		if ( g_pGameRules->IsMultiplayer() )
		{
			//multiplayer uses 5 ammo/second
			if ( gpGlobals->curtime >= m_flAmmoUseTime )
			{
				UseAmmo( 1 );
				m_flAmmoUseTime = gpGlobals->curtime + 0.2;
			}
		}
		else
		{
			// Wide mode uses 10 charges per second in single player
			if ( gpGlobals->curtime >= m_flAmmoUseTime )
			{
				UseAmmo( 1 );
				m_flAmmoUseTime = gpGlobals->curtime + 0.1;
			}
		}

		m_flDmgTime = gpGlobals->curtime + EGON_DISCHARGE_INTERVAL;
		if ( m_flShakeTime < gpGlobals->curtime )
		{
#ifndef CLIENT_DLL
			UTIL_ScreenShake( tr.endpos, 5.0, 150.0, 0.75, 250.0, SHAKE_START );
#endif
			m_flShakeTime = gpGlobals->curtime + 1.5;
		}
	}

	Vector vecUp, vecRight;
	QAngle angDir;

	VectorAngles( vecDir, angDir );
	AngleVectors( angDir, NULL, &vecRight, &vecUp );

	Vector tmpSrc = vecOrigSrc + (vecUp * -8) + (vecRight * 3);
	UpdateEffect( tmpSrc, tr.endpos );
}