void CGameContext::ConFreeze(IConsole::IResult *pResult, void *pUserData)
{
	if(!CheckRights(pResult->m_ClientID, pResult->GetVictim(), (CGameContext *)pUserData)) return;
	CGameContext *pSelf = (CGameContext *)pUserData;
	int Seconds = -1;
	int Victim = pResult->GetVictim();

	char aBuf[128];

	if(pResult->NumArguments() == 1)
		Seconds = clamp(pResult->GetInteger(0), -2, 9999);

	CCharacter* pChr = pSelf->GetPlayerChar(Victim);
	if(!pChr)
		return;

	if(pSelf->m_apPlayers[Victim])
	{
		pChr->Freeze(Seconds);
		pChr->GetPlayer()->m_RconFreeze = Seconds != -2;
		CServer* pServ = (CServer*)pSelf->Server();
		if(Seconds >= 0)
			str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d has been Frozen for %d.", pServ->ClientName(Victim), Victim, Seconds);
		else if(Seconds == -2)
		{
			pChr->m_DeepFreeze = true;
			str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d has been Deep Frozen.", pServ->ClientName(Victim), Victim);
		}
		else
			str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d is Frozen until you unfreeze him.", pServ->ClientName(Victim), Victim);
		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
	}

}
void CGameControllerSoloFNG::DoHookers()
{
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CCharacter *pChr = CHAR(i);
		if (!pChr)
			continue;
		
		int Hooking = pChr->GetHookedPlayer();

		if (Hooking >= 0)
		{
			CCharacter *pVic = CHAR(Hooking);
			
			if (!pVic || (/*pVic->GetPlayer()->GetTeam() != pChr->GetPlayer()->GetTeam() && */pChr->GetHookTick() < CFG(HookRegisterDelay)))
				Hooking = -1;
			
		}

		int HammeredBy = pChr->LastHammeredBy();
		pChr->ClearLastHammeredBy();

		if (Hooking >= 0)
		{
			CCharacter *pVic = CHAR(Hooking);
			if (pVic)
			{
				//bool SameTeam = pChr->GetPlayer()->GetTeam() == pVic->GetPlayer()->GetTeam();
				m_aLastInteraction[Hooking] = /*SameTeam ? -1 : */ i;
			}
		}

		if (HammeredBy >= 0)
		{	
			CCharacter *pHam = CHAR(HammeredBy);
			if (pHam)
			{
				//bool SameTeam = pChr->GetPlayer()->GetTeam() == pHam->GetPlayer()->GetTeam();
				m_aLastInteraction[i] = /*SameTeam ? -1 : */ HammeredBy;
				if (/* !SameTeam &&*/ CFG(HammerFreeze) && pChr->GetFreezeTicks() <= 0)
				{
					pChr->Freeze(CFG(HammerFreeze) * TS, HammeredBy);
					m_aFrozenBy[i] = HammeredBy; //suppress kill event being generated
				}
			}
			else
				m_aLastInteraction[i] = -1;
		}
	}
}
Beispiel #3
0
bool CPlasma::HitCharacter()
{
	vec2 To2;
	CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos,
			m_Pos + m_Core, 0.0f, To2);
	if (!Hit)
		return false;

	if (Hit->Team() != m_ResponsibleTeam)
		return false;
	m_Freeze ? Hit->Freeze() : Hit->UnFreeze();
	if (m_Explosive)
		GameServer()->CreateExplosion(m_Pos, -1, WEAPON_GRENADE, true,
				m_ResponsibleTeam, Hit->Teams()->TeamMask(m_ResponsibleTeam));
	GameServer()->m_World.DestroyEntity(this);
	return true;
}
Beispiel #4
0
void CGameControllerOpenFNG::DoHookers()
{
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CCharacter *pChr = CHAR(i);
		if (!pChr)
			continue;
		
		int Hooking = pChr->GetHookedPlayer();

		if (Hooking >= 0)
		{
			CCharacter *pVic = CHAR(Hooking);
			if (!pVic || (pVic->GetPlayer()->GetTeam() != pChr->GetPlayer()->GetTeam() && pChr->GetHookTick() < CFG(HookRegisterDelay)))
				Hooking = -1;
		}

		int HammeredBy = pChr->LastHammeredBy();
		pChr->ClearLastHammeredBy();

		if (Hooking >= 0)
		{
			CCharacter *pVic = CHAR(Hooking);
			if (pVic)
			{
				bool SameTeam = pChr->GetPlayer()->GetTeam() == pVic->GetPlayer()->GetTeam();
				m_aLastInteraction[Hooking] = SameTeam ? -1 : i;
			}
		}
		
		/*
		CPlayer *pPlayer = TPLAYER(Hooking);
			if (pVic)
			{
				bool SameTeam = pChr->GetPlayer()->GetTeam() == pVic->GetPlayer()->GetTeam();
				m_aLastInteraction[Hooking] = SameTeam ? -1 : i;
				if(pPlayer)
				{
				    if (!SameTeam && CFG(HammerFreeze) && pVic->GetFreezeTicks() <= 0)
				    {
					    pVic->Freeze(CFG(HammerFreeze) * TS, i);
					    m_aFrozenBy[Hooking] = i; //suppress kill event being generated
				    }
				}
			}
		*/

		if (HammeredBy >= 0)
		{	
			CCharacter *pHam = CHAR(HammeredBy);
			CPlayer *pPlayer = TPLAYER(HammeredBy);
			if (pHam)
			{
				bool SameTeam = pChr->GetPlayer()->GetTeam() == pHam->GetPlayer()->GetTeam();
				m_aLastInteraction[i] = SameTeam ? -1 : HammeredBy;
				if(pPlayer)
				{
				    if (!SameTeam && CFG(HammerFreeze) && pChr->GetFreezeTicks() <= 0 && pPlayer->m_HammerFreeze)
				    {
					    pChr->Freeze(CFG(HammerFreeze) * TS, HammeredBy);
					    m_aFrozenBy[i] = HammeredBy; //suppress kill event being generated
				    }
				}
			}
			else
				m_aLastInteraction[i] = -1;
		}
	}
}
Beispiel #5
0
void CGameControllerOpenFNG::DoInteractions()
{
	DoHookers();

	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CCharacter *pChr = CHAR(i);
		if (!pChr)
			continue;

		int FrzTicks = pChr->GetFreezeTicks();
		int Col = GameServer()->Collision()->GetCollisionAt(pChr->m_Pos.x, pChr->m_Pos.y);
		if (Col == TILE_SHRINE_ALL || Col == TILE_SHRINE_RED || Col == TILE_SHRINE_BLUE)
		{
			if (FrzTicks > 0 && m_aLastInteraction[i] < 0)
				pChr->Freeze(FrzTicks = 0);

			bool WasSacrificed = false;
			if (FrzTicks > 0)
			{
				int ShrineTeam = Col == TILE_SHRINE_RED ? TEAM_RED : Col == TILE_SHRINE_BLUE ? TEAM_BLUE : -1;
				HandleSacr(m_aLastInteraction[i], i, ShrineTeam);
				WasSacrificed = true;
			}

			pChr->Die(pChr->GetPlayer()->GetCID(), WEAPON_WORLD, WasSacrificed);
		}


		if (FrzTicks > 0)
		{
			if ((FrzTicks+1) % TS == 0) {
				int mask = -1;
				if (!CFG(MeltShowAll))
					mask = (int)~m_aCltMask[1-(pChr->GetPlayer()->GetTeam()&1)];

				GS->CreateDamageInd(pChr->m_Pos, 0, (FrzTicks+1) / TS, mask);

				if (CFG(ClickyMelt))
				{
					mask = -1;
					if (CFG(ClickyMelt) == 1)
						mask = (int)m_aCltMask[1-(pChr->GetPlayer()->GetTeam()&1)];

					GS->CreateSound(pChr->m_Pos, SOUND_WEAPON_NOAMMO, mask);
				}
			}

			if (FrzTicks == 1 && CFG(MeltSafeticks))
				pChr->SetEmote(EMOTE_SURPRISE, TICK + CFG(MeltSafeticks) + 1);

			m_aMoltenBy[i] = -1;

			if (m_aFrozenBy[i] != -1)
				continue;

			int Killer = pChr->WasFrozenBy();
			if (Killer < 0) //may happen then the gods are not pleased
			{
				m_aFrozenBy[i] = -1;
				continue;
			}

			m_aFrozenBy[i] = Killer;
			
			HandleFreeze(Killer, i);
		}
		else
		{
			m_aFrozenBy[i] = -1;

			int Melter = pChr->WasMoltenBy();
			if (Melter < 0)
				m_aMoltenBy[i] = -1;
			
			if (Melter == m_aMoltenBy[i])
				continue;

			m_aMoltenBy[i] = Melter;

			HandleMelt(Melter, i);
		}
	}
}
Beispiel #6
0
void CPickup::Tick()
{
	Move();
	/*// wait for respawn
	if(m_SpawnTick > 0)
	{
		if(Server()->Tick() > m_SpawnTick)
		{
			// respawn
			m_SpawnTick = -1;

			if(m_Type == POWERUP_WEAPON)
				GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
		}
		else
			return;
	}*/
	// Check if a player intersected us
	CCharacter *apEnts[MAX_CLIENTS];
	int Num = GameWorld()->FindEntities(m_Pos, 20.0f, (CEntity**)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
	for(int i = 0; i < Num; ++i) {
		CCharacter * pChr = apEnts[i];
		if(pChr && pChr->IsAlive())
		{
			if(m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pChr->Team()]) continue;
			bool sound = false;
			// player picked us up, is someone was hooking us, let them go
			switch (m_Type)
			{
				case POWERUP_HEALTH:
					if(pChr->Freeze()) GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH, pChr->Teams()->TeamMask(pChr->Team()));
					break;

				case POWERUP_ARMOR:
					if(pChr->Team() == TEAM_SUPER) continue;
					for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++)
					{
						if(pChr->GetWeaponGot(i))
						{
							if(!(pChr->m_FreezeTime && i == WEAPON_NINJA))
							{
								pChr->SetWeaponGot(i, false);
								pChr->SetWeaponAmmo(i, 0);
								sound = true;
							}
						}
					}
					pChr->SetNinjaActivationDir(vec2(0,0));
					pChr->SetNinjaActivationTick(-500);
					pChr->SetNinjaCurrentMoveTime(0);
					if (sound)
					{
						pChr->SetLastWeapon(WEAPON_GUN);
						GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->Teams()->TeamMask(pChr->Team()));
					}
					if(!pChr->m_FreezeTime && pChr->GetActiveWeapon() >= WEAPON_SHOTGUN)
						pChr->SetActiveWeapon(WEAPON_HAMMER);
					break;

				case POWERUP_WEAPON:

					if (m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(m_Subtype) || (pChr->GetWeaponAmmo(m_Subtype) != -1 && !pChr->m_FreezeTime)))
					{
						pChr->GiveWeapon(m_Subtype);

						//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						if (m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE, pChr->Teams()->TeamMask(pChr->Team()));
						else if (m_Subtype == WEAPON_SHOTGUN)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->Teams()->TeamMask(pChr->Team()));
						else if (m_Subtype == WEAPON_RIFLE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->Teams()->TeamMask(pChr->Team()));

						if (pChr->GetPlayer())
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);

					}
					break;

			case POWERUP_NINJA:
				{
					// activate ninja on target player
					pChr->GiveNinja();
					//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

					/*// loop through all players, setting their emotes
					CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
					for(; pC; pC = (CCharacter *)pC->TypeNext())
					{
						if (pC != pChr)
							pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
					}*/
					break;
				}
				default:
					break;
			};

			/*if(RespawnTime >= 0)
			{
				char aBuf[256];
				str_format(aBuf, sizeof(aBuf), "pickup player='%d:%s' item=%d/%d",
					pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
				GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
				m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
			}*/
		}
	}
}
Beispiel #7
0
void CProjectile::Tick()
{
	float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed();
	float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
	vec2 PrevPos = GetPos(Pt);
	vec2 CurPos = GetPos(Ct);
	vec2 ColPos;
	vec2 NewPos;
	int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos, false);
	CCharacter *pOwnerChar = 0;



	if(m_Owner >= 0)
		pOwnerChar = GameServer()->GetPlayerChar(m_Owner);

	CCharacter *pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar);

	if(m_LifeSpan > -1)
		m_LifeSpan--;

	int TeamMask = -1;
	bool isWeaponCollide = false;
	if
	(
			pOwnerChar &&
			pTargetChr &&
			pOwnerChar->IsAlive() &&
			pTargetChr->IsAlive() &&
			!pTargetChr->CanCollide(m_Owner)
			)
	{
			isWeaponCollide = true;
			//TeamMask = OwnerChar->Teams()->TeamMask( OwnerChar->Team());
	}
	if (pOwnerChar && pOwnerChar->IsAlive())
	{
			TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);
	}
	if( ((pTargetChr && (pOwnerChar ? !(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_GRENADE) : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide)
	{
		if(m_Explosive/*??*/ && (!pTargetChr || (pTargetChr && !m_Freeze)))
		{
			GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()),
			(m_Owner != -1)? TeamMask : -1);
			GameServer()->CreateSound(ColPos, m_SoundImpact,
			(m_Owner != -1)? TeamMask : -1);
		}
		else if(pTargetChr && m_Freeze && ((m_Layer == LAYER_SWITCH && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pTargetChr->Team()]) || m_Layer != LAYER_SWITCH))
			pTargetChr->Freeze();
		if(Collide && m_Bouncing != 0)
		{
			m_StartTick = Server()->Tick();
			m_Pos = NewPos+(-(m_Direction*4));
			if (m_Bouncing == 1)
				m_Direction.x = -m_Direction.x;
			else if(m_Bouncing == 2)
				m_Direction.y =- m_Direction.y;
			if (fabs(m_Direction.x) < 1e-6)
				m_Direction.x = 0;
			if (fabs(m_Direction.y) < 1e-6)
				m_Direction.y = 0;
			m_Pos += m_Direction;
		}
		else if (m_Weapon == WEAPON_GUN)
		{
			GameServer()->CreateDamageInd(CurPos, -atan2(m_Direction.x, m_Direction.y), 10, (m_Owner != -1)? TeamMask : -1);
			GameServer()->m_World.DestroyEntity(this);
		}
		else
			if (!m_Freeze)
				GameServer()->m_World.DestroyEntity(this);
	}
	if(m_LifeSpan == -1)
	{
		GameServer()->m_World.DestroyEntity(this);
	}
}
void CCharacter::FireWeapon()
{
	if(m_ReloadTimer != 0)
		return;

	DoWeaponSwitch();
	vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));

	bool FullAuto = false;
	if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_RIFLE || (m_ActiveWeapon == WEAPON_HAMMER && g_Config.m_SvSuperHammer))
		FullAuto = true;


	// check if we gonna fire
	bool WillFire = false;
	if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
		WillFire = true;

	if(FullAuto && (m_LatestInput.m_Fire&1) && m_aWeapons[m_ActiveWeapon].m_Ammo)
		WillFire = true;

	if (!g_Config.m_SvNinja && m_ActiveWeapon == WEAPON_NINJA)
		WillFire = false;

	if(!WillFire)
		return;

	// check for ammo
	if(!m_aWeapons[m_ActiveWeapon].m_Ammo)
	{
		// 125ms is a magical limit of how fast a human can click
		m_ReloadTimer = 125 * Server()->TickSpeed() / 1000;
		GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO);
		return;
	}

	vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;

	switch(m_ActiveWeapon)
	{
		case WEAPON_HAMMER:
		{
			// reset objects Hit
			m_NumObjectsHit = 0;
			GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);

			CCharacter *apEnts[MAX_CLIENTS];
			int Hits = 0;
			int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts,
														MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);

			for (int i = 0; i < Num; ++i)
			{
				CCharacter *pTarget = apEnts[i];

				if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
					continue;

				// set his velocity to fast upward (for now)
				if(length(pTarget->m_Pos-ProjStartPos) > 0.0f)
					GameServer()->CreateHammerHit(pTarget->m_Pos-normalize(pTarget->m_Pos-ProjStartPos)*m_ProximityRadius*0.5f);
				else
					GameServer()->CreateHammerHit(ProjStartPos);

				vec2 Dir;
				if (length(pTarget->m_Pos - m_Pos) > 0.0f)
					Dir = normalize(pTarget->m_Pos - m_Pos);
				else
					Dir = vec2(0.f, -1.f);

				bool MeltHit = GameServer()->m_pController->IsTeamplay() && pTarget->GetPlayer()->GetTeam() == GetPlayer()->GetTeam() && pTarget->GetFreezeTicks() > 0;

				vec2 Force = (vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f);
				if (!MeltHit)
				{
					Force.x *= g_Config.m_SvHammerScaleX*0.01f;
					Force.y *= g_Config.m_SvHammerScaleY*0.01f;
				}
				else
				{
					Force.x *= g_Config.m_SvMeltHammerScaleX*0.01f;
					Force.y *= g_Config.m_SvMeltHammerScaleY*0.01f;
				}

				pTarget->TakeDamage(Force, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon);
				Hits++;

				pTarget->m_HammeredBy = GetPlayer()->GetCID();

				if (MeltHit)
				{
					pTarget->Freeze(pTarget->GetFreezeTicks() - g_Config.m_SvHammerMelt * Server()->TickSpeed());
					if (pTarget->GetFreezeTicks() <= 0)
					{
						pTarget->m_MoltenBy = m_pPlayer->GetCID();
						pTarget->m_MoltenAt = -1; // we don't want the unfreezability to take effect when being molten by hammer
					}
				}
					
			}

			// if we Hit anything, we have to wait for the reload
			if(Hits)
				m_ReloadTimer = Server()->TickSpeed()/3;

		} break;

		case WEAPON_GUN:
		{
			CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GUN,
				m_pPlayer->GetCID(),
				ProjStartPos,
				Direction,
				(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime),
				1, 0, 0, -1, WEAPON_GUN);

			// pack the Projectile and send it to the client Directly
			CNetObj_Projectile p;
			pProj->FillInfo(&p);

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(1);
			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
				Msg.AddInt(((int *)&p)[i]);

			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE);
		} break;

		case WEAPON_SHOTGUN:
		{
			int ShotSpread = 2;

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(ShotSpread*2+1);

			for(int i = -ShotSpread; i <= ShotSpread; ++i)
			{
				float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
				float a = GetAngle(Direction);
				a += Spreading[i+2];
				float v = 1-(absolute(i)/(float)ShotSpread);
				float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
				CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_SHOTGUN,
					m_pPlayer->GetCID(),
					ProjStartPos,
					vec2(cosf(a), sinf(a))*Speed,
					(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_ShotgunLifetime),
					1, 0, 0, -1, WEAPON_SHOTGUN);

				// pack the Projectile and send it to the client Directly
				CNetObj_Projectile p;
				pProj->FillInfo(&p);

				for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
					Msg.AddInt(((int *)&p)[i]);
			}

			Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);
		} break;

		case WEAPON_GRENADE:
		{
			CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GRENADE,
				m_pPlayer->GetCID(),
				ProjStartPos,
				Direction,
				(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GrenadeLifetime),
				1, true, 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE);

			// pack the Projectile and send it to the client Directly
			CNetObj_Projectile p;
			pProj->FillInfo(&p);

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(1);
			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
				Msg.AddInt(((int *)&p)[i]);
			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE);
		} break;

		case WEAPON_RIFLE:
		{
			new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID());
			GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
		} break;

		case WEAPON_NINJA:
		{
			// reset Hit objects
			m_NumObjectsHit = 0;

			m_Ninja.m_ActivationDir = Direction;
			m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
			m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);

			GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE);
		} break;

	}

	m_AttackTick = Server()->Tick();

	if (!g_Config.m_SvUnlimitedAmmo && m_aWeapons[m_ActiveWeapon].m_Ammo > 0)
		m_aWeapons[m_ActiveWeapon].m_Ammo--;

	if(!m_ReloadTimer)
		m_ReloadTimer = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Firedelay * Server()->TickSpeed() / 1000;
}