Beispiel #1
0
void CWeaponRPCs::TakeWeapon ( CClientEntity* pSource, NetBitStreamInterface& bitStream )
{
    // Read out weapon id and ammo amount
    SWeaponTypeSync weaponType;

    if ( bitStream.Read ( &weaponType )  )
    {
        unsigned char ucWeaponID = weaponType.data.ucWeaponType;

        CClientPed * pPed = m_pPedManager->Get ( pSource->GetID (), true );
        if ( pPed )
        {
            // Is the weapon id valid? (may not be neccessary, just being safe)
            if ( CClientPickupManager::IsValidWeaponID ( ucWeaponID ) )
            {
                // Have we ammo in packet? If so, we need to take the ammo, not weapon
                SWeaponAmmoSync ammo ( ucWeaponID, true, false );
                if ( bitStream.Read ( &ammo ) )
                {
                    unsigned short usAmmo = ammo.data.usTotalAmmo;

                    // Do we have the weapon?
                    CWeapon* pPlayerWeapon = pPed->GetWeapon ( (eWeaponType) ucWeaponID );
                    if ( pPlayerWeapon == NULL ) return;

                    unsigned char ucAmmoInClip = static_cast < unsigned char > ( pPlayerWeapon->GetAmmoInClip () );
                    pPlayerWeapon->SetAmmoInClip ( 0 );

                    unsigned long ulWeaponAmmo = pPlayerWeapon->GetAmmoTotal ();
                    if ( usAmmo > ulWeaponAmmo )
                        ulWeaponAmmo = 0;
                    else
                        ulWeaponAmmo -= usAmmo;

                    // Update the ammo
                    pPlayerWeapon->SetAmmoTotal ( ulWeaponAmmo );

                    if ( pPlayerWeapon->GetAmmoTotal () > ucAmmoInClip )
                        pPlayerWeapon->SetAmmoInClip ( ucAmmoInClip );
                    else if ( pPlayerWeapon->GetAmmoTotal () <= ucAmmoInClip )
                        pPlayerWeapon->SetAmmoInClip ( pPlayerWeapon->GetAmmoTotal () );
                }
                else
                {
                    // Don't change remote players weapons (affects sync)
                    if ( pPed->IsLocalPlayer () )
                    {
                        // Remove the weapon
                        pPed->RemoveWeapon ( static_cast < eWeaponType > ( ucWeaponID ) );
                    }
                }
            }
        }
    }
}
Beispiel #2
0
void CElementRPCs::SetElementVelocity ( NetBitStreamInterface& bitStream )
{
    // Read out the entity id and the speed
    ElementID ID;
    CVector vecVelocity;
    if ( bitStream.Read ( ID ) &&
         bitStream.Read ( vecVelocity.fX ) &&
         bitStream.Read ( vecVelocity.fY ) &&
         bitStream.Read ( vecVelocity.fZ ) )
    {
        // Grab the entity
        CClientEntity* pEntity = CElementIDs::GetElement ( ID );
        if ( pEntity )
        {
            switch ( pEntity->GetType () )
            {
                case CCLIENTPED:
                case CCLIENTPLAYER:
                {
                    CClientPed* pPed = static_cast < CClientPed* > ( pEntity );

                    pPed->SetMoveSpeed ( vecVelocity );
                    pPed->ResetInterpolation ();

                    // If local player, reset return position (so we can't warp back if connection fails)
                    if ( pPed->IsLocalPlayer () )
                    {
                        m_pClientGame->GetNetAPI ()->ResetReturnPosition ();
                    }
                    break;
                }
                case CCLIENTVEHICLE:
                {
                    CClientVehicle* pVehicle = static_cast < CClientVehicle* > ( pEntity );                    
                    pVehicle->SetMoveSpeed ( vecVelocity );

                    break;
                }
                case CCLIENTOBJECT:
                {
                    CClientObject * pObject = static_cast < CClientObject * > ( pEntity );
                    pObject->SetMoveSpeed ( vecVelocity );
                    
                    break;
                }
            }
        }
    }
}
Beispiel #3
0
void CPedRPCs::SetPedGravity ( CClientEntity* pSource, NetBitStreamInterface& bitStream )
{
    float fGravity;
    if ( bitStream.Read ( fGravity ) )
    {
        CClientPed* pPed = m_pPedManager->Get ( pSource->GetID (), true );
        if ( pPed )
        {
            if ( pPed->IsLocalPlayer () )
            {
                g_pCore->GetMultiplayer ()->SetLocalPlayerGravity ( fGravity );
            }
            else
            {
                CRemoteDataStorage* pData = pPed->GetRemoteData ();
                if ( pData )
                {
                    pData->SetGravity ( fGravity );
                }
            }
        }
    }
}
void CClientWeapon::FireInstantHit ( CVector vecOrigin, CVector vecTarget, bool bServerFire, bool bRemote )
#endif
{
    CVector vecDirection = vecTarget - vecOrigin;
    vecDirection.Normalize ();
    CClientEntity * pAttachedTo = GetAttachedTo ();    
    CVector vecOriginalTarget = vecTarget;
    CEntity * pColEntity = NULL;
    CColPoint * pColPoint = NULL;
    SLineOfSightBuildingResult pBuildingResult;
    CEntitySAInterface * pEntity = NULL;

    if ( m_Type != WEAPONTYPE_SHOTGUN )
    {
        CVector vecWeaponFirePosition;
        if ( !IsLocalEntity ( ) && m_pOwner )
        {
            CClientPlayer * pPlayer = m_pOwner;
            CClientPed * pLocalPlayer = g_pClientGame->GetLocalPlayer();
            if ( pLocalPlayer && pPlayer )
            {
                CClientVehicle* pVehicle = pLocalPlayer->GetRealOccupiedVehicle ();

                // Move both players to where they should be for shot compensation
                if ( pPlayer && !pPlayer->IsLocalPlayer () )
                {
                    if ( !pVehicle || pLocalPlayer->GetOccupiedVehicleSeat() == 0 )
                    {
                        // Warp back in time to where we were when this player shot (their latency)

                        // We don't account for interpolation here, +250ms seems to work better
                        // ** Changed ajustment to +125ms as the position of this clients player on the firers screen
                        // has been changed. See CClientPed::UpdateTargetPosition() **
                        CVector vecPosition;
                        unsigned short usLatency = ( pPlayer->GetLatency () + 125 );
                        g_pClientGame->GetNetAPI()->GetInterpolation ( vecPosition, usLatency );

                        // Move the entity back
                        if ( pVehicle )
                        {
                            pVehicle->GetPosition ( vecWeaponFirePosition );
                            pVehicle->SetPosition ( vecPosition, false, false );
                        }
                        else
                        {
                            pLocalPlayer->GetPosition ( vecWeaponFirePosition );
                            pLocalPlayer->SetPosition ( vecPosition, false, false );
                        }
                    }
                }
            }
        }
        //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( true );
        if ( m_pWeapon->ProcessLineOfSight ( &vecOrigin, &vecTarget, &pColPoint, &pColEntity, m_weaponConfig.flags, &pBuildingResult, m_Type, &pEntity ) )
        {
            vecTarget = pColPoint->GetPosition ();
        }

        // Don't continue without a valid colpoint
        if ( !pColPoint )
            return;
        //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( false );

        // return if shoot if target is blocked is false and we aren't pointing at our target
        if ( ( m_pTarget != NULL && m_pTarget->GetGameEntity ( ) != NULL && m_pTarget->GetGameEntity()->GetInterface ( ) != pEntity ) && m_weaponConfig.bShootIfTargetBlocked == false && bRemote == false )
        {
            if ( pColPoint )
                pColPoint->Destroy ();

            return;
        }
        // Execute our weapon fire event
        CClientEntity * pClientEntity = m_pManager->FindEntitySafe ( pColEntity );
        CLuaArguments Arguments;
        if ( pClientEntity )
            Arguments.PushElement ( pClientEntity );            // entity that got hit
        else
            Arguments.PushNil ( ); // Probably a building.
        Arguments.PushNumber ( pColPoint->GetPosition ( ).fX ); // pos x
        Arguments.PushNumber ( pColPoint->GetPosition ( ).fY ); // pos y
        Arguments.PushNumber ( pColPoint->GetPosition ( ).fZ ); // pos z
        Arguments.PushNumber ( pColPoint->GetNormal ( ).fX ); // Normal x
        Arguments.PushNumber ( pColPoint->GetNormal ( ).fY ); // Normal y
        Arguments.PushNumber ( pColPoint->GetNormal ( ).fZ ); // Normal z
        Arguments.PushNumber ( pColPoint->GetSurfaceTypeB ( ) ); // Surface type "B"
        Arguments.PushNumber ( pColPoint->GetLightingForTimeOfDay ( ) ); // Lighting
        Arguments.PushNumber ( pColPoint->GetPieceTypeB ( ) ); // Piece
        if ( !CallEvent ( "onClientWeaponFire", Arguments, true ) )
        {
            if ( pColPoint )
                pColPoint->Destroy ();
            return;
        }

        DoGunShells ( vecOrigin, vecDirection );

        CVector vecCollision;
        if ( g_pGame->GetWaterManager ()->TestLineAgainstWater ( vecOrigin, vecTarget, &vecCollision ) )
        {
            g_pGame->GetFx ()->TriggerBulletSplash ( vecCollision );
            g_pGame->GetAudioEngine ()->ReportBulletHit ( NULL, SURFACE_TYPE_WATER_SHALLOW, &vecCollision, 0.0f );
        }    
#ifdef MARKER_DEBUG
        m_pMarker2->SetPosition ( vecTarget );
#endif
        m_pWeapon->DoBulletImpact ( m_pObject, pEntity, &vecOrigin, &vecTarget, pColPoint, 0 );

        if ( !IsLocalEntity ( ) && m_pOwner )
        {
            CClientPed * pPed = m_pOwner;
            CClientPed * pLocalPlayer = g_pClientGame->GetLocalPlayer();
            if ( pPed->GetType () == CCLIENTPLAYER )
            {
                // Restore compensated positions            
                if ( !pPed->IsLocalPlayer () )
                {
                    CClientVehicle* pVehicle = pLocalPlayer->GetRealOccupiedVehicle ();
                    if ( !pVehicle )
                    {
                        pLocalPlayer->SetPosition ( vecWeaponFirePosition, false, false );
                    }
                    else if ( pLocalPlayer->GetOccupiedVehicleSeat() == 0 )
                    {
                        pVehicle->SetPosition ( vecWeaponFirePosition, false, false );
                    }
                }
            }
        }
        if ( !IsLocalEntity ( ) && GetOwner ( ) == g_pClientGame->GetLocalPlayer ( ) && bServerFire == false )
        {
            g_pClientGame->GetNetAPI ( )->SendBulletSyncCustomWeaponFire ( this, vecOrigin, vecOriginalTarget );
        }
    }
#ifdef SHOTGUN_TEST
    else
    {
        //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( true );
        //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( false );
        // Fire instant hit is off by a few degrees
        FireShotgun ( m_pObject, vecOrigin, vecTarget, vecRotation );
    }
#endif
    if ( pColPoint )
        pColPoint->Destroy ();
}