void CCameraRPCs::SetCameraTarget ( NetBitStreamInterface& bitStream ) { ElementID targetID; if ( bitStream.Read ( targetID ) ) { CClientEntity * pEntity = CElementIDs::GetElement ( targetID ); if ( pEntity ) { // Save our current target for later CClientEntity * pPreviousTarget = m_pCamera->GetTargetEntity (); switch ( pEntity->GetType () ) { case CCLIENTPLAYER: { CClientPlayer* pPlayer = static_cast < CClientPlayer* > ( pEntity ); if ( pPlayer->IsLocalPlayer () ) { // Return the focus to the local player m_pCamera->SetFocusToLocalPlayer (); } else { // Put the focus on that player m_pCamera->SetFocus ( pPlayer, MODE_BEHINDCAR, false ); } break; } default: return; } } } }
void CElementRPCs::SetElementPosition ( NetBitStreamInterface& bitStream ) { // Read out the entity id and the position ElementID ID; CVector vecPosition; unsigned char ucTimeContext; if ( bitStream.Read ( ID ) && bitStream.Read ( vecPosition.fX ) && bitStream.Read ( vecPosition.fY ) && bitStream.Read ( vecPosition.fZ ) && bitStream.Read ( ucTimeContext ) ) { // Grab the entity CClientEntity* pEntity = CElementIDs::GetElement ( ID ); if ( pEntity ) { // Update the sync context to the new one pEntity->SetSyncTimeContext ( ucTimeContext ); // If it's a player, use Teleport if ( pEntity->GetType () == CCLIENTPLAYER ) { unsigned char ucWarp = 1; bitStream.Read ( ucWarp ); CClientPlayer* pPlayer = static_cast < CClientPlayer* > ( pEntity ); if ( ucWarp ) { pPlayer->Teleport ( vecPosition ); pPlayer->ResetInterpolation (); } else { pPlayer->SetPosition ( vecPosition ); } // If local player, reset return position (so we can't warp back if connection fails) if ( pPlayer->IsLocalPlayer () ) { m_pClientGame->GetNetAPI ()->ResetReturnPosition (); } } else if ( pEntity->GetType () == CCLIENTVEHICLE ) { CClientVehicle* pVehicle = static_cast < CClientVehicle* > ( pEntity ); pVehicle->RemoveTargetPosition (); pVehicle->SetPosition ( vecPosition ); } else { // Set its position pEntity->SetPosition ( vecPosition ); } } } }
void CClientPlayerManager::DoPulse ( void ) { unsigned long ulCurrentTime = CClientTime::GetTime (); CClientPlayer * pPlayer = NULL; vector < CClientPlayer* > ::const_iterator iter = m_Players.begin (); for ( ; iter != m_Players.end (); ++iter ) { pPlayer = *iter; if ( !pPlayer->IsLocalPlayer () ) { // Pulse voice data if voice is enabled if ( g_pClientGame->GetVoiceRecorder()->IsEnabled() && pPlayer->GetVoice() ) pPlayer->GetVoice()->DoPulse(); // Flag him with connection error if its been too long since last puresync and force his position unsigned long ulLastPuresyncTime = pPlayer->GetLastPuresyncTime (); bool bHasConnectionTrouble = ( ulLastPuresyncTime != 0 && ulCurrentTime >= ulLastPuresyncTime + REMOTE_PLAYER_CONNECTION_TROUBLE_TIME ); if ( bHasConnectionTrouble && !g_pClientGame->IsDownloadingBigPacket () && !pPlayer->IsDeadOnNetwork () ) { pPlayer->SetHasConnectionTrouble ( true ); // Reset his controller so he doesn't get stuck shooting or something CControllerState State; memset ( &State, 0, sizeof ( CControllerState ) ); pPlayer->SetControllerState ( State ); // Grab his vehicle if any and force the position to where he was last sync CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle (); if ( pVehicle ) { // Is he driving the vehicle? if ( pPlayer->GetOccupiedVehicleSeat () == 0 ) { // Force his position to where he was last sync pVehicle->SetPosition ( pPlayer->GetLastPuresyncPosition () ); pVehicle->SetMoveSpeed ( CVector ( 0, 0, 0 ) ); pVehicle->SetTurnSpeed ( CVector ( 0, 0, 0 ) ); pPlayer->ResetInterpolation (); } } else { // Force his position to where he was last sync pPlayer->SetPosition ( pPlayer->GetLastPuresyncPosition () ); pPlayer->ResetInterpolation (); pPlayer->SetMoveSpeed ( CVector ( 0, 0, 0 ) ); pPlayer->ResetInterpolation (); } } else { pPlayer->SetHasConnectionTrouble ( false ); } } } }
void CElementRPCs::SetElementDimension ( NetBitStreamInterface& bitStream ) { ElementID ID; unsigned short usDimension; if ( bitStream.Read ( ID ) && bitStream.Read ( usDimension ) ) { CClientEntity* pEntity = CElementIDs::GetElement ( ID ); if ( pEntity ) { if ( pEntity->GetType () == CCLIENTTEAM ) { CClientTeam* pTeam = static_cast < CClientTeam* > ( pEntity ); list < CClientPlayer* > ::const_iterator iter = pTeam->IterBegin (); for ( ; iter != pTeam->IterEnd () ; iter++ ) { CClientPlayer* pPlayer = *iter; if ( pPlayer->IsLocalPlayer () ) { // Update all of our streamers/managers to the local player's dimension m_pClientGame->SetAllDimensions ( usDimension ); } pPlayer->SetDimension ( usDimension ); } } else { if ( pEntity->GetType () == CCLIENTPLAYER ) { CClientPlayer* pPlayer = static_cast < CClientPlayer* > ( pEntity ); if ( pPlayer->IsLocalPlayer () ) { // Update all of our streamers/managers to the local player's dimension m_pClientGame->SetAllDimensions ( usDimension ); } } pEntity->SetDimension ( usDimension ); } } } }
void CNametags::DrawFromAim() { unsigned long ulCurrentTime = CClientTime::GetTime(); // Got any players that are not local? if (m_pPlayerManager->Count() > 1) { // Grab the local player CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer(); if (pLocalPlayer) { // Grab the current time and the camera unsigned long ulCurrentTime = CClientTime::GetTime(); CCamera* pCamera = g_pGame->GetCamera(); // Grab our controller state CControllerState State; g_pGame->GetPad()->GetCurrentControllerState(&State); // Grab our current weapon slot. Use screen center if melee or none CVector vecStart; CVector vecTarget; eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot(); if (eSlot == WEAPONSLOT_TYPE_UNARMED || eSlot == WEAPONSLOT_TYPE_MELEE || eSlot == WEAPONSLOT_TYPE_RIFLE || eSlot == WEAPONSLOT_TYPE_THROWN || eSlot == WEAPONSLOT_TYPE_SPECIAL || eSlot == WEAPONSLOT_TYPE_GIFT || eSlot == WEAPONSLOT_TYPE_PARACHUTE || eSlot == WEAPONSLOT_TYPE_DETONATOR) { // Grab the active cam CCamera* pCamera = g_pGame->GetCamera(); CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam()); // Grab the camera matrix CMatrix matCamera; pCamera->GetMatrix(&matCamera); vecStart = matCamera.vPos; // Range float fRange; eWeaponType eWeapon = pLocalPlayer->GetCurrentWeaponType(); float fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon)); CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill); if (pWeaponStat) { fRange = pWeaponStat->GetTargetRange(); } else { fRange = MELEE_VISIBLE_RANGE; } // Find the target position CVector vecFront = *pActive->GetFront(); vecFront.Normalize(); vecTarget = *pActive->GetSource() + vecFront * fRange; } else { // Grab the weapon and keysync state. If it exists and he holds Target down CWeapon* pPlayerWeapon = pLocalPlayer->GetWeapon(); if (pPlayerWeapon && State.RightShoulder1) { // Grab the gun muzzle position eWeaponType eWeapon = pLocalPlayer->GetCurrentWeaponType(); float fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon)); CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill); CVector vecGunMuzzle = *pWeaponStat->GetFireOffset(); pLocalPlayer->GetTransformedBonePosition(BONE_RIGHTWRIST, vecGunMuzzle); // Grab the target point pCamera->Find3rdPersonCamTargetVector(AIM_VISIBLE_RANGE, &vecGunMuzzle, &vecStart, &vecTarget); } else { // Grab the active cam CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam()); // Grab the camera matrix CMatrix matCamera; pCamera->GetMatrix(&matCamera); vecStart = matCamera.vPos; // Find the target position CVector vecFront = *pActive->GetFront(); vecFront.Normalize(); vecTarget = *pActive->GetSource() + vecFront * MELEE_VISIBLE_RANGE; } } // Ignore the local player for this pLocalPlayer->WorldIgnore(true); // Do the raycast CColPoint* pColPoint = NULL; CEntity* pEntity = NULL; SLineOfSightFlags flags; flags.bCheckBuildings = true; flags.bCheckVehicles = true; flags.bCheckPeds = true; flags.bCheckObjects = true; flags.bCheckDummies = true; flags.bSeeThroughStuff = true; flags.bIgnoreSomeObjectsForCamera = false; flags.bShootThroughStuff = true; g_pGame->GetWorld()->ProcessLineOfSight(&vecStart, &vecTarget, &pColPoint, &pEntity, flags); if (pColPoint) pColPoint->Destroy(); // Un-ignore the local player pLocalPlayer->WorldIgnore(false); // Did we find an entity? if (pEntity) { // Grab the CClientEntity belonging to this game_sa entity CClientEntity* pClientEntity = reinterpret_cast<CClientEntity*>(pEntity->GetStoredPointer()); if (pClientEntity) { // Is it a vehicle? Is it a ped? eClientEntityType EntityType = pClientEntity->GetType(); if (EntityType == CCLIENTVEHICLE) { CClientVehicle* pClientVehicle = static_cast<CClientVehicle*>(pClientEntity); // Set the current time as the last draw time for all players inside CClientPed* pPed; int i; for (i = 0; i < 8; i++) { // Grab this seat's occupant and set its last nametag show time to now pPed = pClientVehicle->GetOccupant(i); if (pPed && pPed->GetType() == CCLIENTPLAYER) { static_cast<CClientPlayer*>(pPed)->SetLastNametagShow(ulCurrentTime); } } } else if (EntityType == CCLIENTPLAYER) { // Grab the player this entity is CClientPlayer* pClientPlayer = static_cast<CClientPlayer*>(pClientEntity); if (pClientPlayer) { // Set now as the last time we had the cursor above him pClientPlayer->SetLastNametagShow(ulCurrentTime); } } } } // Grab the local player vehicle CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle(); // Draw the nametags we need to CClientPlayer* pPlayer; CClientStreamElement* pElement; list<CClientStreamElement*>::const_iterator iter = m_pPlayerStreamer->ActiveElementsBegin(); for (; iter != m_pPlayerStreamer->ActiveElementsEnd(); ++iter) { pElement = *iter; if (!pElement->IsStreamedIn()) continue; if (pElement->GetType() != CCLIENTPLAYER) continue; pPlayer = static_cast<CClientPlayer*>(pElement); if (pPlayer->IsLocalPlayer()) continue; // Is he in the same vehicle as the local player? if (pLocalVehicle && pPlayer->GetOccupiedVehicle() == pLocalVehicle) { pPlayer->SetLastNametagShow(ulCurrentTime); } // Can we show this player's nametag unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow(); if (ulLastNametagShow != 0 && ulCurrentTime <= ulLastNametagShow + NAMETAG_END_FADE_TIME) { unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow(); // Calculate the alpha modifier float fAlphaTimeModifier; if (ulCurrentTime < ulLastNametagShow + NAMETAG_BEGIN_FADE_TIME) { fAlphaTimeModifier = 1.0f; } else { fAlphaTimeModifier = 1.0f - (ulCurrentTime - ulLastNametagShow - NAMETAG_BEGIN_FADE_TIME) / 1000.0f; } // Calculate the alpha for the nametag unsigned char ucAlpha = static_cast<unsigned char>(180.0f * fAlphaTimeModifier); // Draw it DrawTagForPlayer(pPlayer, ucAlpha); } } } } }
void CNametags::DrawDefault() { // Grab the resolution width and height static float fResWidth = static_cast<float>(g_pCore->GetGraphics()->GetViewportWidth()); static float fResHeight = static_cast<float>(g_pCore->GetGraphics()->GetViewportHeight()); // Got any players that are not local? if (m_pPlayerManager->Count() <= 1) return; list<CClientPlayer*> playerTags; // Grab the local player CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer(); if (!pLocalPlayer) return; CClientVehicle* pSniperTargetedVehicle = NULL; CClientPlayer* pSniperTargetedPlayer = NULL; // Grab our current weapon slot. Use screen center if melee or none eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot(); if (eSlot >= WEAPONSLOT_TYPE_HANDGUN && eSlot <= WEAPONSLOT_TYPE_RIFLE) { CVector vecOrigin, vecTarget; pLocalPlayer->GetShotData(&vecOrigin, &vecTarget); // Ignore the local player for this pLocalPlayer->WorldIgnore(true); // Do the raycast CColPoint* pColPoint = NULL; CEntity* pEntity = NULL; SLineOfSightFlags flags; flags.bCheckBuildings = true; flags.bCheckVehicles = true; flags.bCheckPeds = true; flags.bCheckObjects = true; flags.bCheckDummies = true; flags.bSeeThroughStuff = true; flags.bIgnoreSomeObjectsForCamera = false; flags.bShootThroughStuff = true; g_pGame->GetWorld()->ProcessLineOfSight(&vecOrigin, &vecTarget, &pColPoint, &pEntity, flags); if (pColPoint) pColPoint->Destroy(); // Un-ignore the local player pLocalPlayer->WorldIgnore(false); // Did we find an entity? if (pEntity) { // Grab the CClientEntity belonging to this game_sa entity CClientEntity* pClientEntity = reinterpret_cast<CClientEntity*>(pEntity->GetStoredPointer()); if (pClientEntity) { // Is it a vehicle? Is it a ped? eClientEntityType EntityType = pClientEntity->GetType(); switch (EntityType) { case CCLIENTVEHICLE: { pSniperTargetedVehicle = static_cast<CClientVehicle*>(pClientEntity); break; } case CCLIENTPLAYER: { pSniperTargetedPlayer = static_cast<CClientPlayer*>(pClientEntity); break; } default: break; } } } } // Grab the local player vehicle CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle(); CVehicle* pLocalGameVehicle = NULL; if (pLocalVehicle) pLocalGameVehicle = pLocalVehicle->GetGameVehicle(); CMatrix CameraMatrix; g_pGame->GetCamera()->GetMatrix(&CameraMatrix); // Remove collision from our local vehicle (if we have one) if (pLocalVehicle) pLocalVehicle->WorldIgnore(true); // Draw the nametags we need to CVector vecPlayerPosition; CClientVehicle* pPlayerVehicle = NULL; float fDistanceExp; bool bCollision; CColPoint* pColPoint = NULL; CEntity* pGameEntity = NULL; CClientEntity* pEntity = NULL; CClientPlayer* pPlayer; CClientStreamElement* pElement; list<CClientStreamElement*>::const_iterator iter = m_pPlayerStreamer->ActiveElementsBegin(); for (; iter != m_pPlayerStreamer->ActiveElementsEnd(); ++iter) { pElement = *iter; if (!pElement->IsStreamedIn()) continue; if (pElement->GetType() != CCLIENTPLAYER) continue; pPlayer = static_cast<CClientPlayer*>(pElement); if (pPlayer->IsLocalPlayer()) continue; // Get the distance from the camera pPlayer->GetPosition(vecPlayerPosition); fDistanceExp = pPlayer->GetExpDistance(); pPlayerVehicle = pPlayer->GetOccupiedVehicle(); // Is he in the same vehicle as the local player? if ((pSniperTargetedPlayer == pPlayer) || (pSniperTargetedVehicle && pSniperTargetedVehicle == pPlayerVehicle) || (pLocalVehicle && pLocalVehicle == pPlayerVehicle) || (fDistanceExp < DEFAULT_VIEW_RANGE_EXP && pPlayer->IsOnScreen())) { SLineOfSightFlags flags; flags.bCheckBuildings = true; flags.bCheckVehicles = true; flags.bCheckPeds = false; flags.bCheckObjects = true; bCollision = g_pCore->GetGame()->GetWorld()->ProcessLineOfSight(&CameraMatrix.vPos, &vecPlayerPosition, &pColPoint, &pGameEntity, flags); if (!bCollision || (pGameEntity && pPlayerVehicle && pGameEntity == pPlayerVehicle->GetGameEntity())) { pPlayer->SetNametagDistance(sqrt(fDistanceExp)); playerTags.push_front(pPlayer); } // Destroy the colpoint if (pColPoint) pColPoint->Destroy(); } } // Readd collision from our local vehicle (if we have one) if (pLocalVehicle) pLocalVehicle->WorldIgnore(false); // Draw each player's nametag float fAlphaModifier; unsigned char ucAlpha; float fDistance; list<CClientPlayer*>::iterator iterTags = playerTags.begin(); for (; iterTags != playerTags.end(); ++iterTags) { pPlayer = *iterTags; fDistance = pPlayer->GetNametagDistance(); static float fFullAlphaDistance = 7.0f; if ((fDistance < fFullAlphaDistance) || (pSniperTargetedPlayer && pSniperTargetedPlayer == pPlayer) || (pSniperTargetedVehicle && pSniperTargetedVehicle == pPlayer->GetOccupiedVehicle())) { fAlphaModifier = 1.0f; } else { fAlphaModifier = 1.0f - ((fDistance - fFullAlphaDistance) / (DEFAULT_VIEW_RANGE - fFullAlphaDistance)); } // Calculate the alpha for the nametag ucAlpha = static_cast<unsigned char>(180.0f * fAlphaModifier); // Draw the tag DrawTagForPlayer(pPlayer, ucAlpha); } }
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 (); }