Ejemplo n.º 1
0
//------------------------------------------------------------------------
void CGameRules::ProcessServerHit(const HitInfo &hitInfo)
{
	bool ok=true;
	// check if shooter is alive
	CActor *pShooter=GetActorByEntityId(hitInfo.shooterId);

	if (hitInfo.shooterId)
	{
		if (pShooter && pShooter->GetHealth()<=0)
			ok=false;
	}

	if (hitInfo.targetId)
	{
		CActor *pTarget=GetActorByEntityId(hitInfo.targetId);
		if (pTarget && pTarget->GetSpectatorMode())
			ok=false;
	}

	if (ok)
	{
		CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
		CallScript(m_serverStateScript, "OnHit", m_scriptHitInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			for (size_t i = 0; i < m_hitListeners.size(); )
			{
				size_t count = m_hitListeners.size();
				m_hitListeners[i]->OnHit(hitInfo);
				if (count == m_hitListeners.size())
					i++;
				else
					continue;
			}
		}

		if (pShooter && hitInfo.shooterId!=hitInfo.targetId && hitInfo.weaponId!=hitInfo.shooterId && hitInfo.weaponId!=hitInfo.targetId && hitInfo.damage>=0)
		{
			EntityId params[2];
			params[0] = hitInfo.weaponId;
			params[1] = hitInfo.targetId;
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_WeaponHit, 0, 0, (void *)params));
		}

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Hit, 0, 0, (void *)hitInfo.weaponId));

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Damage, 0, hitInfo.damage, (void *)hitInfo.weaponId));
	}
}
Ejemplo n.º 2
0
//------------------------------------------------------------------------
void CGameRules::ProcessServerHit(const HitInfo &hitInfo)
{
	bool ok=true;
	// check if shooter is alive
	CActor *pShooter=GetActorByEntityId(hitInfo.shooterId);

	if (hitInfo.shooterId)
	{
		if (pShooter && pShooter->GetHealth()<=0)
			ok=false;
	}

	if (hitInfo.targetId)
	{
		CActor *pTarget=GetActorByEntityId(hitInfo.targetId);
		if (pTarget && pTarget->GetSpectatorMode())
			ok=false;
	}

	if (ok)
	{
		CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
		CallScript(m_serverStateScript, "OnHit", m_scriptHitInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnHit(hitInfo);
				++iter;
			}
		}

		if (pShooter && hitInfo.shooterId!=hitInfo.targetId && hitInfo.weaponId!=hitInfo.shooterId && hitInfo.weaponId!=hitInfo.targetId && hitInfo.damage>=0)
		{
			EntityId params[2];
			params[0] = hitInfo.weaponId;
			params[1] = hitInfo.targetId;
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_WeaponHit, 0, 0, (void *)params));
		}

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Hit, 0, 0, (void *)hitInfo.weaponId));

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Damage, 0, hitInfo.damage, (void *)hitInfo.weaponId));
	}
}
Ejemplo n.º 3
0
	void execute(CItem *_this)
	{
		CShotgun *fm = (CShotgun *)pWep->GetFireMode(pWep->GetCurrentFireMode());

		if(fm->m_reload_was_broken)
			return;

		IEntityClass *pAmmoType = fm->GetAmmoType();

		if(pWep->IsServer())
		{
			const int ammoCount = pWep->GetAmmoCount(pAmmoType);
			const int inventoryCount = pWep->GetInventoryAmmoCount(pAmmoType);

			const int refill = fm->m_pShared->shotgunparams.partial_reload ? 1 : min(inventoryCount, fm->GetClipSize() - ammoCount);

			pWep->SetAmmoCount(pAmmoType, ammoCount + refill);
			pWep->SetInventoryAmmoCount(pAmmoType, pWep->GetInventoryAmmoCount(pAmmoType) - refill);
		}

		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(pWep->GetOwner(), GameplayEvent(eGE_WeaponReload, pAmmoType->GetName(), 1, (void *)(pWep->GetEntityId())));

		if(!fm->m_break_reload)
			fm->ReloadShell(rzoomed);
		else
			fm->EndReload(rzoomed);
	}
Ejemplo n.º 4
0
IMPLEMENT_RMI(CGameRules, ClEnteredGame)
{
	if(!gEnv->bServer && m_pGameFramework->GetClientActor())
	{
		CActor* pActor = GetActorByChannelId(m_pGameFramework->GetClientActor()->GetChannelId());
		if(pActor)
		{
			int status[2];
			status[0] = GetTeam(pActor->GetEntityId());
			status[1] = pActor->GetSpectatorMode();
			m_pGameplayRecorder->Event(pActor->GetEntity(), GameplayEvent(eGE_Connected, 0, 0, (void*)status));
		}
	}
	return true;
}
Ejemplo n.º 5
0
//-----------------------------------------------------
void CThrow::ThrowGrenade()
{
	//Grenade speed scale is always one (for player)
	CPlayer *pPlayer = static_cast<CPlayer *>(m_pWeapon->GetOwnerActor());

	if(pPlayer)
	{
		if(pPlayer->IsPlayer())
		{
			m_speed_scale = 1.0f;
		}
		else if(pPlayer->GetHealth() <= 0 || pPlayer->GetGameObject()->GetAspectProfile(eEA_Physics) == eAP_Sleep)
		{
			return;    //Do not throw grenade is player is death (AI "ghost grenades")
		}

		//Hide grenade in hand (FP)
		if(pPlayer->IsClient() && m_pWeapon->GetEntity()->GetClass() == CItem::sOffHandClass)
		{
			if(COffHand *pOffHand = static_cast<COffHand *>(m_pWeapon))
			{
				pOffHand->AttachGrenadeToHand(pOffHand->GetCurrentFireMode());
			}
		}
	}

	m_pWeapon->SetBusy(false);
	Shoot(true);
	m_pWeapon->SetBusy(true);

	// Luciano - send ammo count game event
	if(pPlayer)
	{
		IEntityClass *pAmmo = m_pShared->fireparams.ammo_type_class;

		if(pAmmo)
		{
			int ammoCount = pPlayer->GetInventory()->GetAmmoCount(pAmmo);
			g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(pPlayer->GetEntity(), GameplayEvent(eGE_AmmoCount, m_pWeapon->GetEntity()/*->GetClass()*/->GetName(), float(ammoCount), (void *)(pAmmo->GetName())));
		}
	}
}
IMPLEMENT_RMI(CGameRules, ClEnteredGame)
{
	CPlayer *pClientActor = static_cast<CPlayer *>(m_pGameFramework->GetClientActor());

	if (pClientActor)
	{
		IEntity *pClientEntity = pClientActor->GetEntity();
		const EntityId clientEntityId = pClientEntity->GetId();

		if(!gEnv->bServer)
		{
			int status[2];
			status[0] = GetTeam(clientEntityId);
			status[1] = pClientActor->GetSpectatorMode();
			m_pGameplayRecorder->Event(pClientEntity, GameplayEvent(eGE_Connected, 0, 0, (void *)status));
		}
	}

	return true;
}
Ejemplo n.º 7
0
//------------------------------------------------------------------------
int CScriptBind_Action::SendGameplayEvent(IFunctionHandler* pH, ScriptHandle entityId, int event)
{
	const char *desc=0;
	float value=0.0f;
	ScriptHandle hdl;

	const char *str_data=0;

	if (pH->GetParamCount()>2 && pH->GetParamType(3)==svtString)
		pH->GetParam(3, desc);
	if (pH->GetParamCount()>3 && pH->GetParamType(4)==svtNumber)
		pH->GetParam(4, value);
	if (pH->GetParamCount()>4 && pH->GetParamType(5)==svtPointer)
		pH->GetParam(5, hdl);
	if (pH->GetParamCount()>5 && pH->GetParamType(6)==svtString)
		pH->GetParam(6, str_data);


	IEntity* pEntity = gEnv->pEntitySystem->GetEntity((EntityId)entityId.n);
	CCryAction::GetCryAction()->GetIGameplayRecorder()->Event(pEntity, GameplayEvent(event, desc, value, hdl.ptr, str_data ));

	return pH->EndFunction();
}
//------------------------------------------------------------------------
bool CDetonate::Detonate(bool net)
{
	bool detonatedAll = true;

	if (m_pWeapon->IsServer())
	{
		CActor *pOwner=m_pWeapon->GetOwnerActor();
		if (!pOwner)
			return false;

		if (IFireMode* pFM = m_pWeapon->GetFireMode(m_pWeapon->GetCurrentFireMode()))
		{
			std::vector<EntityId> undetonatedList;
			undetonatedList.clear();

			while(EntityId projectileId = pFM->RemoveProjectileId())
			{
				if (CProjectile *pProjectile = g_pGame->GetWeaponSystem()->GetProjectile(projectileId))
				{
					if(pProjectile->Detonate())
					{
						CCCPOINT(DetonateFireMode_ProjectileHasBeenDetonated);
						g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(m_pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, pProjectile->GetEntity()->GetClass()->GetName(), 1, (void *)(EXPAND_PTR)m_pWeapon->GetEntityId()));
					}
					else
					{
						CCCPOINT(DetonateFireMode_ProjectileFailedToDetonate);
						stl::push_back_unique(undetonatedList, projectileId);
					}
				}
			}

			while(!undetonatedList.empty())
			{
				pFM->SetProjectileId(undetonatedList.back());
				undetonatedList.pop_back();
				detonatedAll = false;
			}
		}
	}

	return detonatedAll;
}
Ejemplo n.º 9
0
bool CShotgun::Shoot(bool resetAnimation, bool autoreload/* =true */, bool isRemote)
{
	CCCPOINT(Shotgun_TryShoot);

	m_firePending = false;
	m_shotIndex++;

	IEntityClass* ammo = m_fireParams->fireparams.ammo_type_class;
	int ammoCount = m_pWeapon->GetAmmoCount(ammo);

	int clipSize = GetClipSize();
	if (clipSize == 0)
		ammoCount = m_pWeapon->GetInventoryAmmoCount(ammo);

	CActor *pActor = m_pWeapon->GetOwnerActor();
	bool playerIsShooter = pActor ? pActor->IsPlayer() : false;
	bool shooterIsClient = pActor ? pActor->IsClient() : false;

	if (!CanFire(true))
	{
		if ((ammoCount <= 0) && (!m_reloading))
		{
			m_pWeapon->PlayAction(GetFragmentIds().empty_clip);
			m_pWeapon->OnFireWhenOutOfAmmo();
			CCCPOINT(Shotgun_TryShootWhileOutOfAmmo);
		}
		else
		{
			CCCPOINT(Shotgun_TryShootWhileCannotBeFired);
		}
		return false;
	}

	if (m_reloading)
	{
		if(m_pWeapon->IsBusy())
			m_pWeapon->SetBusy(false);
		
		if(CanFire(true) && !m_break_reload)
		{
			m_break_reload = true;
			m_pWeapon->RequestCancelReload();
		}
		CCCPOINT(Shotgun_TryShootWhileReloading);
		return false;
	}

	uint32 flags = CItem::eIPAF_Default;
	if (IsProceduralRecoilEnabled() && pActor)
	{
		pActor->ProceduralRecoil(m_fireParams->proceduralRecoilParams.duration, m_fireParams->proceduralRecoilParams.strength, m_fireParams->proceduralRecoilParams.kickIn, m_fireParams->proceduralRecoilParams.arms);
	}

	float speedOverride = -1.f;

	m_pWeapon->PlayAction(GetFragmentIds().fire, 0, false, flags, speedOverride);

	Vec3 hit = GetProbableHit(WEAPON_HIT_RANGE);
	Vec3 pos = GetFiringPos(hit);
	Vec3 fdir = GetFiringDir(hit, pos);
	Vec3 vel = GetFiringVelocity(fdir);
	Vec3 dir;
	const float hitDist = hit.GetDistance(pos);

	CheckNearMisses(hit, pos, fdir, WEAPON_HIT_RANGE, m_fireParams->shotgunparams.spread);
	
	CRY_ASSERT_MESSAGE(m_fireParams->fireparams.hitTypeId, string().Format("Invalid hit type '%s' in fire params for '%s'", m_fireParams->fireparams.hit_type.c_str(), m_pWeapon->GetEntity()->GetName()));
	CRY_ASSERT_MESSAGE(m_fireParams->fireparams.hitTypeId == g_pGame->GetGameRules()->GetHitTypeId(m_fireParams->fireparams.hit_type.c_str()), "Sanity Check Failed: Stored hit type id does not match the type string, possibly CacheResources wasn't called on this weapon type");

	int quad = cry_random(0, 3);
	const int numPellets = m_fireParams->shotgunparams.pellets;

	std::vector<CProjectile*> projList;
	projList.reserve(numPellets);

	int ammoCost = (m_fireParams->fireparams.fake_fire_rate && playerIsShooter) ? m_fireParams->fireparams.fake_fire_rate : 1;
	ammoCost = min(ammoCost, ammoCount);

	EntityId firstAmmoId = 0;

	// SHOT HERE
	for (int i = 0; i < numPellets; i++)
	{
		CProjectile *pAmmo = m_pWeapon->SpawnAmmo(m_fireParams->fireparams.spawn_ammo_class, false);
		if (pAmmo)
		{
			if(!firstAmmoId)
			{
				firstAmmoId = pAmmo->GetEntityId();
			}

			projList.push_back(pAmmo);

			dir = ApplySpread(fdir, m_fireParams->shotgunparams.spread, quad);  
			quad = (quad+1)%4;
			
			int pelletDamage = m_fireParams->shotgunparams.pelletdamage;
			if (!playerIsShooter)
				pelletDamage += m_fireParams->shotgunparams.npc_additional_damage;

			const bool canOvercharge = m_pWeapon->GetSharedItemParams()->params.can_overcharge;
			const float overchargeModifier = pActor ? pActor->GetOverchargeDamageScale() : 1.0f;
			if (canOvercharge)
			{
				pelletDamage = int(pelletDamage * overchargeModifier);
			}

			CProjectile::SProjectileDesc projectileDesc(
				m_pWeapon->GetOwnerId(), m_pWeapon->GetHostId(), m_pWeapon->GetEntityId(), pelletDamage, m_fireParams->fireparams.damage_drop_min_distance,
				m_fireParams->fireparams.damage_drop_per_meter, m_fireParams->fireparams.damage_drop_min_damage, m_fireParams->fireparams.hitTypeId, m_fireParams->fireparams.bullet_pierceability_modifier, m_pWeapon->IsZoomed());
			projectileDesc.pointBlankAmount = m_fireParams->fireparams.point_blank_amount;
			projectileDesc.pointBlankDistance = m_fireParams->fireparams.point_blank_distance;
			projectileDesc.pointBlankFalloffDistance = m_fireParams->fireparams.point_blank_falloff_distance;
			if (m_fireParams->fireparams.ignore_damage_falloff)
				projectileDesc.damageFallOffAmount = 0.0f;
			
			const Vec3 pelletDestination = pos + (dir * hitDist);

			pAmmo->SetParams(projectileDesc);
			pAmmo->SetDestination(m_pWeapon->GetDestination());
			pAmmo->Launch(pos, dir, vel);
			pAmmo->CreateBulletTrail( pelletDestination );
			pAmmo->SetKnocksTargetInfo( GetShared() );

			if ((!m_fireParams->tracerparams.geometry.empty() || !m_fireParams->tracerparams.effect.empty()) && ((ammoCount == clipSize) || (ammoCount%m_fireParams->tracerparams.frequency==0)))
			{
				EmitTracer(pos, pelletDestination, &m_fireParams->tracerparams, pAmmo);
			}

			if(shooterIsClient)
			{
				pAmmo->RegisterLinkedProjectile(m_shotIndex);
				
				if(gEnv->bMultiplayer)
				{
					float damageCap = g_pGameCVars->pl_shotgunDamageCap;
					pAmmo->SetDamageCap(damageCap);
				}
			}
			
			m_projectileId = pAmmo->GetEntity()->GetId();

			pAmmo->SetAmmoCost(ammoCost);
		}
	}

	if (m_pWeapon->IsServer())
	{
		const char *ammoName = ammo != NULL ? ammo->GetName() : NULL;
		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(m_pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, ammoName, m_fireParams->shotgunparams.pellets, (void *)(EXPAND_PTR)m_pWeapon->GetEntityId()));
	}

	m_muzzleEffect.Shoot(this, hit, m_barrelId);

	m_fired = true;
	SetNextShotTime(m_next_shot + m_next_shot_dt);

	ammoCount -= ammoCost;

	if (ammoCount < m_fireParams->fireparams.minimum_ammo_count)
		ammoCount = 0;

	if (clipSize != -1)
	{
		if (clipSize != 0)
			m_pWeapon->SetAmmoCount(ammo, ammoCount);
		else
			m_pWeapon->SetInventoryAmmoCount(ammo, ammoCount);
	}

	OnShoot(m_pWeapon->GetOwnerId(), firstAmmoId, ammo, pos, dir, vel);

	const SThermalVisionParams& thermalParams = m_fireParams->thermalVisionParams;
	m_pWeapon->AddShootHeatPulse(pActor, thermalParams.weapon_shootHeatPulse, thermalParams.weapon_shootHeatPulseTime,
		thermalParams.owner_shootHeatPulse, thermalParams.owner_shootHeatPulseTime);

	if (OutOfAmmo())
	{
		m_pWeapon->OnOutOfAmmo(ammo);
		if (autoreload)
		{
			uint32 scheduleTime = max(m_pWeapon->GetCurrentAnimationTime(eIGS_Owner), (uint)(m_next_shot*1000));
			m_pWeapon->GetScheduler()->TimerAction(scheduleTime, CSchedulerAction<ScheduleReload>::Create(ScheduleReload(this, m_pWeapon)), false);
			m_autoReloading = true;
		}
	}

	m_pWeapon->RequestShoot(ammo, pos, dir, vel, hit, 1.0f, 0, false);

#if defined(ANTI_CHEAT)
	const int numProjectiles = projList.size();
	uint32 shotId	= m_pWeapon->GetLastShotId();
	for(int i = 0; i < numProjectiles; i++)
	{
		CProjectile * pAmmo = projList[i];
		pAmmo->SetShotId(shotId);
		shotId -= (1 << CWeapon::GetShotIdCountOffset());
	}
#endif

	CCCPOINT(Shotgun_Fired);

	return true;
}
Ejemplo n.º 10
0
void CLTagSingle::NetShootEx(const Vec3 &pos, const Vec3 &dir, const Vec3 &vel, const Vec3 &hit, float extra, int predictionHandle)
{
	IEntityClass* ammo = m_fireParams->fireparams.ammo_type_class;
	int weaponAmmoCount = m_pWeapon->GetAmmoCount(ammo);
	int ammoCount = weaponAmmoCount;

	CActor* pOwnerActor = m_pWeapon->GetOwnerActor();
	bool playerIsShooter = pOwnerActor ? pOwnerActor->IsPlayer() : false;

	if (IsProceduralRecoilEnabled() && pOwnerActor)
	{
		pOwnerActor->ProceduralRecoil(m_fireParams->proceduralRecoilParams.duration, m_fireParams->proceduralRecoilParams.strength, m_fireParams->proceduralRecoilParams.kickIn, m_fireParams->proceduralRecoilParams.arms);
	}

	m_pWeapon->PlayAction(GetFragmentIds().fire, 0, false, CItem::eIPAF_Default);
	
	CProjectile *pAmmo = m_pWeapon->SpawnAmmo(m_fireParams->fireparams.spawn_ammo_class, true);
	CLTAGGrenade* pGrenade = static_cast<CLTAGGrenade*>(pAmmo);

	if (pGrenade)
	{
		CRY_ASSERT_MESSAGE(m_fireParams->fireparams.hitTypeId, string().Format("Invalid hit type '%s' in fire params for '%s'", m_fireParams->fireparams.hit_type.c_str(), m_pWeapon->GetEntity()->GetName()));
		CRY_ASSERT_MESSAGE(m_fireParams->fireparams.hitTypeId == g_pGame->GetGameRules()->GetHitTypeId(m_fireParams->fireparams.hit_type.c_str()), "Sanity Check Failed: Stored hit type id does not match the type string, possibly CacheResources wasn't called on this weapon type");

		pGrenade->SetParams(CProjectile::SProjectileDesc(
			m_pWeapon->GetOwnerId(), m_pWeapon->GetHostId(), m_pWeapon->GetEntityId(), 
			m_fireParams->fireparams.damage, 0.f, 0.f, 0.f, m_fireParams->fireparams.hitTypeId,
			m_fireParams->fireparams.bullet_pierceability_modifier, m_pWeapon->IsZoomed()));
		// this must be done after owner is set
		pGrenade->InitWithAI();
		pGrenade->SetDestination(m_pWeapon->GetDestination());
		pGrenade->SetGrenadeType(m_grenadeType);
		pGrenade->Launch(pos, dir, vel, m_speed_scale);

		m_projectileId = pGrenade->GetEntity()->GetId();
	}

	if (m_pWeapon->IsServer())
	{
		const char *ammoName = ammo != NULL ? ammo->GetName() : NULL;
		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(m_pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, ammoName, 1, (void *)(EXPAND_PTR)m_pWeapon->GetEntityId()));
	
#ifdef SERVER_CHECKS
		if (pOwnerActor && m_pWeapon->IsServerSpawn(ammo))
		{
			int inventoryAmmoCount = m_pWeapon->GetInventoryAmmoCount(ammo);

			int totalAmmoCount=weaponAmmoCount+inventoryAmmoCount; // this needed seeing as how this seems to use weaponAmmo or inventoryAmmo but NOT both?
			if (totalAmmoCount <= 0)
			{
				g_pGame->GetAntiCheatManager()->FlagActivity(eCT_ServerSpawnedAmmoUsed, pOwnerActor->GetChannelId());
			}
		}
#endif
	}

	m_muzzleEffect.Shoot(this, hit, m_barrelId);
	RecoilImpulse(pos, dir);

	m_fired = true;
	m_next_shot = 0.0f;

	ammoCount--;

	if(ammoCount<0)
		ammoCount = 0;

	if (m_pWeapon->IsServer())
	{
		int clipSize = GetClipSize();
		if (clipSize != -1)
		{
			if (clipSize != 0)
				m_pWeapon->SetAmmoCount(ammo, ammoCount);
			else
				m_pWeapon->SetInventoryAmmoCount(ammo, ammoCount);
		}
	}

	OnShoot(m_pWeapon->GetOwnerId(), pAmmo?pAmmo->GetEntity()->GetId():0, ammo, pos, dir, vel);

	if(playerIsShooter)
	{
		const SThermalVisionParams& thermalParams = m_fireParams->thermalVisionParams;
		m_pWeapon->AddShootHeatPulse(pOwnerActor, thermalParams.weapon_shootHeatPulse, thermalParams.weapon_shootHeatPulseTime,
			thermalParams.owner_shootHeatPulse, thermalParams.owner_shootHeatPulseTime);
	}

	if (OutOfAmmo())
		m_pWeapon->OnOutOfAmmo(ammo);

	if (pAmmo && predictionHandle && pOwnerActor)
	{
		pAmmo->GetGameObject()->RegisterAsValidated(pOwnerActor->GetGameObject(), predictionHandle);
		pAmmo->GetGameObject()->BindToNetwork();
	}
	else if (pAmmo && pAmmo->IsPredicted() && gEnv->IsClient() && gEnv->bServer && pOwnerActor && pOwnerActor->IsClient())
	{
		pAmmo->GetGameObject()->BindToNetwork();
	}

	m_pWeapon->RequireUpdate(eIUS_FireMode);
}
Ejemplo n.º 11
0
//------------------------------------------------------------------------
void CGameRules::ProcessServerHit(const HitInfo &hitInfo)
{
	bool ok=true;
	// check if shooter is alive
	CActor *pShooter = GetActorByEntityId(hitInfo.shooterId);
	CActor *pTarget = GetActorByEntityId(hitInfo.targetId);

	if (hitInfo.shooterId)
	{
		if (pShooter && pShooter->GetHealth()<=0)
			ok=false;
	}

	if (hitInfo.targetId)
	{
		if (pTarget && pTarget->GetSpectatorMode())
			ok=false;
	}

	if (ok)
	{
		float fTargetHealthBeforeHit = 0.0f;
		if(pTarget)
		{
			fTargetHealthBeforeHit = pTarget->GetHealth();
		}

		CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
		//CallMonoScript<void>(m_pScriptClass, "OnHit", gEnv->pMonoScriptSystem->GetConverter()->ToManagedType(eCMT_HitInfo, &const_cast<HitInfo &>(hitInfo)));

		if(pTarget && !pTarget->IsDead())
		{
			const float fCausedDamage = fTargetHealthBeforeHit - pTarget->GetHealth();
			ProcessLocalHit(hitInfo, fCausedDamage);
		}

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			for (size_t i = 0; i < m_hitListeners.size(); )
			{
				size_t count = m_hitListeners.size();
				m_hitListeners[i]->OnHit(hitInfo);
				if (count == m_hitListeners.size())
					i++;
				else
					continue;
			}
		}

		if (pShooter && hitInfo.shooterId!=hitInfo.targetId && hitInfo.weaponId!=hitInfo.shooterId && hitInfo.weaponId!=hitInfo.targetId && hitInfo.damage>=0)
		{
			EntityId params[2];
			params[0] = hitInfo.weaponId;
			params[1] = hitInfo.targetId;
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_WeaponHit, 0, 0, (void *)params));
		}

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Hit, 0, 0, (void *)hitInfo.weaponId));

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Damage, 0, hitInfo.damage, (void *)hitInfo.weaponId));
	}
}
Ejemplo n.º 12
0
//------------------------------------------------------------------------
void CShotgun::NetShootEx(const Vec3 &pos, const Vec3 &dir, const Vec3 &vel, const Vec3 &hit, float extra, int ph)
{
	CCCPOINT(Shotgun_NetShoot);

	assert(0 == ph);
	
	IEntityClass* ammo = m_fireParams->fireparams.ammo_type_class;
	FragmentID action = m_fireParams->fireparams.no_cock ? GetFragmentIds().fire : GetFragmentIds().fire_cock;

	CActor *pActor = m_pWeapon->GetOwnerActor();
	bool playerIsShooter = pActor?pActor->IsPlayer():false;

	int ammoCount = m_pWeapon->GetAmmoCount(ammo);
	int clipSize = GetClipSize();
	if (clipSize == 0)
		ammoCount = m_pWeapon->GetInventoryAmmoCount(ammo);

	if (ammoCount == 1)
		action = GetFragmentIds().fire;

	if (IsProceduralRecoilEnabled() && pActor)
	{
		pActor->ProceduralRecoil(m_fireParams->proceduralRecoilParams.duration, m_fireParams->proceduralRecoilParams.strength, m_fireParams->proceduralRecoilParams.kickIn,m_fireParams->proceduralRecoilParams.arms);
	}

	m_pWeapon->PlayAction(action, 0, false, CItem::eIPAF_Default);

	Vec3 pdir;

	int quad = cry_random(0, 3);

	CRY_ASSERT_MESSAGE(m_fireParams->fireparams.hitTypeId, string().Format("Invalid hit type '%s' in fire params for '%s'", m_fireParams->fireparams.hit_type.c_str(), m_pWeapon->GetEntity()->GetName()));
	CRY_ASSERT_MESSAGE(m_fireParams->fireparams.hitTypeId == g_pGame->GetGameRules()->GetHitTypeId(m_fireParams->fireparams.hit_type.c_str()), "Sanity Check Failed: Stored hit type id does not match the type string, possibly CacheResources wasn't called on this weapon type");

	int ammoCost = m_fireParams->fireparams.fake_fire_rate ? m_fireParams->fireparams.fake_fire_rate : 1;
	ammoCost = min(ammoCost, ammoCount);

	// SHOT HERE
	for (int i = 0; i < m_fireParams->shotgunparams.pellets; i++)
	{
		CProjectile *pAmmo = m_pWeapon->SpawnAmmo(m_fireParams->fireparams.spawn_ammo_class, true);
		if (pAmmo)
		{
			pdir = ApplySpread(dir, m_fireParams->shotgunparams.spread, quad);
			quad = (quad+1)%4;
		
			CProjectile::SProjectileDesc projectileDesc(
				m_pWeapon->GetOwnerId(), m_pWeapon->GetHostId(), m_pWeapon->GetEntityId(), m_fireParams->shotgunparams.pelletdamage, m_fireParams->fireparams.damage_drop_min_distance,
				m_fireParams->fireparams.damage_drop_min_damage, m_fireParams->fireparams.damage_drop_per_meter, m_fireParams->fireparams.hitTypeId, m_fireParams->fireparams.bullet_pierceability_modifier, m_pWeapon->IsZoomed());
			projectileDesc.pointBlankAmount = m_fireParams->fireparams.point_blank_amount;
			projectileDesc.pointBlankDistance = m_fireParams->fireparams.point_blank_distance;
			projectileDesc.pointBlankFalloffDistance = m_fireParams->fireparams.point_blank_falloff_distance;
			if (m_fireParams->fireparams.ignore_damage_falloff)
				projectileDesc.damageFallOffAmount = 0.0f;
			pAmmo->SetParams(projectileDesc);
			pAmmo->SetDestination(m_pWeapon->GetDestination());
			pAmmo->SetRemote(true);
			pAmmo->Launch(pos, pdir, vel);

			bool emit = false;
			if(m_pWeapon->GetStats().fp)
				emit = (!m_fireParams->tracerparams.geometryFP.empty() || !m_fireParams->tracerparams.effectFP.empty()) && ((ammoCount == clipSize) || (ammoCount%m_fireParams->tracerparams.frequency==0));
			else
				emit = (!m_fireParams->tracerparams.geometry.empty() || !m_fireParams->tracerparams.effect.empty()) && ((ammoCount == clipSize) || (ammoCount%m_fireParams->tracerparams.frequency==0));

			if (emit)
			{
				EmitTracer(pos, hit, &m_fireParams->tracerparams, pAmmo);
			}

			m_projectileId = pAmmo->GetEntity()->GetId();

			pAmmo->SetAmmoCost(ammoCost);
		}
	}

	if (m_pWeapon->IsServer())
	{
		const char *ammoName = ammo != NULL ? ammo->GetName() : NULL;
		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(m_pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, ammoName, m_fireParams->shotgunparams.pellets, (void *)(EXPAND_PTR)m_pWeapon->GetEntityId()));
	}

	m_muzzleEffect.Shoot(this, hit, m_barrelId);

	m_fired = true;
	m_next_shot = 0.0f;

	ammoCount -= ammoCost;

	if (m_pWeapon->IsServer())
	{
		if (clipSize != -1)
		{
			if (clipSize != 0)
				m_pWeapon->SetAmmoCount(ammo, ammoCount);
			else
				m_pWeapon->SetInventoryAmmoCount(ammo, ammoCount);
		}
	}

	OnShoot(m_pWeapon->GetOwnerId(), 0, ammo, pos, dir, vel);

	m_pWeapon->RequireUpdate(eIUS_FireMode);
}
Ejemplo n.º 13
0
//------------------------------------------------------------------------
void CShotgun::NetShootEx(const Vec3 &pos, const Vec3 &dir, const Vec3 &vel, const Vec3 &hit, float extra, int ph)
{
	assert(0 == ph);

	IEntityClass *ammo = m_pShared->fireparams.ammo_type_class;
	const char *action = m_pShared->actions.fire_cock.c_str();

	CActor *pActor = m_pWeapon->GetOwnerActor();
	bool playerIsShooter = pActor?pActor->IsPlayer():false;

	int ammoCount = m_pWeapon->GetAmmoCount(ammo);

	if(m_pShared->fireparams.clip_size==0)
		ammoCount = m_pWeapon->GetInventoryAmmoCount(ammo);

	if(ammoCount == 1)
		action = m_pShared->actions.fire.c_str();

	m_pWeapon->ResetAnimation();
	m_pWeapon->PlayAction(action, 0, false, CItem::eIPAF_Default|CItem::eIPAF_NoBlend);

	Vec3 pdir;

	// SHOT HERE
	for(int i = 0; i < m_pShared->shotgunparams.pellets; i++)
	{
		CProjectile *pAmmo = m_pWeapon->SpawnAmmo(ammo, true);

		if(pAmmo)
		{
			pdir = ApplySpread(dir, m_pShared->shotgunparams.spread);
			int hitTypeId = g_pGame->GetGameRules()->GetHitTypeId(m_pShared->fireparams.hit_type.c_str());

			pAmmo->SetParams(m_pWeapon->GetOwnerId(), m_pWeapon->GetHostId(), m_pWeapon->GetEntityId(), m_pShared->shotgunparams.pelletdamage, hitTypeId, playerIsShooter?m_pShared->fireparams.damage_drop_per_meter:0.0f, m_pShared->fireparams.damage_drop_min_distance);
			pAmmo->SetDestination(m_pWeapon->GetDestination());
			pAmmo->SetRemote(true);
			pAmmo->Launch(pos, pdir, vel);

			bool emit = false;

			if(m_pWeapon->GetStats().fp)
				emit = (!m_pShared->tracerparams.geometryFP.empty() || !m_pShared->tracerparams.effectFP.empty()) && (ammoCount==GetClipSize() || (ammoCount%m_pShared->tracerparams.frequency==0));
			else
				emit = (!m_pShared->tracerparams.geometry.empty() || !m_pShared->tracerparams.effect.empty()) && (ammoCount==GetClipSize() || (ammoCount%m_pShared->tracerparams.frequency==0));

			if(emit)
				EmitTracer(pos,hit,false);

			m_projectileId = pAmmo->GetEntity()->GetId();
		}
	}

	m_pWeapon->OnShoot(m_pWeapon->GetOwnerId(), 0, ammo, pos, dir, vel);

	if(m_pWeapon->IsServer())
	{
		const char *ammoName = ammo != NULL ? ammo->GetName() : NULL;
		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(m_pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, ammoName, m_pShared->shotgunparams.pellets, (void *)m_pWeapon->GetEntityId()));
	}

	MuzzleFlashEffect(true);
	RejectEffect();

	m_fired = true;
	m_next_shot = 0.0f;

	ammoCount--;

	if(m_pWeapon->IsServer())
	{
		if(m_pShared->fireparams.clip_size != -1)
		{
			if(m_pShared->fireparams.clip_size!=0)
				m_pWeapon->SetAmmoCount(ammo, ammoCount);
			else
				m_pWeapon->SetInventoryAmmoCount(ammo, ammoCount);
		}
	}

	if((ammoCount<1) && !m_pShared->fireparams.slider_layer.empty())
	{
		const char *slider_back_layer = m_pShared->fireparams.slider_layer.c_str();
		m_pWeapon->PlayLayer(slider_back_layer, CItem::eIPAF_Default|CItem::eIPAF_NoBlend);
	}

	m_pWeapon->RequireUpdate(eIUS_FireMode);
}
Ejemplo n.º 14
0
bool CShotgun::Shoot(bool resetAnimation, bool autoreload/* =true */, bool noSound /* =false */)
{
	IEntityClass *ammo = m_pShared->fireparams.ammo_type_class;
	int ammoCount = m_pWeapon->GetAmmoCount(ammo);

	if(m_pShared->fireparams.clip_size==0)
		ammoCount = m_pWeapon->GetInventoryAmmoCount(ammo);

	CActor *pActor = m_pWeapon->GetOwnerActor();
	bool playerIsShooter = pActor?pActor->IsPlayer():false;

	if(!CanFire(true))
	{
		if((ammoCount <= 0) && (!m_reloading))
		{
			m_pWeapon->PlayAction(m_pShared->actions.empty_clip);
			//Auto reload
			m_pWeapon->Reload();
		}

		return false;
	}
	else if(m_pWeapon->IsWeaponLowered())
	{
		m_pWeapon->PlayAction(m_pShared->actions.null_fire);
		return false;
	}

	if(m_reloading)
	{
		if(m_pWeapon->IsBusy())
			m_pWeapon->SetBusy(false);

		if(CanFire(true) && !m_break_reload)
		{
			m_break_reload = true;
			m_pWeapon->RequestCancelReload();
		}

		return false;
	}

	// Aim assistance
	m_pWeapon->AssistAiming();

	const char *action = m_pShared->actions.fire_cock.c_str();

	if(ammoCount == 1 || (m_pShared->fireparams.no_cock && m_pWeapon->IsZoomed()))
		action = m_pShared->actions.fire.c_str();

	m_pWeapon->PlayAction(action, 0, false, CItem::eIPAF_Default|CItem::eIPAF_RestartAnimation|CItem::eIPAF_CleanBlending);

	Vec3 hit = GetProbableHit(WEAPON_HIT_RANGE);
	Vec3 pos = GetFiringPos(hit);
	Vec3 fdir = ApplySpread(GetFiringDir(hit, pos), GetSpread());
	Vec3 vel = GetFiringVelocity(fdir);
	Vec3 dir;

	CheckNearMisses(hit, pos, fdir, WEAPON_HIT_RANGE, m_pShared->shotgunparams.spread);

	bool serverSpawn = m_pWeapon->IsServerSpawn(ammo);

	// SHOT HERE
	for(int i = 0; i < m_pShared->shotgunparams.pellets; i++)
	{
		CProjectile *pAmmo = m_pWeapon->SpawnAmmo(ammo, false);

		if(pAmmo)
		{
			dir = ApplySpread(fdir, m_pShared->shotgunparams.spread);
			int hitTypeId = g_pGame->GetGameRules()->GetHitTypeId(m_pShared->fireparams.hit_type.c_str());

			pAmmo->SetParams(m_pWeapon->GetOwnerId(), m_pWeapon->GetHostId(), m_pWeapon->GetEntityId(), m_pShared->shotgunparams.pelletdamage, hitTypeId, playerIsShooter?m_pShared->fireparams.damage_drop_per_meter:0.0f, m_pShared->fireparams.damage_drop_min_distance);
			pAmmo->SetDestination(m_pWeapon->GetDestination());
			pAmmo->Launch(pos, dir, vel);

			if((!m_pShared->tracerparams.geometry.empty() || !m_pShared->tracerparams.effect.empty()) && (ammoCount==GetClipSize() || (ammoCount%m_pShared->tracerparams.frequency==0)))
			{
				EmitTracer(pos,hit,false);
			}

			m_projectileId = pAmmo->GetEntity()->GetId();
		}
	}

	m_pWeapon->OnShoot(m_pWeapon->GetOwnerId(), 0, ammo, pos, dir, vel);

	if(m_pWeapon->IsServer())
	{
		const char *ammoName = ammo != NULL ? ammo->GetName() : NULL;
		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(m_pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, ammoName, m_pShared->shotgunparams.pellets, (void *)m_pWeapon->GetEntityId()));
	}

	MuzzleFlashEffect(true);
	RejectEffect();

	m_fired = true;
	m_next_shot += m_next_shot_dt;
	m_zoomtimeout = m_next_shot + 0.5f;
	ammoCount--;

	if(playerIsShooter)
	{
		if(pActor->InZeroG())
		{
			IEntityPhysicalProxy *pPhysicsProxy = (IEntityPhysicalProxy *)pActor->GetEntity()->GetProxy(ENTITY_PROXY_PHYSICS);
			SMovementState ms;
			pActor->GetMovementController()->GetMovementState(ms);
			CPlayer *plr = (CPlayer *)pActor;

			if(m_recoilparams.back_impulse > 0.0f)
			{
				Vec3 impulseDir = ms.aimDirection * -1.0f;
				Vec3 impulsePos = ms.pos;
				float impulse = m_recoilparams.back_impulse;
				pPhysicsProxy->AddImpulse(-1, impulsePos, impulseDir * impulse * 100.0f, true, 1.0f);
			}

			if(m_recoilparams.angular_impulse > 0.0f)
			{
				float impulse = m_recoilparams.angular_impulse;
				pActor->AddAngularImpulse(Ang3(0,impulse,0), 1.0f);
			}
		}

		if(pActor->IsClient())
			if(gEnv->pInput)
				gEnv->pInput->ForceFeedbackEvent(SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.15f, 0.0f, fabsf(m_recoilparams.back_impulse)*3.0f));
	}

	if(m_pShared->fireparams.clip_size != -1)
	{
		if(m_pShared->fireparams.clip_size!=0)
			m_pWeapon->SetAmmoCount(ammo, ammoCount);
		else
			m_pWeapon->SetInventoryAmmoCount(ammo, ammoCount);
	}

	if((ammoCount<1) && !m_pShared->fireparams.slider_layer.empty())
	{
		const char *slider_back_layer = m_pShared->fireparams.slider_layer.c_str();
		m_pWeapon->PlayLayer(slider_back_layer, CItem::eIPAF_Default|CItem::eIPAF_NoBlend);
	}

	if(OutOfAmmo())
	{
		m_pWeapon->OnOutOfAmmo(ammo);

		if(autoreload)
		{
			m_pWeapon->GetScheduler()->TimerAction(m_pWeapon->GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<ScheduleReload>::Create(m_pWeapon), false);
		}
	}

	m_pWeapon->RequestShoot(ammo, pos, dir, vel, hit, 1.0f, 0, false);

	return true;
}
Ejemplo n.º 15
0
IMPLEMENT_RMI(CGameRules, ClEnteredGame)
{
	CPlayer *pClientActor = static_cast<CPlayer*>(m_pGameFramework->GetClientActor());

	if (pClientActor)
	{
		IEntity *pClientEntity = pClientActor->GetEntity();
		const EntityId clientEntityId = pClientEntity->GetId();

		if(!gEnv->bServer)
		{
			int status[2];
			status[0] = GetTeam(clientEntityId);
			status[1] = pClientActor->GetSpectatorMode();
			m_pGameplayRecorder->Event(pClientEntity, GameplayEvent(eGE_Connected, 0, 0, (void*)status));
		}

		if (g_pGame->GetHostMigrationState() != CGame::eHMS_NotMigrating)
		{
			eHostMigrationState hostMigrationState = g_pGame->GetGameLobby()->GetMatchMakingHostMigrationState();
			if (hostMigrationState < eHMS_ReconnectClient)
			{
				CryLog("CGameRules::ClEnteredGame() received a left over message from previous server, ignoring it");
				return true;
			}

			CryLog("CGameRules::ClEnteredGame() We have our client actor ('%s'), send migration params", pClientEntity->GetName());

			// Request various bits
			GetGameObject()->InvokeRMI(SvHostMigrationRequestSetup(), *m_pHostMigrationParams, eRMI_ToServer);
			SAFE_DELETE(m_pHostMigrationParams);

			pClientActor->GetEntity()->SetPos(m_pHostMigrationClientParams->m_position);
			pClientActor->SetViewRotation(m_pHostMigrationClientParams->m_viewQuat);

			if (m_pHostMigrationClientParams->m_hasValidVelocity)
			{
				pe_action_set_velocity actionVel;
				actionVel.v = m_pHostMigrationClientParams->m_velocity;
				actionVel.w.zero();
				IPhysicalEntity *pPhysicalEntity = pClientEntity->GetPhysics();
				if (pPhysicalEntity)
				{
					pPhysicalEntity->Action(&actionVel);
				}
			}

			CPlayerMovementController *pPMC = static_cast<CPlayerMovementController *>(pClientActor->GetMovementController());
			if (pPMC)
			{
				// Force an update through so that the aim direction gets set correctly
				pPMC->PostUpdate(0.f);
			}

			if (m_pHostMigrationClientParams->m_pSelectedItemClass)
			{
				CItem *pItem = pClientActor->GetItemByClass(m_pHostMigrationClientParams->m_pSelectedItemClass);
				if (pItem)
				{
					EntityId itemId = pItem->GetEntityId();
					if (pClientActor->GetCurrentItemId() != itemId)
					{
						pClientActor->SelectItem(itemId, false);
					}
				}
			}

			m_pHostMigrationClientParams->m_doneEnteredGame = true;
			if (m_pHostMigrationClientParams->IsDone())
			{
				SAFE_DELETE(m_pHostMigrationClientParams);
			}

			if (!gEnv->bServer)
			{
				// todo: ui
			}

			m_hostMigrationClientHasRejoined = true;
		}
		else
		{
			NOTIFY_UI_MP( EnteredGame() );
		}
	}

	return true;
}
Ejemplo n.º 16
0
//------------------------------------------------------------------------
bool CDetonate::Detonate(bool net)
{
	if (m_pWeapon->IsServer())
	{
		CActor *pOwner=m_pWeapon->GetOwnerActor();
		if (!pOwner)
			return false;

		if (CWeapon *pWeapon=static_cast<CWeapon*>(pOwner->GetItemByClass(CItem::sC4Class)))
		{
			IFireMode* pFM = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode());
			//assert(pFM && "Detonator has not fire mode! Can not detonate C4");
			if(!pFM)
				return false;
			while(EntityId projectileId=pFM->RemoveProjectileId())
			{
				if (CProjectile *pProjectile=g_pGame->GetWeaponSystem()->GetProjectile(projectileId))
				{
					pProjectile->Explode(true, false);
					g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, pProjectile->GetEntity()->GetClass()->GetName(), 1, (void *)pWeapon->GetEntityId()));
				}
			}
		}
	}

	if (!net)
		m_pWeapon->RequestShoot(0, ZERO, ZERO, ZERO, ZERO, 1.0f, 0, false);

	return true;
}
Ejemplo n.º 17
0
void CItem::AttachAccessory(const ItemString &name, bool attach, bool noanim, bool force, bool initialSetup)
{
	if(!force && IsBusy())
		return;

	bool anim = !noanim && m_stats.fp;
	SAccessoryParams *params = GetAccessoryParams(name);

	if(!params)
		return;

	if(attach)
	{
		if(!IsAccessoryHelperFree(params->attach_helper))
			return;

		if(CItem *pAccessory = AddAccessory(name))
		{
			pAccessory->Physicalize(false, false);
			pAccessory->SetViewMode(m_stats.viewmode);

			if(!initialSetup)
				pAccessory->m_bonusAccessoryAmmo.clear();

			SetCharacterAttachment(eIGS_FirstPerson, params->attach_helper, pAccessory->GetEntity(), eIGS_FirstPerson, 0);
			SetBusy(true);

			AttachAction action(pAccessory, params);

			if(anim)
			{
				PlayAction(params->attach_action, 0, false, eIPAF_Default|eIPAF_NoBlend);
				m_scheduler.TimerAction(GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<AttachAction>::Create(action), false);
			}
			else
				action.execute(this);

		}
	}
	else
	{
		if(CItem *pAccessory = GetAccessory(name))
		{
			DetachAction action(pAccessory, params);

			if(anim)
			{
				StopLayer(params->attach_layer, eIPAF_Default|eIPAF_NoBlend);
				PlayAction(params->detach_action, 0, false, eIPAF_Default|eIPAF_NoBlend);
				m_scheduler.TimerAction(GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<DetachAction>::Create(action), false);
				SetBusy(true);
			}
			else
			{
				SetBusy(true);
				action.execute(this);
			}
		}
	}

	//Skip all this for the offhand
	if(GetEntity()->GetClass()!=CItem::sOffHandClass)
		FixAccessories(params, attach);

	//Attach silencer to 2nd SOCOM
	/////////////////////////////////////////////////////////////
	bool isDualWield = IsDualWieldMaster();
	CItem *dualWield = 0;

	if(isDualWield)
	{
		IItem *slave = GetDualWieldSlave();

		if(slave && slave->GetIWeapon())
			dualWield = static_cast<CItem *>(slave);
		else
			isDualWield = false;
	}

	if(isDualWield)
		dualWield->AttachAccessory(name,attach,noanim);

	//////////////////////////////////////////////////////////////

	//Luciano - send game event
	g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(GetOwner(), GameplayEvent(eGE_AttachedAccessory, name, (float)attach, (void *)GetEntityId()));

}
Ejemplo n.º 18
0
bool CSpammer::ShootRocket(EntityId target)
{
	IEntityClass* pAmmoClass = m_fireParams->fireparams.ammo_type_class;
	int ammoCount = m_pWeapon->GetAmmoCount(pAmmoClass);

	CActor *pOwnerActor = m_pWeapon->GetOwnerActor();

	const bool playerIsShooter = pOwnerActor ? pOwnerActor->IsPlayer() : false;
	const bool clientIsShooter = pOwnerActor ? pOwnerActor->IsClient() : false;

	bool bHit = false;
	ray_hit rayhit;	 
	rayhit.pCollider = 0;

	Vec3 hit = GetProbableHit(WEAPON_HIT_RANGE, &bHit, &rayhit);
	Vec3 pos = GetFiringPos(hit);
	Vec3 dir = GetFiringDir(hit, pos);
	Vec3 vel = GetFiringVelocity(dir);

	int flags = CItem::eIPAF_Default;
	if (IsProceduralRecoilEnabled() && pOwnerActor)
	{
		pOwnerActor->ProceduralRecoil(m_fireParams->proceduralRecoilParams.duration, m_fireParams->proceduralRecoilParams.strength, m_fireParams->proceduralRecoilParams.kickIn, m_fireParams->proceduralRecoilParams.arms);
	}

	float speedOverride = -1.f;
	GetWeapon()->PlayAction(GetFragmentIds().fire, 0, false, flags, speedOverride);

	CheckNearMisses(hit, pos, dir, (hit-pos).len(), 1.0f);

	CProjectile* pAmmo = m_pWeapon->SpawnAmmo(m_fireParams->fireparams.spawn_ammo_class, false);
	const EntityId weaponOwnerId = m_pWeapon->GetOwnerId();
	EntityId ammoId = 0;

	if (pAmmo)
	{
		ammoId = pAmmo->GetEntityId();

		CRY_ASSERT_MESSAGE(m_fireParams->fireparams.hitTypeId, string().Format("Invalid hit type '%s' in fire params for '%s'", m_fireParams->fireparams.hit_type.c_str(), m_pWeapon->GetEntity()->GetName()));
		CRY_ASSERT_MESSAGE(m_fireParams->fireparams.hitTypeId == g_pGame->GetGameRules()->GetHitTypeId(m_fireParams->fireparams.hit_type.c_str()), "Sanity Check Failed: Stored hit type id does not match the type string, possibly CacheResources wasn't called on this weapon type");

		pAmmo->SetParams(CProjectile::SProjectileDesc(
			weaponOwnerId, m_pWeapon->GetHostId(), m_pWeapon->GetEntityId(), 
			m_fireParams->fireparams.damage, m_fireParams->fireparams.damage_drop_min_distance, m_fireParams->fireparams.damage_drop_per_meter, m_fireParams->fireparams.damage_drop_min_damage,
			m_fireParams->fireparams.hitTypeId, m_fireParams->fireparams.bullet_pierceability_modifier, m_pWeapon->IsZoomed()));
		// this must be done after owner is set
		pAmmo->InitWithAI();
		pAmmo->SetDestination(target);
		pAmmo->Launch(pos, dir, vel, m_speed_scale);

		m_projectileId = ammoId;

		if (clientIsShooter && pAmmo->IsPredicted() && gEnv->IsClient() && gEnv->bServer)
		{
			pAmmo->GetGameObject()->BindToNetwork();
		}
	}

	if (m_pWeapon->IsServer())
	{
		const char *ammoName = pAmmoClass != NULL ? pAmmoClass->GetName() : NULL;
		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(m_pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, ammoName, 1, (void *)(EXPAND_PTR)m_pWeapon->GetEntityId()));
	}

	OnShoot(weaponOwnerId, ammoId, pAmmoClass, pos, dir, vel);

	if(playerIsShooter)
	{
		const SThermalVisionParams& thermalParams = m_fireParams->thermalVisionParams;
		m_pWeapon->AddShootHeatPulse(pOwnerActor, thermalParams.weapon_shootHeatPulse, thermalParams.weapon_shootHeatPulseTime,
			thermalParams.owner_shootHeatPulse, thermalParams.owner_shootHeatPulseTime);
	}

	m_muzzleEffect.Shoot(this, hit, m_barrelId);
	RecoilImpulse(pos, dir);

	m_fired = true;
	m_next_shot += m_next_shot_dt;

	if (++m_barrelId == m_fireParams->fireparams.barrel_count)
		m_barrelId = 0;

	ammoCount--;

	int clipSize = GetClipSize();
	if (clipSize != -1)
	{
		if (clipSize!=0)
			m_pWeapon->SetAmmoCount(pAmmoClass, ammoCount);
		else
			m_pWeapon->SetInventoryAmmoCount(pAmmoClass, ammoCount);
	}

	m_pWeapon->RequestShoot(pAmmoClass, pos, dir, vel, hit, m_speed_scale, pAmmo? pAmmo->GetGameObject()->GetPredictionHandle() : 0, false);

	return true;
}
Ejemplo n.º 19
0
//------------------------------------------------------------------------
void CGameRules::ClientExplosion(const ExplosionInfo &explosionInfo)
{
	TExplosionAffectedEntities affectedEntities;

	if (gEnv->bServer)
  {
		CullEntitiesInExplosion(explosionInfo);
		pe_explosion explosion;
		explosion.epicenter = explosionInfo.pos;
		explosion.rmin = explosionInfo.minRadius;
		explosion.rmax = explosionInfo.radius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.impulsivePressureAtR = explosionInfo.pressure;
		explosion.epicenterImp = explosionInfo.pos;
		explosion.explDir = explosionInfo.dir;
		explosion.nGrow = 2;
		explosion.rminOcc = 0.07f;

		// we separate the calls to SimulateExplosion so that we can define different radii for AI and physics bodies
		explosion.holeSize = 0.0f;
		explosion.nOccRes = explosion.rmax>50.0f ? 0:32;
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_living);

		CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		UpdateAffectedEntitiesSet(affectedEntities, &explosion);

		// check vehicles
		IVehicleSystem *pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
		uint32 vcount = pVehicleSystem->GetVehicleCount();
		if (vcount > 0)
		{
			IVehicleIteratorPtr iter = g_pGame->GetIGameFramework()->GetIVehicleSystem()->CreateVehicleIterator();
			while (IVehicle* pVehicle = iter->Next())
			{
				if(IEntity *pEntity = pVehicle->GetEntity())
				{
					AABB aabb;
					pEntity->GetWorldBounds(aabb);
					IPhysicalEntity* pEnt = pEntity->GetPhysics();
					if (pEnt && aabb.GetDistanceSqr(explosionInfo.pos) <= explosionInfo.radius*explosionInfo.radius)
					{
						float affected = gEnv->pPhysicalWorld->CalculateExplosionExposure(&explosion, pEnt);
						AddOrUpdateAffectedEntity(affectedEntities, pEntity, affected);
					}
				}
			}
		}

		explosion.rmin = explosionInfo.minPhysRadius;
		explosion.rmax = explosionInfo.physRadius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.holeSize = explosionInfo.hole_size;

		explosion.nOccRes = -1;	// makes second call re-use occlusion info
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_rigid|ent_sleeping_rigid|ent_independent|ent_static );

		UpdateAffectedEntitiesSet(affectedEntities, &explosion);
		CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);

		float fSuitEnergyBeforeExplosion = 0.0f;
		float fHealthBeforeExplosion = 0.0f;
		IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
		if(pClientActor)
		{
			fSuitEnergyBeforeExplosion = static_cast<CPlayer *>(pClientActor)->GetNanoSuit()->GetSuitEnergy();
			fHealthBeforeExplosion = pClientActor->GetHealth();
		}

		CallScript(m_serverStateScript, "OnExplosion", m_scriptExplosionInfo);    

		if(pClientActor)
		{
			float fDeltaSuitEnergy = fSuitEnergyBeforeExplosion - static_cast<CPlayer *>(pClientActor)->GetNanoSuit()->GetSuitEnergy();
			float fDeltaHealth = fHealthBeforeExplosion - pClientActor->GetHealth();

			if(fDeltaSuitEnergy >= 50.0f || fDeltaHealth >= 20.0f)
			{
				SAFE_SOUNDMOODS_FUNC(AddSoundMood(SOUNDMOOD_EXPLOSION,MIN(fDeltaSuitEnergy+fDeltaHealth,100.0f)));
			}
		}

		if(!gEnv->bMultiplayer && g_pGameCVars->g_spRecordGameplay)
		{
			float distance = (explosion.epicenter-pClientActor->GetEntity()->GetWorldPos()).len();
			m_pGameplayRecorder->Event(pClientActor->GetEntity(), GameplayEvent(eGE_Explosion, 0, distance, 0));
		}

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnServerExplosion(explosionInfo);
				++iter;
			}
		}
  }

	if (gEnv->bClient)
	{
		if (explosionInfo.pParticleEffect)
			explosionInfo.pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(explosionInfo.pos, explosionInfo.dir, explosionInfo.effect_scale));

		if (!gEnv->bServer)
		{
			CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		}
		else
		{
			affectedEntities.clear();
			CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);
		}
		CallScript(m_clientStateScript, "OnExplosion", m_scriptExplosionInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnExplosion(explosionInfo);
				++iter;
			}
		}
	}

	ProcessClientExplosionScreenFX(explosionInfo);
	ProcessExplosionMaterialFX(explosionInfo);

	IEntity *pShooter =	m_pEntitySystem->GetEntity(explosionInfo.shooterId);
	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		IAIObject	*pShooterAI(pShooter!=NULL ? pShooter->GetAI() : NULL);
		gEnv->pAISystem->ExplosionEvent(explosionInfo.pos,explosionInfo.radius, pShooterAI);
	}
}