bool CLaser::GetProbableHit(EntityId weaponId, const IFireMode* pFireMode, Vec3& hit)
{
	if (!m_laserBeam.IsLaserActivated())
		return false;

	if(gEnv->bMultiplayer)
	{
		CWeapon* pParentWeapon = GetWeapon();
		if (pParentWeapon && pParentWeapon->IsZoomed())
		{
			return false;
		}
	}

	CWeapon* pWeapon = GetWeapon();
	int slot = pWeapon->IsOwnerFP() ? eIGS_FirstPerson : eIGS_ThirdPerson;

	Vec3 lastBeamHit = m_laserBeam.GetLastHit();
	Vec3 currentBeamPosition = pWeapon->GetSlotHelperPos(slot, "weapon_term", true);
	Matrix33 rotation = pWeapon->GetSlotHelperRotation(slot, "weapon_term", true);
	Vec3 currentBeamDirection = rotation.GetColumn1();

	const CFireMode* pCFireMode = static_cast<const CFireMode*>(pFireMode);
	const CSingle* pSingle = crygti_cast<const CSingle*>(pCFireMode);
	if (pSingle && pSingle->GetShared()->fireparams.laser_beam_uses_spread)
	{
		currentBeamDirection = pSingle->ApplySpread(currentBeamDirection, pSingle->GetSpread());
	}

	float distanceToLastHit = lastBeamHit.GetDistance(currentBeamPosition);
	hit = currentBeamPosition + currentBeamDirection * distanceToLastHit;

	return true;
}
bool CLaser::GetFiringDir(EntityId weaponId, const IFireMode* pFireMode, Vec3& dir, const Vec3& probableHit, const Vec3& firingPos)
{
	CWeapon* pParentWeapon = GetWeapon();

	if (!m_laserBeam.IsLaserActivated())
		return false;

	if(gEnv->bMultiplayer && pParentWeapon && pParentWeapon->IsZoomed())
	{
		return false;
	}

	if(!probableHit.IsZero() && !firingPos.IsZero())
	{
		dir = (probableHit - firingPos).GetNormalized();

		return true;
	}


	if (pParentWeapon)
	{
		int slot = pParentWeapon->IsOwnerFP() ? eIGS_FirstPerson : eIGS_ThirdPerson;

		Matrix33 rotation = pParentWeapon->GetSlotHelperRotation(slot, "weapon_term", true);

		dir = rotation.GetColumn1();
		return true;
	}

	return false;
}
Ejemplo n.º 3
0
//------------------------------------------------------------------------
void CFireModePlugin_Reject::OnShoot()
{
	const SEffectParams& rejectEffect = m_pParams->rejectEffect;
	CWeapon* pWeapon = m_pOwnerFiremode->GetWeapon();

	const int slot = pWeapon->GetStats().fp ? 0 : 1;
	const bool doRejectEffect = (g_pGameCVars->i_rejecteffects != 0) && (!rejectEffect.effect[slot].empty());

	if (doRejectEffect)
	{
		//First check if we can skip/cull the effect (not for the local player)
		if (!pWeapon->IsOwnerClient())
		{
			const CCamera& camera = gEnv->p3DEngine->GetRenderingCamera();
			const Vec3 cameraPos = camera.GetPosition();
			const Vec3 effectPosition = pWeapon->GetWorldPos();

			const float fDist2 = (cameraPos-effectPosition).len2();

			// Too far, skip
			if (fDist2 > g_pGameCVars->g_rejectEffectCullDistance)			
			{
				return; 
			}

			// Not in the view ?
			if(g_pGameCVars->g_rejectEffectVisibilityCull)
			{
				Sphere emitterSphere(effectPosition, 2.0f);
				if(camera.IsSphereVisible_F(emitterSphere) == false)
				{
					return;
				}
			}
		}

		IParticleEffect* pParticleEffect = gEnv->pParticleManager->FindEffect(rejectEffect.effect[slot].c_str());

		if (m_shellFXSpeed == 0.0f)
		{
			
			if (pParticleEffect)
			{
				const ParticleParams& particleParams = pParticleEffect->GetParticleParams();
				m_shellFXSpeed = particleParams.fSpeed.GetMaxValue();
			}
		}
		const Vec3 shellDirection = pWeapon->GetSlotHelperRotation(slot, rejectEffect.helper[slot].c_str(), true).GetColumn1();
		const Vec3 shellVelocity = m_shellHelperVelocity + (shellDirection * m_shellFXSpeed);

		EntityEffects::SEffectSpawnParams spawnParams(ZERO, shellVelocity.GetNormalized(), rejectEffect.scale[slot], shellVelocity.GetLength(), false);
		EntityEffects::SpawnParticleWithEntity(pWeapon->GetEntity(), slot, pParticleEffect, rejectEffect.helper[slot].c_str(), spawnParams);
	}
}