//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestReload)
{
    CHECK_OWNER_REQUEST();

    CActor *pActor=GetActorByNetChannel(pNetChannel);
    if (!pActor || pActor->IsDead())
    {
        SvSetReloadState(eNRS_CancelReload);
    }
    else if(!IsSelected())
    {
        //If the weapon isn't selected but the client is requesting a reload, they probably have finished equipping the weapon
        //	while the server is catching up. This can be due to latency or mismatched 1P/3P animation lengths.
        m_bReloadWhenSelected = true;
    }
    else
    {
        SvSetReloadState(eNRS_StartReload);

        if(m_fm)
            m_fm->Reload(0);
    }

    return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestWeaponRaised)
{
    CHECK_OWNER_REQUEST();

    CHANGED_NETWORK_STATE(this, ASPECT_STREAM);

    return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestCancelReload)
{
    CHECK_OWNER_REQUEST();

    SvCancelReload();

    return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestFireMode)
{
    CHECK_OWNER_REQUEST();

    SetCurrentFireMode(params.id);

    return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestInstantReload)
{
    CHECK_OWNER_REQUEST();

    CFireMode *pFireMode = GetCFireMode(params.fireModeId);
    if (pFireMode)
    {
        pFireMode->FillAmmo(true);
    }

    return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestShoot)
{
    CHECK_OWNER_REQUEST();

    bool ok=true;
    CActor *pActor=GetActorByNetChannel(pNetChannel);
    if (!pActor || pActor->IsDead())
        ok=false;

    if (ok)
    {
        m_fireCounter++;
        m_expended_ammo++;

        IActor *pLocalActor=m_pGameFramework->GetClientActor();
        bool isLocal = pLocalActor && (pLocalActor->GetChannelId() == pActor->GetChannelId());

#ifdef SERVER_CHECKS
        const float fCurrentTime = gEnv->pTimer->GetAsyncCurTime();
        const int kOldShotId = m_lastShotId;
        if(ShouldEndVerificationSample(fCurrentTime, params.shotId))
        {
            EndVerificationSample(pActor, kOldShotId);
            StartVerificationSample(fCurrentTime);
        }

        m_fLastSampleTakenTime = fCurrentTime;
        m_fSampleNumShots += 1.0f;

        CPlayer * pPlayer = static_cast<CPlayer*>(pActor);
        pPlayer->GetShotCounter()->RecordShot();
#endif

        if (!isLocal)
        {
            NetShoot(params.hit, 0, params.fireModeId);
        }

        CHANGED_NETWORK_STATE(this, ASPECT_STREAM);
    }

#ifdef SERVER_CHECKS
    CGameRules * pGameRules = static_cast<CGameRules*>(g_pGame->GetGameRules());
    if(pGameRules)	//really we should assert here. I struggle to think of a situation where someone is requesting a shot but there are no GameRules...
    {
        IGameRulesDamageHandlingModule * pDamageHandler = pGameRules->GetDamageHandlingModule();
        assert(pDamageHandler);
        pDamageHandler->RegisterShotIdentification(pActor->GetEntityId(), this, params.shotId);
    }
#endif

    return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvStartedCharging)
{
    CHECK_OWNER_REQUEST();

    if(CFireMode* pFireMode = static_cast<CFireMode*>(GetFireMode(GetCurrentFireMode())))
    {
        pFireMode->NetSetCharging(true);

        CHANGED_NETWORK_STATE(this, ASPECT_CHARGING);
    }

    return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestSetZoomState)
{
    CHECK_OWNER_REQUEST();

    if (params.zoomed)
        StartZoom(m_owner.GetId(), 1);
    else
        StopZoom(m_owner.GetId());

    CHANGED_NETWORK_STATE(this, ASPECT_STREAM);

    return true;
}
Example #9
0
IMPLEMENT_RMI(CHeavyMountedWeapon, SvRequestRipOff)
{
	CHECK_OWNER_REQUEST();

	if (!m_rippingOff && !m_rippedOff)
	{
		PerformRipOff(GetOwnerActor());

		CHANGED_NETWORK_STATE(this, ASPECT_RIPOFF);
	}

	return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestStopFire)
{
    CHECK_OWNER_REQUEST();

    CActor *pActor=GetActorByNetChannel(pNetChannel);
    IActor *pLocalActor=m_pGameFramework->GetClientActor();
    bool isLocal = pLocalActor && pActor && (pLocalActor->GetChannelId() == pActor->GetChannelId());

    if (!isLocal)
    {
        NetSetIsFiring(false);
        NetStopFire();
    }

    return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestStartMeleeAttack)
{
    CHECK_OWNER_REQUEST();

    CActor *pActor=GetActorByNetChannel(pNetChannel);
    IActor *pLocalActor=m_pGameFramework->GetClientActor();
    bool isLocal = pLocalActor && pActor && (pLocalActor->GetChannelId() == pActor->GetChannelId());

    if (!isLocal)
    {
        NetStartMeleeAttack(params.boostedAttack, params.attackIndex);
    }

    m_attackIndex		= params.attackIndex;
    m_meleeCounter	= (m_meleeCounter + 1) % kMeleeCounterMax;
    CHANGED_NETWORK_STATE(this, ASPECT_MELEE);

    return true;
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestShootEx)
{
    CHECK_OWNER_REQUEST();

    bool ok=true;
    CActor *pActor=GetActorByNetChannel(pNetChannel);
    if (!pActor || pActor->IsDead())
    {
        ok=false;
    }

#ifdef SERVER_CHECKS
    CAntiCheatManager * pAntiCheatManager = static_cast<CAntiCheatManager*>(g_pGame->GetAntiCheatManager());
    bool validatePrediction = pAntiCheatManager ? pAntiCheatManager->GetAntiCheatVar(eAV_IP_UseTest_ValidatePredicatedSpawn, 1) != 0 : false;

    if(ok && validatePrediction && params.predictionHandle)
    {
        CFireMode *pFireMode = (CFireMode*)GetFireMode(params.fireModeId);
        if (pFireMode)
        {
            const SFireModeParams *pFireModeParams = pFireMode->GetShared();
            if(pFireModeParams)
            {
                IEntityClass *pAmmoClass = pFireModeParams->fireparams.ammo_type_class;
                if(pAmmoClass)
                {
                    int totalAmmoCount = GetAmmoCount(pAmmoClass) + GetInventoryAmmoCount(pAmmoClass);

                    if(totalAmmoCount <= 0)
                    {
                        CryLog("actor %s does not have enough ammo for predicted spawn of %s, not spawning...", pActor->GetEntity()->GetName(), pAmmoClass->GetName());
                        ok = false;
                    }
                }
            }
        }
    }
#endif

    if (ok)
    {
        m_fireCounter++;
        m_expended_ammo++;

        IActor *pLocalActor=m_pGameFramework->GetClientActor();
        bool isLocal = pLocalActor && (pLocalActor->GetChannelId() == pActor->GetChannelId());

        if (!isLocal)
        {
            NetShootEx(params.pos, params.dir, params.vel, params.hit, params.extra, params.predictionHandle, params.fireModeId);
        }

        CHANGED_NETWORK_STATE(this, ASPECT_STREAM);
    }
    else
    {
        if(params.predictionHandle)
        {
            CGameRules::SPredictionParams predictionParams(params.predictionHandle);
            g_pGame->GetGameRules()->GetGameObject()->InvokeRMI(CGameRules::ClPredictionFailed(), predictionParams, eRMI_ToClientChannel, m_pGameFramework->GetGameChannelId(pNetChannel));
        }
    }

    return true;
}