Example #1
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;
}
Example #2
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;
}
Example #3
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;
}