//------------------------------------------------------------------------ void CGameRules::ClientHit(const HitInfo &hitInfo) { FUNCTION_PROFILER(GetISystem(), PROFILE_GAME); IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor(); IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId); if(pActor == pClientActor) if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f)); CreateScriptHitInfo(m_scriptHitInfo, hitInfo); CallScript(m_clientStateScript, "OnHit", m_scriptHitInfo); bool backface = hitInfo.dir.Dot(hitInfo.normal)>0; if (!hitInfo.remote && hitInfo.targetId && !backface) { if (!gEnv->bServer) { GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer); } else { ServerHit(hitInfo); } if(gEnv->IsClient()) ProcessLocalHit(hitInfo); } }
//------------------------------------------------------------------------ void CGameRules::ClientHit(const HitInfo &hitInfo) { FUNCTION_PROFILER(GetISystem(), PROFILE_GAME); IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor(); IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId); if(pActor == pClientActor) if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f)); //m_pScript->CallMethod( "OnHit", gEnv->pMonoScriptSystem->GetConverter()->ToManagedType(eCMT_HitInfo, &const_cast<HitInfo &>(hitInfo))); bool backface = hitInfo.dir.Dot(hitInfo.normal)>0; if (!hitInfo.remote && hitInfo.targetId && !backface) { if (!gEnv->bServer) { GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer); } else { ServerHit(hitInfo); } if(gEnv->IsClient()) ProcessLocalHit(hitInfo); } }
//------------------------------------------------------------------------ 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); CallScript(m_serverStateScript, "OnHit", m_scriptHitInfo); 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)); } }