Example #1
0
// This runs on both the client and the server.
// On the server, it only does the damage calculations.
// On the client, it does all the effects.
void FX_FireBullets( 
	int	iPlayerIndex,
	const Vector &vOrigin,
	const QAngle &vAngles,
	int	iWeaponID,
	int	iMode,
	int iSeed,
	float flSpread
	)
{
	bool bDoEffects = true;

#ifdef CLIENT_DLL
	C_SDKPlayer *pPlayer = ToSDKPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
#else
	CSDKPlayer *pPlayer = ToSDKPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
#endif

	const char * weaponAlias =	WeaponIDToAlias( iWeaponID );

	if ( !weaponAlias )
	{
		DevMsg("FX_FireBullets: weapon alias for ID %i not found\n", iWeaponID );
		return;
	}

	char wpnName[128];
	Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", weaponAlias );
	WEAPON_FILE_INFO_HANDLE	hWpnInfo = LookupWeaponInfoSlot( wpnName );

	if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
	{
		DevMsg("FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", wpnName );
		return;
	}

	CSDKWeaponInfo *pWeaponInfo = static_cast< CSDKWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );

#ifdef CLIENT_DLL
	// Do the firing animation event.
	if ( pPlayer && !pPlayer->IsDormant() )
	{
		pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
	}
#else
	// if this is server code, send the effect over to client as temp entity
	// Dispatch one message for all the bullet impacts and sounds.
	TE_FireBullets( 
		iPlayerIndex,
		vOrigin, 
		vAngles, 
		iWeaponID,
		iMode,
		iSeed,
		flSpread
		);

	bDoEffects = false; // no effects on server
#endif

	iSeed++;

	int		iDamage = pWeaponInfo->m_iDamage;
	int		iAmmoType = pWeaponInfo->iAmmoType;

	WeaponSound_t sound_type = SINGLE;

	if ( bDoEffects)
	{
		FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo );
	}


	// Fire bullets, calculate impacts & effects

	if ( !pPlayer )
		return;
	
	StartGroupingSounds();

#if !defined (CLIENT_DLL)
	// Move other players back to history positions based on local player's lag
	lagcompensation->StartLagCompensation( pPlayer, LAG_COMPENSATE_BOUNDS );
#endif

	for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
	{
		RandomSeed( iSeed );	// init random system with this seed

		// Get circular gaussian spread.
		float x, y;
		x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
		y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
	
		iSeed++; // use new seed for next bullet

		pPlayer->FireBullet(
			vOrigin,
			vAngles,
			flSpread,
			iDamage,
			iAmmoType,
			pPlayer,
			bDoEffects,
			x,y );
	}

#if !defined (CLIENT_DLL)
	lagcompensation->FinishLagCompensation( pPlayer );
#endif

	EndGroupingSounds();
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: This runs on both the client and the server.  On the server, it 
// only does the damage calculations.  On the client, it does all the effects.
//-----------------------------------------------------------------------------
void FX_FireBullets( int iPlayer, const Vector &vecOrigin, const QAngle &vecAngles,
					 int iWeapon, int iMode, int iSeed, float flSpread, float flDamage /* = -1.0f */, bool bCritical /* = false*/ )
{
	// Get the weapon information.
	const char *pszWeaponAlias = WeaponIdToAlias( iWeapon );
	if ( !pszWeaponAlias )
	{
		DevMsg( 1, "FX_FireBullets: weapon alias for ID %i not found\n", iWeapon );
		return;
	}

	WEAPON_FILE_INFO_HANDLE	hWpnInfo = LookupWeaponInfoSlot( pszWeaponAlias );
	if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
	{
		DevMsg( 1, "FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", pszWeaponAlias );
		return;
	}

	CTFWeaponInfo *pWeaponInfo = static_cast<CTFWeaponInfo*>( GetFileWeaponInfoFromHandle( hWpnInfo ) );
	if( !pWeaponInfo )
		return;

	bool bDoEffects = false;

#ifdef CLIENT_DLL
	C_TFPlayer *pPlayer = ToTFPlayer( ClientEntityList().GetBaseEntity( iPlayer ) );
#else
	CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( iPlayer ) );
#endif
	if ( !pPlayer )
		return;

// Client specific.
#ifdef CLIENT_DLL
	bDoEffects = true;

	// The minigun has custom sound & animation code to deal with its windup/down.
	if ( !pPlayer->IsLocalPlayer() 
		&& iWeapon != TF_WEAPON_MINIGUN )
	{
		// Fire the animation event.
		if ( pPlayer && !pPlayer->IsDormant() )
		{
			if ( iMode == TF_WEAPON_PRIMARY_MODE )
			{
				pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
			}
			else
			{
				pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
			}
		}

		//FX_WeaponSound( pPlayer->entindex(), SINGLE, vecOrigin, pWeaponInfo );
	}

// Server specific.
#else
	// If this is server code, send the effect over to client as temp entity and 
	// dispatch one message for all the bullet impacts and sounds.
	TE_FireBullets( pPlayer->entindex(), vecOrigin, vecAngles, iWeapon, iMode, iSeed, flSpread, bCritical );

	// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
	pPlayer->NoteWeaponFired();

#endif

	// Fire bullets, calculate impacts & effects.
	StartGroupingSounds();

#if !defined (CLIENT_DLL)
	// Move other players back to history positions based on local player's lag
	lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif

	// Get the shooting angles.
	Vector vecShootForward, vecShootRight, vecShootUp;
	AngleVectors( vecAngles, &vecShootForward, &vecShootRight, &vecShootUp );

	// Initialize the static firing information.
	FireBulletsInfo_t fireInfo;
	fireInfo.m_vecSrc = vecOrigin;
	if ( flDamage < 0.0f )
	{
		fireInfo.m_flDamage = pWeaponInfo->GetWeaponData( iMode ).m_nDamage;
	}
	else
	{
		fireInfo.m_flDamage = static_cast<int>(flDamage);
	}
	fireInfo.m_flDistance = pWeaponInfo->GetWeaponData( iMode ).m_flRange;
	fireInfo.m_iShots = 1;
	fireInfo.m_vecSpread.Init( flSpread, flSpread, 0.0f );
	fireInfo.m_iAmmoType = pWeaponInfo->iAmmoType;

	// Setup the bullet damage type & roll for crit.
	int	nDamageType	= DMG_GENERIC;
	int nCustomDamageType = TF_DMG_CUSTOM_NONE;
	CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();
	if ( pWeapon )
	{
		nDamageType	= pWeapon->GetDamageType();
		if ( pWeapon->IsCurrentAttackACrit() || bCritical )
		{
			nDamageType |= DMG_CRITICAL;
		}

		nCustomDamageType = pWeapon->GetCustomDamageType();
	}

	if ( iWeapon != TF_WEAPON_MINIGUN )
	{
		fireInfo.m_iTracerFreq = 2;
	}

	// Reset multi-damage structures.
	ClearMultiDamage();

	int nBulletsPerShot = pWeaponInfo->GetWeaponData( iMode ).m_nBulletsPerShot;
	for ( int iBullet = 0; iBullet < nBulletsPerShot; ++iBullet )
	{
		// Initialize random system with this seed.
		RandomSeed( iSeed );	

		// Determine if the first bullet should be perfectly accurate.
		bool bPerfectAccuracy = false;

		if ( pWeapon && iBullet == 0 )
		{
			float flFireInterval = gpGlobals->curtime - pWeapon->GetLastFireTime();
			if ( nBulletsPerShot == 1 )
				bPerfectAccuracy = flFireInterval > 1.25f;
			else
				bPerfectAccuracy = flFireInterval > 0.25f;
		}

		float x = 0.0f;
		float y = 0.0f;

		// tf_use_fixed_weapon_spread calculations go here.
		if ( !bPerfectAccuracy )
		{
			// Get circular gaussian spread.
			x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
			y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
		}

		// Initialize the varialbe firing information.
		fireInfo.m_vecDirShooting = vecShootForward + ( x *  flSpread * vecShootRight ) + ( y * flSpread * vecShootUp );
		fireInfo.m_vecDirShooting.NormalizeInPlace();

		// Fire a bullet.
		pPlayer->FireBullet( fireInfo, bDoEffects, nDamageType, nCustomDamageType );

		// Use new seed for next bullet.
		++iSeed; 
	}

	// Apply damage if any.
	ApplyMultiDamage();

#if !defined (CLIENT_DLL)
	lagcompensation->FinishLagCompensation( pPlayer );
#endif

	EndGroupingSounds();
}
Example #3
0
// This runs on both the client and the server.
// On the server, it only does the damage calculations.
// On the client, it does all the effects.
void FX_FireBullets( 
	int	iPlayerIndex,
	const Vector &vOrigin,
	const QAngle &vAngles,
	const CSDK_WeaponInfo *pWeaponInfo,
	int	iMode,
	int iSeed,
	float flSpread
	)
{
	bool bDoEffects = true;

#ifdef CLIENT_DLL
	C_SDK_Player *pPlayer = ToSDK_Player( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
#else
	CSDK_Player *pPlayer = ToSDK_Player( UTIL_PlayerByIndex( iPlayerIndex) );
#endif

	iSeed++;

	int		iDamage = pWeaponInfo->m_iDamage;
	int		iAmmoType = pWeaponInfo->iAmmoType;

	WeaponSound_t sound_type = SINGLE;

	if ( bDoEffects)
	{
		FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo );
	}


	// Fire bullets, calculate impacts & effects

	if ( !pPlayer )
		return;
	
	StartGroupingSounds();

#if !defined (CLIENT_DLL)
	// Move other players back to history positions based on local player's lag
	//lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif

	for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
	{
		RandomSeed( iSeed );	// init random system with this seed

		// Get circular gaussian spread.
		float x, y;
		x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
		y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
	
		iSeed++; // use new seed for next bullet

		pPlayer->FireBullet(
			vOrigin,
			vAngles,
			flSpread,
			iDamage,
			iAmmoType,
			pPlayer,
			bDoEffects,
			x,y );
	}

#if !defined (CLIENT_DLL)
	//lagcompensation->FinishLagCompensation( pPlayer );
#endif

	EndGroupingSounds();
}