Example #1
0
//------------------------------------------------------------------------
int CScriptBind_Actor::GetChannel(IFunctionHandler *pH)
{
	CActor *pActor = GetActor(pH);
	if (!pActor)
		return pH->EndFunction();

	return pH->EndFunction( (int)pActor->GetChannelId() );
}
Example #2
0
void CLTagSingle::NetShootEx(const Vec3 &pos, const Vec3 &dir, const Vec3 &vel, const Vec3 &hit, float extra, int predictionHandle)
{
	IEntityClass* ammo = m_fireParams->fireparams.ammo_type_class;
	int weaponAmmoCount = m_pWeapon->GetAmmoCount(ammo);
	int ammoCount = weaponAmmoCount;

	CActor* pOwnerActor = m_pWeapon->GetOwnerActor();
	bool playerIsShooter = pOwnerActor ? pOwnerActor->IsPlayer() : false;

	if (IsProceduralRecoilEnabled() && pOwnerActor)
	{
		pOwnerActor->ProceduralRecoil(m_fireParams->proceduralRecoilParams.duration, m_fireParams->proceduralRecoilParams.strength, m_fireParams->proceduralRecoilParams.kickIn, m_fireParams->proceduralRecoilParams.arms);
	}

	m_pWeapon->PlayAction(GetFragmentIds().fire, 0, false, CItem::eIPAF_Default);
	
	CProjectile *pAmmo = m_pWeapon->SpawnAmmo(m_fireParams->fireparams.spawn_ammo_class, true);
	CLTAGGrenade* pGrenade = static_cast<CLTAGGrenade*>(pAmmo);

	if (pGrenade)
	{
		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");

		pGrenade->SetParams(CProjectile::SProjectileDesc(
			m_pWeapon->GetOwnerId(), m_pWeapon->GetHostId(), m_pWeapon->GetEntityId(), 
			m_fireParams->fireparams.damage, 0.f, 0.f, 0.f, m_fireParams->fireparams.hitTypeId,
			m_fireParams->fireparams.bullet_pierceability_modifier, m_pWeapon->IsZoomed()));
		// this must be done after owner is set
		pGrenade->InitWithAI();
		pGrenade->SetDestination(m_pWeapon->GetDestination());
		pGrenade->SetGrenadeType(m_grenadeType);
		pGrenade->Launch(pos, dir, vel, m_speed_scale);

		m_projectileId = pGrenade->GetEntity()->GetId();
	}

	if (m_pWeapon->IsServer())
	{
		const char *ammoName = ammo != NULL ? ammo->GetName() : NULL;
		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(m_pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, ammoName, 1, (void *)(EXPAND_PTR)m_pWeapon->GetEntityId()));
	
#ifdef SERVER_CHECKS
		if (pOwnerActor && m_pWeapon->IsServerSpawn(ammo))
		{
			int inventoryAmmoCount = m_pWeapon->GetInventoryAmmoCount(ammo);

			int totalAmmoCount=weaponAmmoCount+inventoryAmmoCount; // this needed seeing as how this seems to use weaponAmmo or inventoryAmmo but NOT both?
			if (totalAmmoCount <= 0)
			{
				g_pGame->GetAntiCheatManager()->FlagActivity(eCT_ServerSpawnedAmmoUsed, pOwnerActor->GetChannelId());
			}
		}
#endif
	}

	m_muzzleEffect.Shoot(this, hit, m_barrelId);
	RecoilImpulse(pos, dir);

	m_fired = true;
	m_next_shot = 0.0f;

	ammoCount--;

	if(ammoCount<0)
		ammoCount = 0;

	if (m_pWeapon->IsServer())
	{
		int clipSize = GetClipSize();
		if (clipSize != -1)
		{
			if (clipSize != 0)
				m_pWeapon->SetAmmoCount(ammo, ammoCount);
			else
				m_pWeapon->SetInventoryAmmoCount(ammo, ammoCount);
		}
	}

	OnShoot(m_pWeapon->GetOwnerId(), pAmmo?pAmmo->GetEntity()->GetId():0, ammo, 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);
	}

	if (OutOfAmmo())
		m_pWeapon->OnOutOfAmmo(ammo);

	if (pAmmo && predictionHandle && pOwnerActor)
	{
		pAmmo->GetGameObject()->RegisterAsValidated(pOwnerActor->GetGameObject(), predictionHandle);
		pAmmo->GetGameObject()->BindToNetwork();
	}
	else if (pAmmo && pAmmo->IsPredicted() && gEnv->IsClient() && gEnv->bServer && pOwnerActor && pOwnerActor->IsClient())
	{
		pAmmo->GetGameObject()->BindToNetwork();
	}

	m_pWeapon->RequireUpdate(eIUS_FireMode);
}
//------------------------------------------------------------------------
// returns true if entity is killed, false if it is not
bool CGameRulesMPDamageHandling::SvOnHit( const HitInfo &hitInfo )
{
	const HitTypeInfo * pHitTypeInfo = m_pGameRules->GetHitTypeInfo(hitInfo.type);

#if !defined(_RELEASE)
	if(!pHitTypeInfo)
		CryFatalError("By ::SvOnHit() all hit info should have a hit type that is valid and registered in the GameRules. This isn't true of type %d!", hitInfo.type);
#endif

	SDamageHandling damageHandling(&hitInfo, 1.0f);

	float damage = hitInfo.damage;

	IActorSystem* pActorSystem = g_pGame->GetIGameFramework()->GetIActorSystem();
	CActor *pTargetActor = static_cast<CActor*>(pActorSystem->GetActor(hitInfo.targetId));
	CActor *pShooterActor = static_cast<CActor*>(pActorSystem->GetActor(hitInfo.shooterId));
	CPlayer* pShooterPlayer = (pShooterActor && pShooterActor->IsPlayer()) ? static_cast<CPlayer*>(pShooterActor) : NULL ;

	bool isPlayer = pTargetActor != NULL && pTargetActor->IsPlayer();

#ifndef _RELEASE
	//--- Fix to allow the damage handling to work for these entity classes in the same way as for Players
	static IEntityClass* sDamEntClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("DamageTestEnt");
	isPlayer |= pTargetActor != NULL && pTargetActor->GetEntity()->GetClass() == sDamEntClass;
#endif

	CPlayer* pPlayer = isPlayer ? static_cast<CPlayer*>(pTargetActor) : NULL;
	const bool isMelee = ((pHitTypeInfo->m_flags & CGameRules::EHitTypeFlag::IsMeleeAttack) != 0);
	const bool checkHeadshots = ((pHitTypeInfo->m_flags & CGameRules::EHitTypeFlag::IgnoreHeadshots) == 0);

	bool bIsHeadShot = false;
	if(pPlayer && hitInfo.partId >= 0 && checkHeadshots)
	{
		bIsHeadShot = pPlayer->IsHeadShot(hitInfo);

		if (!bIsHeadShot && g_pGameCVars->g_mpHeadshotsOnly)
		{
			damage = 0.f;
		}
	}

	//If the player has died more than kTimeToAllowKillsAfterDeath seconds ago, we disallow any damage they apply, unless the hit type is flagged as allowing it.
	static const float kTimeToAllowKillsAfterDeath = 0.05f;
	if(pTargetActor && pShooterPlayer && !hitInfo.hitViaProxy
		&& ((pHitTypeInfo->m_flags & CGameRules::EHitTypeFlag::AllowPostDeathDamage) == 0) && pShooterActor->IsDead()
		&& (gEnv->pTimer->GetFrameStartTime().GetSeconds() - pShooterPlayer->GetDeathTime()) > kTimeToAllowKillsAfterDeath)
	{
		damage = 0.0f;
	}

	IGameRulesStateModule *stateModule = m_pGameRules->GetStateModule();
	IGameRulesRoundsModule* pRoundsModule = m_pGameRules->GetRoundsModule();

	if ( (stateModule != NULL && (stateModule->GetGameState() == IGameRulesStateModule::EGRS_PostGame)) || 
		   (pRoundsModule!= NULL && !pRoundsModule->IsInProgress() ))
	{
		// No damage allowed once the game has ended, except in cases where it would cause graphical glitches
		if (hitInfo.type != CGameRules::EHitType::PunishFall)
		{
			damage = 0.0f;
		}
	}

	IEntity *pTarget = gEnv->pEntitySystem->GetEntity(hitInfo.targetId);

#if defined(SERVER_CHECKS)

	if(damage != 0.0f)
	{
		int nNewCheckCounter = m_checkCounter + 1;
		
		if (CItem *pItem = static_cast<CItem *>(g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(hitInfo.weaponId)))
		{
			if(CWeapon * pWeapon = static_cast<CWeapon*>(pItem->GetIWeapon()))
			{
				int nFireModeFromShotId = GetFireModeFromShotId(hitInfo.shotId);

				static const int kCheckFreq = 7;

				if(pShooterActor &&	nNewCheckCounter == kCheckFreq)
				{
					float fDamageAtXMeters = 0.0f;

					float fDistance2D, fDistanceMax, fNetLagSeconds;
					CServerCheatMonitor::GetHitValidationInfo(*pShooterActor, hitInfo, fDistance2D, fDistanceMax, fNetLagSeconds);

					bool bDoDamageValidation = false;

					if(isMelee)
					{
						if(CMelee * pMelee = pWeapon->GetMelee())
						{
							//This check can't be used for everything because the default firemode returns '0.f' for range and only CMelee extends it
							//	the horizontal player speed is x 2.0f as the players could have potentially immediately turned and run away from each other
							float fMeleeRangeError = fDistance2D - (pMelee->GetRange() + (CServerCheatMonitor::kMaxHorizontalPlayerSpeed * fNetLagSeconds * 2.0f));
							if(fMeleeRangeError > 0.1f)
							{
								g_pGame->GetAntiCheatManager()->FlagActivity(eCT_MeleeRange, pShooterActor->GetChannelId(), fMeleeRangeError);
							}

							fDamageAtXMeters = pMelee->GetDamageAmountAtXMeters(fDistance2D);

							bDoDamageValidation = true;
						}
					}
					else
					{
						//////////////////////////////////////////////////////////////////////
						// Verify that the hit is from a valid shot

						DoShotValidation(hitInfo, pHitTypeInfo, pShooterActor);

						//////////////////////////////////////////////////////////////////////


						CFireMode * pFireMode = static_cast<CFireMode*>(pWeapon->GetFireMode(nFireModeFromShotId));

						if(pFireMode)
						{
							const SFireModeParams * pParams = pFireMode->GetShared();

							char projectileClassName[128];
							g_pGame->GetIGameFramework()->GetNetworkSafeClassName(projectileClassName, sizeof(projectileClassName), hitInfo.projectileClassId);
							IEntityClass * pProjectileClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(projectileClassName);

							if((pProjectileClass && (pProjectileClass == pParams->fireparams.ammo_type_class ||	pProjectileClass == pParams->plantparams.ammo_type_class)))
							{
								float fBulletSpeed = 100.f;
								const SAmmoParams * pAmmoParams = g_pGame->GetWeaponSystem()->GetAmmoParams(pFireMode->GetAmmoType());
								if(pAmmoParams)
								{
									fBulletSpeed = pAmmoParams->speed;
								}

								//Might have been closer when the shot was fired
								const float fMaxTimeSinceShot	= ((fDistanceMax / fBulletSpeed) * 2.0f) + fNetLagSeconds; //Should be less than this. Laaaaarge fudge factor
								float fDistance_Conservative	= fDistance2D - (fMaxTimeSinceShot * CServerCheatMonitor::kMaxHorizontalPlayerSpeed);

								fDamageAtXMeters = pFireMode->GetDamageAmountAtXMeters(fDistance_Conservative); 
							}
						}
						else if(pHitTypeInfo->m_flags & CGameRules::EHitTypeFlag::ValidationRequired)
						{
							CryStackStringT<char, 256> invalidFireModeMessage;
							invalidFireModeMessage.Format("Invalid fire mode, weapon: '%s', firemode: %d", pWeapon->GetEntity()->GetName(), nFireModeFromShotId);
							g_pGame->GetAntiCheatManager()->FlagActivity(eCT_ValidHitInfo, pShooterActor->GetChannelId(), invalidFireModeMessage.c_str());
						}
					}

					float fDamageFromWeapon = hitInfo.damage;			

					if(fDamageFromWeapon > fDamageAtXMeters && fDamageAtXMeters > 0.0f)
					{
						//Log the ratio of actual damage to expected damage, e.g. 1.2 x expected
						CryStackStringT<char, 256> excessiveDamageMessage;
						excessiveDamageMessage.Format("Weapon '%s', firemode %d", pWeapon->GetEntity()->GetName(), nFireModeFromShotId);
						g_pGame->GetAntiCheatManager()->FlagActivity(eCT_WeaponDamage, pShooterActor->GetChannelId(), fDamageFromWeapon / fDamageAtXMeters, excessiveDamageMessage.c_str());
					}


					if(pTargetActor)
					{
						CServerCheatMonitor::ValidateTargetActorPositionAgainstHit(*pTargetActor, hitInfo, fNetLagSeconds);
					}
					
					nNewCheckCounter = 0;
				}
				else
				{
					nNewCheckCounter = kCheckFreq - 1;
				}
			}
		}
		m_checkCounter = nNewCheckCounter;
	}

	// Update the shotcounter for tracking headshots and traversal times
	if(pShooterPlayer && (pHitTypeInfo->m_flags & CGameRules::EHitTypeFlag::ValidationRequired))
	{
		char netName[128];
		g_pGame->GetIGameFramework()->GetNetworkSafeClassName(netName, sizeof(netName), hitInfo.projectileClassId);
		IEntityClass * pProjectileClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(netName);
		if (pProjectileClass)
		{
			CShotCounter* pShotCounter = pShooterPlayer->GetShotCounter();
			pShotCounter->RecordHit(hitInfo, bIsHeadShot);
		}
	}
	
#endif // SERVER_CHECKS

	IEntityClass* pTargetClass = pTarget ? pTarget->GetClass() : NULL;

	// Check for friendly fire
	if( bool bCheckFriendlyFire = ((hitInfo.targetId!=hitInfo.shooterId) && (hitInfo.type!=CGameRules::EHitType::EventDamage)) )
	{
		if(IVehicle* pTargetVehicle = g_pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(hitInfo.targetId))
		{
			if(IActor* pDriverTargetVehicle = pTargetVehicle->GetDriver())
			{
				// Vehicle driver shot own vehicle (same as shooting yourself), don't do friendly fire.
				bCheckFriendlyFire = pDriverTargetVehicle->GetEntityId()!=hitInfo.shooterId;
			}
		}
		if(bCheckFriendlyFire)
		{
			if (m_pGameRules->GetTeamCount() > 1)
			{
				int shooterTeamId = m_pGameRules->GetTeam(hitInfo.shooterId);
				int targetTeamId = m_pGameRules->GetTeam(hitInfo.targetId);

				if (shooterTeamId && (shooterTeamId == targetTeamId))
				{
					damage = GetFriendlyFireDamage(damage, hitInfo, pTargetActor);
				}
			}
		}
	}

	if (damage <= 0.f)
	{
		// If the hit isn't doing anything bail, this means any hit that gets past here has damage associated with it and thus wants to
		// display a hit indicator
		return false;
	}

	if (pPlayer)
	{
		if(hitInfo.partId >= 0 && !isMelee)
		{
			damageHandling.damageMultiplier *= pPlayer->GetBodyDamageMultiplier(hitInfo);
		}

		if (isMelee)
		{
			damageHandling.damageMultiplier *= g_pGameCVars->pl_melee.damage_multiplier_mp;
		}
	}

	damage *= damageHandling.damageMultiplier;

	HitInfo hitInfoWithDamage = hitInfo;
	hitInfoWithDamage.damage = damage;

	if(pPlayer)
	{
		SActorStats* pStats = pPlayer->GetActorStats();
		float actorHealth = pPlayer->GetHealth();

		if(pStats)
		{
#ifndef _RELEASE
			if (g_pGameCVars->g_LogDamage)
			{
				char weaponClassName[64], projectileClassName[64];

				CryLog ("[DAMAGE] %s '%s' took %.3f '%s' damage (%.3f x %.3f) weapon=%s projectile=%s",
						pPlayer->GetEntity()->GetClass()->GetName(), pPlayer->GetEntity()->GetName(),
						damage, m_pGameRules->GetHitType(hitInfo.type),
						hitInfo.damage, damageHandling.damageMultiplier,
						g_pGame->GetIGameFramework()->GetNetworkSafeClassName(weaponClassName, sizeof(weaponClassName), hitInfo.weaponClassId) ? weaponClassName : "none",
						g_pGame->GetIGameFramework()->GetNetworkSafeClassName(projectileClassName, sizeof(projectileClassName), hitInfo.projectileClassId) ? projectileClassName : "none");
			}
#endif

			if(pStats->bStealthKilling && actorHealth <= damage)
			{
				if(pPlayer->GetStealthKill().GetTargetId() != hitInfoWithDamage.shooterId)
				{
					pPlayer->StoreDelayedKillingHitInfo(hitInfoWithDamage);
				}
				
				hitInfoWithDamage.damage = 0;
			}
			else if (pStats->bStealthKilled && hitInfoWithDamage.type != CGameRules::EHitType::StealthKill)
			{
				hitInfoWithDamage.damage = 0;
			}
		}
	}
		
	bool bKilled = SvOnHitScaled(hitInfoWithDamage);

	return bKilled;
}