void CWeaponRPCs::TakeWeapon ( NetBitStreamInterface& bitStream ) { // Read out weapon id and ammo amount ElementID ID; SWeaponTypeSync weaponType; if ( bitStream.ReadCompressed ( ID ) && bitStream.Read ( &weaponType ) ) { unsigned char ucWeaponID = weaponType.data.ucWeaponType; CClientPed * pPed = m_pPedManager->Get ( ID, true ); if ( pPed ) { // Don't change remote players weapons (affects sync) if ( pPed->GetType () == CCLIENTPED || ( CClientPlayer * ) pPed == m_pPlayerManager->GetLocalPlayer () ) { // Is the weapon id valid? (may not be neccessary, just being safe) if ( CClientPickupManager::IsValidWeaponID ( ucWeaponID ) ) { // Remove the weapon pPed->RemoveWeapon ( static_cast < eWeaponType > ( ucWeaponID ) ); } } } } }
CClientPlayer* CClientPlayerManager::Get ( CPlayerPed* pPlayer, bool bValidatePointer ) { if ( !pPlayer ) return NULL; if ( bValidatePointer ) { vector < CClientPlayer* > ::const_iterator iter = m_Players.begin (); for ( ; iter != m_Players.end () ; iter++ ) { if ( (*iter)->GetGamePlayer () == pPlayer ) { return *iter; } } } else { CClientPed* pPed = reinterpret_cast < CClientPed* > ( pPlayer->GetStoredPointer () ); if ( pPed->GetType () == CCLIENTPLAYER ) { return static_cast < CClientPlayer * > ( pPed ); } } return NULL; }
CClientPed* CClientPedManager::Get ( CPlayerPed* pPlayer, bool bValidatePointer, bool bCheckPlayers ) { if ( !pPlayer ) return NULL; if ( bValidatePointer ) { vector < CClientPed* > ::const_iterator iter = m_StreamedIn.begin (); for ( ; iter != m_StreamedIn.end (); iter++ ) { if ( (*iter)->GetGamePlayer () == pPlayer ) { return *iter; } } } else { CClientPed* pPed = reinterpret_cast < CClientPed* > ( pPlayer->GetStoredPointer () ); if ( pPed->GetType () == CCLIENTPED || bCheckPlayers ) { return pPed; } } return NULL; }
CClientPed* CClientPedManager::Get ( RpClump * pClump, bool bCheckPlayers ) { if ( !pClump ) return NULL; CClientPed * pPed = NULL; vector < CClientPed* > ::const_iterator iter = m_StreamedIn.begin (); for ( ; iter != m_StreamedIn.end (); iter++ ) { pPed = *iter; if ( pPed->GetClump () == pClump && ( pPed->GetType () == CCLIENTPED || bCheckPlayers ) ) { return pPed; } } return NULL; }
void CNametags::DrawFromAim() { unsigned long ulCurrentTime = CClientTime::GetTime(); // Got any players that are not local? if (m_pPlayerManager->Count() > 1) { // Grab the local player CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer(); if (pLocalPlayer) { // Grab the current time and the camera unsigned long ulCurrentTime = CClientTime::GetTime(); CCamera* pCamera = g_pGame->GetCamera(); // Grab our controller state CControllerState State; g_pGame->GetPad()->GetCurrentControllerState(&State); // Grab our current weapon slot. Use screen center if melee or none CVector vecStart; CVector vecTarget; eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot(); if (eSlot == WEAPONSLOT_TYPE_UNARMED || eSlot == WEAPONSLOT_TYPE_MELEE || eSlot == WEAPONSLOT_TYPE_RIFLE || eSlot == WEAPONSLOT_TYPE_THROWN || eSlot == WEAPONSLOT_TYPE_SPECIAL || eSlot == WEAPONSLOT_TYPE_GIFT || eSlot == WEAPONSLOT_TYPE_PARACHUTE || eSlot == WEAPONSLOT_TYPE_DETONATOR) { // Grab the active cam CCamera* pCamera = g_pGame->GetCamera(); CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam()); // Grab the camera matrix CMatrix matCamera; pCamera->GetMatrix(&matCamera); vecStart = matCamera.vPos; // Range float fRange; eWeaponType eWeapon = pLocalPlayer->GetCurrentWeaponType(); float fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon)); CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill); if (pWeaponStat) { fRange = pWeaponStat->GetTargetRange(); } else { fRange = MELEE_VISIBLE_RANGE; } // Find the target position CVector vecFront = *pActive->GetFront(); vecFront.Normalize(); vecTarget = *pActive->GetSource() + vecFront * fRange; } else { // Grab the weapon and keysync state. If it exists and he holds Target down CWeapon* pPlayerWeapon = pLocalPlayer->GetWeapon(); if (pPlayerWeapon && State.RightShoulder1) { // Grab the gun muzzle position eWeaponType eWeapon = pLocalPlayer->GetCurrentWeaponType(); float fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon)); CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill); CVector vecGunMuzzle = *pWeaponStat->GetFireOffset(); pLocalPlayer->GetTransformedBonePosition(BONE_RIGHTWRIST, vecGunMuzzle); // Grab the target point pCamera->Find3rdPersonCamTargetVector(AIM_VISIBLE_RANGE, &vecGunMuzzle, &vecStart, &vecTarget); } else { // Grab the active cam CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam()); // Grab the camera matrix CMatrix matCamera; pCamera->GetMatrix(&matCamera); vecStart = matCamera.vPos; // Find the target position CVector vecFront = *pActive->GetFront(); vecFront.Normalize(); vecTarget = *pActive->GetSource() + vecFront * MELEE_VISIBLE_RANGE; } } // Ignore the local player for this pLocalPlayer->WorldIgnore(true); // Do the raycast CColPoint* pColPoint = NULL; CEntity* pEntity = NULL; SLineOfSightFlags flags; flags.bCheckBuildings = true; flags.bCheckVehicles = true; flags.bCheckPeds = true; flags.bCheckObjects = true; flags.bCheckDummies = true; flags.bSeeThroughStuff = true; flags.bIgnoreSomeObjectsForCamera = false; flags.bShootThroughStuff = true; g_pGame->GetWorld()->ProcessLineOfSight(&vecStart, &vecTarget, &pColPoint, &pEntity, flags); if (pColPoint) pColPoint->Destroy(); // Un-ignore the local player pLocalPlayer->WorldIgnore(false); // Did we find an entity? if (pEntity) { // Grab the CClientEntity belonging to this game_sa entity CClientEntity* pClientEntity = reinterpret_cast<CClientEntity*>(pEntity->GetStoredPointer()); if (pClientEntity) { // Is it a vehicle? Is it a ped? eClientEntityType EntityType = pClientEntity->GetType(); if (EntityType == CCLIENTVEHICLE) { CClientVehicle* pClientVehicle = static_cast<CClientVehicle*>(pClientEntity); // Set the current time as the last draw time for all players inside CClientPed* pPed; int i; for (i = 0; i < 8; i++) { // Grab this seat's occupant and set its last nametag show time to now pPed = pClientVehicle->GetOccupant(i); if (pPed && pPed->GetType() == CCLIENTPLAYER) { static_cast<CClientPlayer*>(pPed)->SetLastNametagShow(ulCurrentTime); } } } else if (EntityType == CCLIENTPLAYER) { // Grab the player this entity is CClientPlayer* pClientPlayer = static_cast<CClientPlayer*>(pClientEntity); if (pClientPlayer) { // Set now as the last time we had the cursor above him pClientPlayer->SetLastNametagShow(ulCurrentTime); } } } } // Grab the local player vehicle CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle(); // Draw the nametags we need to CClientPlayer* pPlayer; CClientStreamElement* pElement; list<CClientStreamElement*>::const_iterator iter = m_pPlayerStreamer->ActiveElementsBegin(); for (; iter != m_pPlayerStreamer->ActiveElementsEnd(); ++iter) { pElement = *iter; if (!pElement->IsStreamedIn()) continue; if (pElement->GetType() != CCLIENTPLAYER) continue; pPlayer = static_cast<CClientPlayer*>(pElement); if (pPlayer->IsLocalPlayer()) continue; // Is he in the same vehicle as the local player? if (pLocalVehicle && pPlayer->GetOccupiedVehicle() == pLocalVehicle) { pPlayer->SetLastNametagShow(ulCurrentTime); } // Can we show this player's nametag unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow(); if (ulLastNametagShow != 0 && ulCurrentTime <= ulLastNametagShow + NAMETAG_END_FADE_TIME) { unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow(); // Calculate the alpha modifier float fAlphaTimeModifier; if (ulCurrentTime < ulLastNametagShow + NAMETAG_BEGIN_FADE_TIME) { fAlphaTimeModifier = 1.0f; } else { fAlphaTimeModifier = 1.0f - (ulCurrentTime - ulLastNametagShow - NAMETAG_BEGIN_FADE_TIME) / 1000.0f; } // Calculate the alpha for the nametag unsigned char ucAlpha = static_cast<unsigned char>(180.0f * fAlphaTimeModifier); // Draw it DrawTagForPlayer(pPlayer, ucAlpha); } } } } }
void CWeaponRPCs::GiveWeapon ( NetBitStreamInterface& bitStream ) { // Read out weapon id and ammo amount ElementID ID; SWeaponTypeSync weaponType; if ( bitStream.ReadCompressed ( ID ) && bitStream.Read ( &weaponType ) ) { SWeaponAmmoSync ammo ( weaponType.data.ucWeaponType, true, false ); if ( bitStream.Read ( &ammo ) ) { bool bGiveWeapon = bitStream.ReadBit (); unsigned char ucWeaponID = weaponType.data.ucWeaponType; unsigned short usAmmo = ammo.data.usTotalAmmo; CClientPed * pPed = m_pPedManager->Get ( ID, true ); if ( pPed ) { // Don't change remote players weapons (affects sync) if ( pPed->GetType () == CCLIENTPED || pPed->GetType () == CCLIENTPLAYER ) { // Valid weapon id? if ( ucWeaponID == 0 || CClientPickupManager::IsValidWeaponID ( ucWeaponID ) ) { // Adjust the ammo to 9999 if it's above if ( usAmmo > 9999 ) usAmmo = 9999; // Give the local player the weapon CWeapon* pPlayerWeapon = NULL; if ( ucWeaponID != 0 ) { pPlayerWeapon = pPed->GiveWeapon ( static_cast < eWeaponType > ( ucWeaponID ), usAmmo ); if ( pPlayerWeapon && bGiveWeapon ) pPlayerWeapon->SetAsCurrentWeapon (); } else { // This could be entered into a hack of the year competition. Its about as hacky as it gets. // For some stupid reason, going from brassknuckles to unarmed causes the knuckles to remain // on display but unusable. So, what we do is switch to a MELEE weapon (creating one if necessary) // then switch back to unarmed from there, which works fine. CWeapon* oldWeapon = pPed->GetWeapon (WEAPONSLOT_TYPE_UNARMED); if ( oldWeapon ) { eWeaponType unarmedWeapon = oldWeapon->GetType(); pPed->RemoveWeapon ( unarmedWeapon ); if ( bGiveWeapon || pPed->GetCurrentWeaponSlot() == WEAPONSLOT_TYPE_UNARMED ) { oldWeapon = NULL; if ( unarmedWeapon == WEAPONTYPE_BRASSKNUCKLE ) { oldWeapon = pPed->GetWeapon(WEAPONSLOT_TYPE_MELEE); if ( oldWeapon && oldWeapon->GetType() == WEAPONTYPE_UNARMED ) { oldWeapon = pPed->GiveWeapon(WEAPONTYPE_GOLFCLUB, 100); } else { oldWeapon = NULL; } pPed->SetCurrentWeaponSlot ( WEAPONSLOT_TYPE_MELEE ); } // switch to the unarmed slot pPed->SetCurrentWeaponSlot ( WEAPONSLOT_TYPE_UNARMED ); // if we created a special MELEE weapon just for this, remove it now if ( oldWeapon ) { oldWeapon->Remove(); } } } else { // Probably the ped is streamed out pPed->GiveWeapon ( WEAPONTYPE_UNARMED, 1 ); if ( bGiveWeapon ) pPed->SetCurrentWeaponSlot ( WEAPONSLOT_TYPE_UNARMED ); } } } } } } } }
void CClientWeapon::FireInstantHit ( CVector vecOrigin, CVector vecTarget, bool bServerFire, bool bRemote ) #endif { CVector vecDirection = vecTarget - vecOrigin; vecDirection.Normalize (); CClientEntity * pAttachedTo = GetAttachedTo (); CVector vecOriginalTarget = vecTarget; CEntity * pColEntity = NULL; CColPoint * pColPoint = NULL; SLineOfSightBuildingResult pBuildingResult; CEntitySAInterface * pEntity = NULL; if ( m_Type != WEAPONTYPE_SHOTGUN ) { CVector vecWeaponFirePosition; if ( !IsLocalEntity ( ) && m_pOwner ) { CClientPlayer * pPlayer = m_pOwner; CClientPed * pLocalPlayer = g_pClientGame->GetLocalPlayer(); if ( pLocalPlayer && pPlayer ) { CClientVehicle* pVehicle = pLocalPlayer->GetRealOccupiedVehicle (); // Move both players to where they should be for shot compensation if ( pPlayer && !pPlayer->IsLocalPlayer () ) { if ( !pVehicle || pLocalPlayer->GetOccupiedVehicleSeat() == 0 ) { // Warp back in time to where we were when this player shot (their latency) // We don't account for interpolation here, +250ms seems to work better // ** Changed ajustment to +125ms as the position of this clients player on the firers screen // has been changed. See CClientPed::UpdateTargetPosition() ** CVector vecPosition; unsigned short usLatency = ( pPlayer->GetLatency () + 125 ); g_pClientGame->GetNetAPI()->GetInterpolation ( vecPosition, usLatency ); // Move the entity back if ( pVehicle ) { pVehicle->GetPosition ( vecWeaponFirePosition ); pVehicle->SetPosition ( vecPosition, false, false ); } else { pLocalPlayer->GetPosition ( vecWeaponFirePosition ); pLocalPlayer->SetPosition ( vecPosition, false, false ); } } } } } //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( true ); if ( m_pWeapon->ProcessLineOfSight ( &vecOrigin, &vecTarget, &pColPoint, &pColEntity, m_weaponConfig.flags, &pBuildingResult, m_Type, &pEntity ) ) { vecTarget = pColPoint->GetPosition (); } // Don't continue without a valid colpoint if ( !pColPoint ) return; //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( false ); // return if shoot if target is blocked is false and we aren't pointing at our target if ( ( m_pTarget != NULL && m_pTarget->GetGameEntity ( ) != NULL && m_pTarget->GetGameEntity()->GetInterface ( ) != pEntity ) && m_weaponConfig.bShootIfTargetBlocked == false && bRemote == false ) { if ( pColPoint ) pColPoint->Destroy (); return; } // Execute our weapon fire event CClientEntity * pClientEntity = m_pManager->FindEntitySafe ( pColEntity ); CLuaArguments Arguments; if ( pClientEntity ) Arguments.PushElement ( pClientEntity ); // entity that got hit else Arguments.PushNil ( ); // Probably a building. Arguments.PushNumber ( pColPoint->GetPosition ( ).fX ); // pos x Arguments.PushNumber ( pColPoint->GetPosition ( ).fY ); // pos y Arguments.PushNumber ( pColPoint->GetPosition ( ).fZ ); // pos z Arguments.PushNumber ( pColPoint->GetNormal ( ).fX ); // Normal x Arguments.PushNumber ( pColPoint->GetNormal ( ).fY ); // Normal y Arguments.PushNumber ( pColPoint->GetNormal ( ).fZ ); // Normal z Arguments.PushNumber ( pColPoint->GetSurfaceTypeB ( ) ); // Surface type "B" Arguments.PushNumber ( pColPoint->GetLightingForTimeOfDay ( ) ); // Lighting Arguments.PushNumber ( pColPoint->GetPieceTypeB ( ) ); // Piece if ( !CallEvent ( "onClientWeaponFire", Arguments, true ) ) { if ( pColPoint ) pColPoint->Destroy (); return; } DoGunShells ( vecOrigin, vecDirection ); CVector vecCollision; if ( g_pGame->GetWaterManager ()->TestLineAgainstWater ( vecOrigin, vecTarget, &vecCollision ) ) { g_pGame->GetFx ()->TriggerBulletSplash ( vecCollision ); g_pGame->GetAudioEngine ()->ReportBulletHit ( NULL, SURFACE_TYPE_WATER_SHALLOW, &vecCollision, 0.0f ); } #ifdef MARKER_DEBUG m_pMarker2->SetPosition ( vecTarget ); #endif m_pWeapon->DoBulletImpact ( m_pObject, pEntity, &vecOrigin, &vecTarget, pColPoint, 0 ); if ( !IsLocalEntity ( ) && m_pOwner ) { CClientPed * pPed = m_pOwner; CClientPed * pLocalPlayer = g_pClientGame->GetLocalPlayer(); if ( pPed->GetType () == CCLIENTPLAYER ) { // Restore compensated positions if ( !pPed->IsLocalPlayer () ) { CClientVehicle* pVehicle = pLocalPlayer->GetRealOccupiedVehicle (); if ( !pVehicle ) { pLocalPlayer->SetPosition ( vecWeaponFirePosition, false, false ); } else if ( pLocalPlayer->GetOccupiedVehicleSeat() == 0 ) { pVehicle->SetPosition ( vecWeaponFirePosition, false, false ); } } } } if ( !IsLocalEntity ( ) && GetOwner ( ) == g_pClientGame->GetLocalPlayer ( ) && bServerFire == false ) { g_pClientGame->GetNetAPI ( )->SendBulletSyncCustomWeaponFire ( this, vecOrigin, vecOriginalTarget ); } } #ifdef SHOTGUN_TEST else { //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( true ); //if ( pAttachedTo ) pAttachedTo->WorldIgnore ( false ); // Fire instant hit is off by a few degrees FireShotgun ( m_pObject, vecOrigin, vecTarget, vecRotation ); } #endif if ( pColPoint ) pColPoint->Destroy (); }