int CScriptBind_Actor::AddAngularImpulse(IFunctionHandler *pH,Ang3 vAngular,float deceleration,float duration) { CActor *pActor = GetActor(pH); if (pActor) pActor->AddAngularImpulse(vAngular,deceleration,duration); return pH->EndFunction(); }
//------------------------------------------- void CGameRules::ProcessClientExplosionScreenFX(const ExplosionInfo &explosionInfo) { IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor(); if (pClientActor) { //Distance float dist = (pClientActor->GetEntity()->GetWorldPos() - explosionInfo.pos).len(); //Is the explosion in Player's FOV (let's suppose the FOV a bit higher, like 80) CActor *pActor = (CActor *)pClientActor; SMovementState state; if (IMovementController *pMV = pActor->GetMovementController()) { pMV->GetMovementState(state); } Vec3 eyeToExplosion = explosionInfo.pos - state.eyePosition; eyeToExplosion.Normalize(); bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) > 0.68f); // if in a vehicle eyeDirection is wrong if(pActor && pActor->GetLinkedVehicle()) { Vec3 eyeDir = static_cast<CPlayer*>(pActor)->GetVehicleViewDir(); inFOV = (eyeDir.Dot(eyeToExplosion) > 0.68f); } //All explosions have radial blur (default 30m radius, to make Sean happy =)) float maxBlurDistance = (explosionInfo.maxblurdistance>0.0f)?explosionInfo.maxblurdistance:30.0f; if (maxBlurDistance>0.0f && g_pGameCVars->g_radialBlur>0.0f && m_explosionScreenFX && explosionInfo.radius>0.5f) { if (inFOV && dist < maxBlurDistance) { ray_hit hit; int col = gEnv->pPhysicalWorld->RayWorldIntersection(explosionInfo.pos , -eyeToExplosion*dist, ent_static | ent_terrain, rwi_stop_at_pierceable|rwi_colltype_any, &hit, 1); //If there was no obstacle between flashbang grenade and player if(!col) { if (CScreenEffects* pSE = pActor->GetScreenEffects()) { float blurRadius = (-1.0f/maxBlurDistance)*dist + 1.0f; gEnv->p3DEngine->SetPostEffectParam("FilterRadialBlurring_Radius", blurRadius); gEnv->p3DEngine->SetPostEffectParam("FilterRadialBlurring_Amount", 1.0f); IBlendedEffect *pBlur = CBlendedEffect<CPostProcessEffect>::Create(CPostProcessEffect(pClientActor->GetEntityId(),"FilterRadialBlurring_Amount", 0.0f)); IBlendType *pLinear = CBlendType<CLinearBlend>::Create(CLinearBlend(1.0f)); pSE->StartBlend(pBlur, pLinear, 1.0f, CScreenEffects::eSFX_GID_RBlur); pSE->SetUpdateCoords("FilterRadialBlurring_ScreenPosX","FilterRadialBlurring_ScreenPosY", explosionInfo.pos); } float distAmp = 1.0f - (dist / maxBlurDistance); if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f, distAmp*3.0f, 0.0f)); } } } //Flashbang effect if(dist<explosionInfo.radius && inFOV && (!strcmp(explosionInfo.effect_class,"flashbang") || !strcmp(explosionInfo.effect_class,"FlashbangAI"))) { ray_hit hit; int col = gEnv->pPhysicalWorld->RayWorldIntersection(explosionInfo.pos , -eyeToExplosion*dist, ent_static | ent_terrain, rwi_stop_at_pierceable|rwi_colltype_any, &hit, 1); //If there was no obstacle between flashbang grenade and player if(!col) { float power = explosionInfo.flashbangScale; power *= max(0.0f, 1 - (dist/explosionInfo.radius)); float lookingAt = (eyeToExplosion.Dot(state.eyeDirection.normalize()) + 1)*0.5f; power *= lookingAt; SAFE_GAMEAUDIO_SOUNDMOODS_FUNC(AddSoundMood(SOUNDMOOD_EXPLOSION,MIN(power*40.0f,100.0f))); gEnv->p3DEngine->SetPostEffectParam("Flashbang_Time", 1.0f + (power * 4)); gEnv->p3DEngine->SetPostEffectParam("FlashBang_BlindAmount",explosionInfo.blindAmount); gEnv->p3DEngine->SetPostEffectParam("Flashbang_DifractionAmount", (power * 2)); gEnv->p3DEngine->SetPostEffectParam("Flashbang_Active", 1); } } else if(inFOV && (dist < explosionInfo.radius)) { if (explosionInfo.damage>10.0f || explosionInfo.pressure>100.0f) { //Add some angular impulse to the client actor depending on distance, direction... float dt = (1.0f - dist/explosionInfo.radius); dt = dt * dt; float angleZ = gf_PI*0.15f*dt; float angleX = gf_PI*0.15f*dt; pActor->AddAngularImpulse(Ang3(Random(-angleX*0.5f,angleX),0.0f,Random(-angleZ,angleZ)),0.0f,dt*2.0f); } } float fDist2=(pClientActor->GetEntity()->GetWorldPos()-explosionInfo.pos).len2(); if (fDist2<250.0f*250.0f) { if (fDist2<sqr(SAFE_GAMEAUDIO_BATTLESTATUS_FUNC_RET(GetBattleRange()))) SAFE_GAMEAUDIO_BATTLESTATUS_FUNC(TickBattleStatus(1.0f)); } } }
//------------------------------------------- void CGameRules::ProcessClientExplosionScreenFX(const ExplosionInfo &explosionInfo) { IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor(); if (pClientActor) { //Distance float dist = (pClientActor->GetEntity()->GetWorldPos() - explosionInfo.pos).len(); //Is the explosion in Player's FOV (let's suppose the FOV a bit higher, like 80) CActor *pActor = (CActor *)pClientActor; SMovementState state; if (IMovementController *pMV = pActor->GetMovementController()) { pMV->GetMovementState(state); } Vec3 eyeToExplosion = explosionInfo.pos - state.eyePosition; eyeToExplosion.Normalize(); bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) > 0.68f); //All explosions have radial blur (default 30m radius, to make Sean happy =)) float maxBlurDistance = (explosionInfo.maxblurdistance > 0.0f) ? explosionInfo.maxblurdistance : 30.0f; if (maxBlurDistance > 0.0f && g_pGameCVars->g_radialBlur > 0.0f && m_explosionScreenFX && explosionInfo.radius > 0.5f) { if (inFOV && dist < maxBlurDistance) { ray_hit hit; int col = gEnv->pPhysicalWorld->RayWorldIntersection(explosionInfo.pos , -eyeToExplosion * dist, ent_static | ent_terrain, rwi_stop_at_pierceable | rwi_colltype_any, &hit, 1); //If there was no obstacle between flashbang grenade and player if(!col) { float distAmp = 1.0f - (dist / maxBlurDistance); if (gEnv->pInput) { gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f, distAmp * 3.0f, 0.0f)); } } } } //Flashbang effect if(dist < explosionInfo.radius && inFOV && (!strcmp(explosionInfo.effect_class, "flashbang") || !strcmp(explosionInfo.effect_class, "FlashbangAI"))) { ray_hit hit; int col = gEnv->pPhysicalWorld->RayWorldIntersection(explosionInfo.pos , -eyeToExplosion * dist, ent_static | ent_terrain, rwi_stop_at_pierceable | rwi_colltype_any, &hit, 1); //If there was no obstacle between flashbang grenade and player if(!col) { float power = explosionInfo.flashbangScale; power *= max(0.0f, 1 - (dist / explosionInfo.radius)); float lookingAt = (eyeToExplosion.Dot(state.eyeDirection.normalize()) + 1) * 0.5f; power *= lookingAt; gEnv->p3DEngine->SetPostEffectParam("Flashbang_Time", 1.0f + (power * 4)); gEnv->p3DEngine->SetPostEffectParam("FlashBang_BlindAmount", explosionInfo.blindAmount); gEnv->p3DEngine->SetPostEffectParam("Flashbang_DifractionAmount", (power * 2)); gEnv->p3DEngine->SetPostEffectParam("Flashbang_Active", 1); } } else if(inFOV && (dist < explosionInfo.radius)) { if (explosionInfo.damage > 10.0f || explosionInfo.pressure > 100.0f) { //Add some angular impulse to the client actor depending on distance, direction... float dt = (1.0f - dist / explosionInfo.radius); dt = dt * dt; float angleZ = gf_PI * 0.15f * dt; float angleX = gf_PI * 0.15f * dt; pActor->AddAngularImpulse(Ang3(Random(-angleX * 0.5f, angleX), 0.0f, Random(-angleZ, angleZ)), 0.0f, dt * 2.0f); } } } }
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; }