//------------------------------------------------------------------------
void CCannonBall::ProcessHit(CGameRules& gameRules, const EventPhysCollision& collision, IEntity& target, float damage, int hitMatId, const Vec3& hitDir)
{
	if(damage > 0.f)
	{
		EntityId targetId = target.GetId();
		bool alreadyHit = CheckForPreviousHit(targetId, damage);

		if(!alreadyHit)
		{
			HitInfo hitInfo(m_ownerId ? m_ownerId : m_hostId, targetId, m_weaponId,
				damage, 0.0f, hitMatId, collision.partid[1],
				m_hitTypeId, collision.pt, hitDir, collision.n);

			hitInfo.remote = IsRemote();
			hitInfo.projectileId = GetEntityId();
			hitInfo.bulletType = m_pAmmoParams->bulletType;
			hitInfo.knocksDown = CheckAnyProjectileFlags(ePFlag_knocksTarget) && ( damage > m_minDamageForKnockDown );
			hitInfo.knocksDownLeg = m_chanceToKnockDownLeg>0 && damage>m_minDamageForKnockDownLeg && m_chanceToKnockDownLeg>(int)Random(100);
			hitInfo.penetrationCount = m_penetrationCount;
			hitInfo.hitViaProxy = CheckAnyProjectileFlags(ePFlag_firedViaProxy);
			hitInfo.aimed = CheckAnyProjectileFlags(ePFlag_aimedShot);

			IPhysicalEntity* pPhysicalEntity = collision.pEntity[1];
			if (pPhysicalEntity && pPhysicalEntity->GetType() == PE_ROPE)
			{
				hitInfo.partId = GetRopeBoneId(collision, target, pPhysicalEntity);
			}

			gameRules.ClientHit(hitInfo);

			ReportHit(targetId);
		}
	}
}
Esempio n. 2
0
//------------------------------------------------------------------------
void CRock::HandleEvent(const SGameObjectEvent &event)
{
	CProjectile::HandleEvent(event);

	if (event.event == eGFE_OnCollision)
	{
		if (m_destroying)
			return;

		EventPhysCollision *pCollision = reinterpret_cast<EventPhysCollision *>(event.ptr);
		if (!pCollision)
			return;

		IEntity *pTarget = pCollision->iForeignData[1]==PHYS_FOREIGN_ID_ENTITY ? (IEntity*)pCollision->pForeignData[1]:0;

		if (!pTarget || pTarget->GetId()==m_ownerId || pTarget->GetId()==GetEntityId())
			return;

		Vec3 dir(0, 0, 0);
		if (pCollision->vloc[0].GetLengthSquared() > 1e-6f)
			dir = pCollision->vloc[0].GetNormalized();

		CGameRules *pGameRules = g_pGame->GetGameRules();

		HitInfo hitInfo(m_ownerId, pTarget?pTarget->GetId():0, m_weaponId,
			m_fmId, 0.0f, pGameRules->GetHitMaterialIdFromSurfaceId(pCollision->idmat[1]), pCollision->partid[1],
			pGameRules->GetHitTypeId("melee"), pCollision->pt, dir, pCollision->n);

		hitInfo.remote = IsRemote();
		hitInfo.projectileId = GetEntityId();
		if (!hitInfo.remote)
			hitInfo.seq=m_seq;
		hitInfo.damage = m_damage;

		if (m_weaponId)
		{
			CWeapon *pWeapon=GetWeapon();
			if (pWeapon && pWeapon->GetForcedHitMaterial() != -1)
				hitInfo.material=pGameRules->GetHitMaterialIdFromSurfaceId(pWeapon->GetForcedHitMaterial());
		}

		pGameRules->ClientHit(hitInfo);

		if(m_damage>10)
			m_damage =(int)(m_damage*0.5f);

	}
}
Esempio n. 3
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void CBurnEffectManager::ApplySurroundingDamage(float deltaTime)
{
	const float damageTime = 0.5f;

	m_damageTimeOut -= deltaTime;
	if (m_damageTimeOut > 0.0f)
		return;
	m_damageTimeOut += damageTime;

	CGameRules* pGameRules = g_pGame->GetGameRules();
	if (pGameRules)
	{
		for (TBurnPoints::iterator it = m_burnPoints.begin(); it != m_burnPoints.end(); ++it)
		{
			const int hitType = it->m_hitType;
			const float damagePerSecond =
				it->m_shootByPlayer ?
					it->m_pBurnParams->m_damagePerSecond :
					it->m_pBurnParams->m_damagePerSecond_AI;
			const float damage = damagePerSecond * damageTime * it->m_accumulation;

			if (damage == 0.0f)
				continue;

			const Vec3 radius = Vec3(it->m_radius, it->m_radius, it->m_radius);
			SEntityProximityQuery query;
			query.box.min = it->m_position - radius;
			query.box.max = it->m_position + radius;
			gEnv->pEntitySystem->QueryProximity(query);

			for (int i = 0; i < query.nCount; ++i)
			{
				if (IEntity* pEntity = query.pEntities[i])
				{
					if (ShouldBurnPointInflictDamageOntoEntity(*it, pEntity))
					{
						HitInfo hitInfo(0, pEntity->GetId(), 0,
							damagePerSecond, 0.0f, 0, 0,
							hitType, it->m_position, Vec3(ZERO), Vec3(ZERO));

						pGameRules->ClientHit(hitInfo);
					}
				}
			}
		}
	}
}
void CDangerousRigidBody::ProcessEvent( SEntityEvent& event )
{
	switch(event.event)
	{
	case ENTITY_EVENT_COLLISION:
		{
			if(m_dangerous)
			{
				EventPhysCollision *pCollision = (EventPhysCollision *)(event.nParam[0]);
				if(pCollision->pEntity[0] && pCollision->pEntity[1])
				{
					IPhysicalEntity* pOtherEntityPhysics = GetEntity()->GetPhysics() != pCollision->pEntity[0] ? pCollision->pEntity[0] : pCollision->pEntity[1];
					if( IEntity* pOtherEntity = gEnv->pEntitySystem->GetEntityFromPhysics(pOtherEntityPhysics) )
					{
						EntityId localClientId = gEnv->pGame->GetIGameFramework()->GetClientActorId();
						if(pOtherEntity->GetId() == localClientId) //Handle collision locally 
						{
							float currentTime = gEnv->pTimer->GetFrameStartTime().GetSeconds();
							if(currentTime - m_lastHitTime >  m_timeBetweenHits)
							{
								CGameRules* pGameRules = g_pGame->GetGameRules();

								bool sameTeam = m_activatorTeam && (pGameRules->GetTeam(localClientId) == m_activatorTeam);
								float damageDealt = !sameTeam ? m_damageDealt : g_pGameCVars->g_friendlyfireratio * m_damageDealt;

								Vec3 rigidBodyPos = GetEntity()->GetWorldPos();

								HitInfo hitInfo(0, localClientId, 0,
									damageDealt, 0.0f, 0, 0,
									sDangerousRigidBodyHitTypeId, rigidBodyPos, (pOtherEntity->GetWorldPos()-rigidBodyPos).GetNormalized(), Vec3(ZERO));
								pGameRules->ClientHit(hitInfo);
								m_lastHitTime = currentTime;
							}
						}
					}
				}
			}
		}
		break;
	case ENTITY_EVENT_RESET:
		{
			Reset();
		}
		break;
	}
}
void CWaterPuddle::ApplyHit(const SActorData& actorData, EntityId shooterId, EntityId weaponId, float damage, int hitTypeId, float waterLevel, IParticleEffect* hitEffect)
{
	CGameRules* pGameRules = g_pGame->GetGameRules();

	const Vec3 hitPosition = actorData.position + Vec3Constants<float>::fVec3_OneZ;
	const Vec3 hitDirection = hitPosition.GetNormalized();
	HitInfo hitInfo(shooterId, actorData.entityId, weaponId,
		damage, 0.0f, -1, -1,
		hitTypeId, hitPosition, hitDirection,
		-hitDirection);

	hitInfo.projectileId = GetEntityId();
	hitInfo.aimed = false;

	pGameRules->ClientHit(hitInfo);

	const EntityEffects::SEffectSpawnParams effectSpawnParams(Vec3(actorData.position.x, actorData.position.y, waterLevel));
	EntityEffects::SpawnParticleFX(hitEffect, effectSpawnParams);
}
Esempio n. 6
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void CTacBullet::HandleEvent(const SGameObjectEvent &event)
{
	if (m_destroying)
		return;

	CProjectile::HandleEvent(event);

	if (event.event == eGFE_OnCollision)
	{
		EventPhysCollision *pCollision = reinterpret_cast<EventPhysCollision *>(event.ptr);
		if (!pCollision)
			return;

		IEntity *pTarget = pCollision->iForeignData[1]==PHYS_FOREIGN_ID_ENTITY ? (IEntity*)pCollision->pForeignData[1]:0;
		if (pTarget)
		{
			CGameRules *pGameRules = g_pGame->GetGameRules();

			EntityId targetId = pTarget->GetId();
			CActor *pActor = (CActor *)gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(targetId);
			
			if(pActor && pActor->CanSleep())
			{
				if(pActor->GetLinkedVehicle() && !gEnv->bMultiplayer)
				{
					SleepTargetInVehicle(m_ownerId,pActor);
				}
				else if(IEntity* pOwnerEntity = gEnv->pEntitySystem->GetEntity(m_ownerId))
				{
					if (pTarget->GetAI() && !pTarget->GetAI()->IsFriendly(pOwnerEntity->GetAI(), false))
					{
						float sleepTime = 30.0f;
						if(m_pAmmoParams)
							sleepTime = m_pAmmoParams->sleepTime;
						SimpleHitInfo info(m_ownerId, targetId, m_weaponId, 1, sleepTime); // 0=tag,1=tac
						info.remote=IsRemote();

						pGameRules->ClientSimpleHit(info);
					}
				}
			}
			else
			{
				Vec3 dir(0, 0, 0);
				if (pCollision->vloc[0].GetLengthSquared() > 1e-6f)
					dir = pCollision->vloc[0].GetNormalized();

				HitInfo hitInfo(m_ownerId, pTarget->GetId(), m_weaponId,
					(float)m_damage, 0.0f, pGameRules->GetHitMaterialIdFromSurfaceId(pCollision->idmat[1]), pCollision->partid[1],
					m_hitTypeId, pCollision->pt, dir, pCollision->n);

				hitInfo.remote = IsRemote();
				hitInfo.projectileId = GetEntityId();
				hitInfo.bulletType = m_pAmmoParams->bulletType;

				pGameRules->ClientHit(hitInfo);
			}

		}
		else if (pCollision->pEntity[0]->GetType() == PE_PARTICLE)
		{
			float bouncy, friction;
			uint32	pierceabilityMat;
			gEnv->pPhysicalWorld->GetSurfaceParameters(pCollision->idmat[1], bouncy, friction, pierceabilityMat);
			pierceabilityMat&=sf_pierceable_mask;

			pe_params_particle params;
			if(pCollision->pEntity[0]->GetParams(&params)==0)
				SetDefaultParticleParams(&params);

			if (pierceabilityMat>params.iPierceability && pCollision->idCollider!=-1) 
				return;
		}

		Destroy();
	}
}
Esempio n. 7
0
//------------------------------------------------------------------------
void CBullet::HandleEvent(const SGameObjectEvent &event)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	CProjectile::HandleEvent(event);

	if (event.event == eGFE_OnCollision)
	{
		if (m_destroying)
			return;

		EventPhysCollision *pCollision = reinterpret_cast<EventPhysCollision *>(event.ptr);
		if (!pCollision)
			return;
        
		IEntity *pTarget = pCollision->iForeignData[1]==PHYS_FOREIGN_ID_ENTITY ? (IEntity*)pCollision->pForeignData[1]:0;

		//Only process hits that have a target
		if(pTarget)
		{
			Vec3 dir(0, 0, 0);
			if (pCollision->vloc[0].GetLengthSquared() > 1e-6f)
				dir = pCollision->vloc[0].GetNormalized();

			CGameRules *pGameRules = g_pGame->GetGameRules();

			IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_ownerId);

			bool ok = true;

			if(!gEnv->bMultiplayer && pActor && pActor->IsPlayer())
			{
				IActor* pAITarget = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pTarget->GetId());
				if(pAITarget && pTarget->GetAI() && pTarget->GetAI()->IsFriendly(pActor->GetEntity()->GetAI(), false))
				{
					pGameRules->SetEntityToIgnore(pTarget->GetId());
					ok = false;
				}
			}

			if(ok)
			{
				HitInfo hitInfo(m_ownerId, pTarget->GetId(), m_weaponId,
					(float)m_damage, 0.0f, pGameRules->GetHitMaterialIdFromSurfaceId(pCollision->idmat[1]), pCollision->partid[1],
					m_hitTypeId, pCollision->pt, dir, pCollision->n);

				hitInfo.remote = IsRemote();
				hitInfo.projectileId = GetEntityId();
				hitInfo.bulletType = m_pAmmoParams->bulletType;

				pGameRules->ClientHit(hitInfo);

				// Notify AI
				if (gEnv->pAISystem && !gEnv->bMultiplayer)
				{
					static int htMelee = pGameRules->GetHitTypeId("melee");
					if (m_ownerId && m_hitTypeId != htMelee)
					{
						ISurfaceType *pSurfaceType = pGameRules->GetHitMaterial(hitInfo.material);
						const ISurfaceType::SSurfaceTypeAIParams* pParams = pSurfaceType ? pSurfaceType->GetAIParams() : 0;
						const float radius = pParams ? pParams->fImpactRadius : 2.5f;
						const float soundRadius = pParams ? pParams->fImpactSoundRadius : 20.0f;
						
						// Associate event with vehicle if the shooter is in a vehicle (tank cannon shot, etc)
						EntityId ownerId = m_ownerId;
						if (pActor && pActor->GetLinkedVehicle() && pActor->GetLinkedVehicle()->GetEntityId())
							ownerId = pActor->GetLinkedVehicle()->GetEntityId();

						SAIStimulus stim(AISTIM_BULLET_HIT, 0, ownerId, 0, pCollision->pt, ZERO, radius);
						gEnv->pAISystem->RegisterStimulus(stim);

						SAIStimulus stimSound(AISTIM_SOUND, AISOUND_COLLISION_LOUD, ownerId, 0, pCollision->pt, ZERO, soundRadius, AISTIMPROC_FILTER_LINK_WITH_PREVIOUS);
						gEnv->pAISystem->RegisterStimulus(stimSound);

					}
				}

			}
		}
		else
		{
			// Notify AI
			// The above case only catches entity vs. entity hits, the AI is interested in all hits.
			if (gEnv->pAISystem && !gEnv->bMultiplayer)
			{
				CGameRules *pGameRules = g_pGame->GetGameRules();
				static int htMelee = pGameRules->GetHitTypeId("melee");
				if (m_ownerId && m_hitTypeId != htMelee)
				{
					int material = pGameRules->GetHitMaterialIdFromSurfaceId(pCollision->idmat[1]);
					ISurfaceType *pSurfaceType = pGameRules->GetHitMaterial(material);
					const ISurfaceType::SSurfaceTypeAIParams* pParams = pSurfaceType ? pSurfaceType->GetAIParams() : 0;
					const float radius = pParams ? pParams->fImpactRadius : 2.5f;
					const float soundRadius = pParams ? pParams->fImpactSoundRadius : 20.0f;

					// Associate event with vehicle if the shooter is in a vehicle (tank cannon shot, etc)
					EntityId ownerId = m_ownerId;
					IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_ownerId);
					if (pActor && pActor->GetLinkedVehicle() && pActor->GetLinkedVehicle()->GetEntityId())
						ownerId = pActor->GetLinkedVehicle()->GetEntityId();

					SAIStimulus stim(AISTIM_BULLET_HIT, 0, ownerId, 0, pCollision->pt, ZERO, radius);
					gEnv->pAISystem->RegisterStimulus(stim);

					SAIStimulus stimSound(AISTIM_SOUND, AISOUND_COLLISION_LOUD, ownerId, 0, pCollision->pt, ZERO, soundRadius, AISTIMPROC_FILTER_LINK_WITH_PREVIOUS);
					gEnv->pAISystem->RegisterStimulus(stimSound);

				}
			}
		}


		if (pCollision->pEntity[0]->GetType() == PE_PARTICLE)
		{
			float bouncy, friction;
			uint32	pierceabilityMat;
			gEnv->pPhysicalWorld->GetSurfaceParameters(pCollision->idmat[1], bouncy, friction, pierceabilityMat);
			pierceabilityMat&=sf_pierceable_mask;
			
			pe_params_particle params;
			if(pCollision->pEntity[0]->GetParams(&params)==0)
				SetDefaultParticleParams(&params);

			//Under water trail
			Vec3 pos=pCollision->pt;
			if ((pCollision->idmat[1] == CBullet::m_waterMaterialId) && 
					(pCollision->pEntity[1]!=gEnv->pPhysicalWorld->AddGlobalArea() || !gEnv->p3DEngine->GetVisAreaFromPos(pos)))
			{
				//Reduce drastically bullet velocity (to be able to see the trail effect)
				//pe_params_particle pparams;
				//if(m_pPhysicalEntity->GetParams(&pparams)==0)
					//SetDefaultParticleParams(&pparams);
				//pparams.velocity = 25.0f;

				//m_pPhysicalEntity->SetParams(&pparams);

				if(m_trailUnderWaterId<0)
				{
					//Check terrain/against water level
					float terrainHeight = gEnv->p3DEngine->GetTerrainElevation(pCollision->pt.x,pCollision->pt.y);
					float waterLevel = gEnv->p3DEngine->GetWaterLevel(&(pCollision->pt));
					if(waterLevel>terrainHeight)
					{
						TrailEffect(true,true);
						return;
					}
				}
			}

			if (pierceabilityMat<=params.iPierceability || pCollision->idCollider==-1) //Do not destroy if collides water
				Destroy();
		}
	}
}
//------------------------------------------------------------------------
void CMelee::Hit(const Vec3 &pt, const Vec3 &dir, const Vec3 &normal, IPhysicalEntity *pCollider, int partId, int ipart, int surfaceIdx, float damageScale, bool remote)
{
	// generate the damage
	IEntity *pTarget = gEnv->pEntitySystem->GetEntityFromPhysics(pCollider);
	// Report punch to AI system.
	// The AI notification must come before the game rules are
	// called so that the death handler in AIsystem understands that the hit
	// came from the player.
	bool ok = true;

	if(pTarget)
	{
		CActor *pActor = m_pWeapon->GetOwnerActor();

		if(!gEnv->bMultiplayer && pActor && pActor->IsPlayer())
		{
			if (IActor *pAITarget = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pTarget->GetId()))
			{
				if (IAIObject *pAITargetObject = pTarget->GetAI())
				{
					if (pAITargetObject->IsFriendly(pActor->GetEntity()->GetAI(), false))
					{
						ok = false;
						m_noImpulse = true;
					}
				}
			}
		}

		if(ok)
		{
			CGameRules *pGameRules = g_pGame->GetGameRules();
			HitInfo info(m_pWeapon->GetOwnerId(), pTarget->GetId(), m_pWeapon->GetEntityId(),
						 m_pShared->meleeparams.damage * damageScale * m_meleeScale, 0.0f, pGameRules->GetHitMaterialIdFromSurfaceId(surfaceIdx), partId,
						 pGameRules->GetHitTypeId(m_pShared->meleeparams.hit_type.c_str()), pt, dir, normal);
			info.remote = remote;
			pGameRules->ClientHit(info);
		}
	}

	// play effects
	if(ok)
	{
		if(IMaterialEffects *pMaterialEffects = gEnv->pGame->GetIGameFramework()->GetIMaterialEffects())
		{
			TMFXEffectId effectId = pMaterialEffects->GetEffectId("melee", surfaceIdx);

			if (effectId != InvalidEffectId)
			{
				SMFXRunTimeEffectParams params;
				params.pos = pt;
				params.normal = -dir;
				params.playflags = MFX_PLAY_ALL | MFX_DISABLE_DELAY;
				params.soundSemantic = eSoundSemantic_Player_Foley;
				pMaterialEffects->ExecuteEffect(effectId, params);
			}
		}
	}

	ApplyCameraShake(true);
	m_pWeapon->PlayAction(m_pShared->meleeactions.hit.c_str());
}
Esempio n. 9
0
//------------------------------------------------------------------------
void CMelee::Hit(const Vec3 &pt, const Vec3 &dir, const Vec3 &normal, IPhysicalEntity *pCollider, int partId, int ipart, int surfaceIdx, float damageScale, bool remote)
{
	// generate the damage
	IEntity *pTarget = gEnv->pEntitySystem->GetEntityFromPhysics(pCollider);

	// Report punch to AI system.
	// The AI notification must come before the game rules are 
	// called so that the death handler in AIsystem understands that the hit
	// came from the player.
	CActor *pActor = m_pWeapon->GetOwnerActor();
	if (pActor && pActor->GetActorClass() == CPlayer::GetActorClassType())
	{
		CPlayer *pPlayer = (CPlayer *)pActor;
		if (pPlayer && pPlayer->GetNanoSuit())
		{
			if (pPlayer->GetEntity() && pPlayer->GetEntity()->GetAI())
			{
				SAIEVENT AIevent;
				AIevent.targetId = pTarget ? pTarget->GetId() : 0;
				// pPlayer->GetNanoSuit()->GetMode() == NANOMODE_STRENGTH
				pPlayer->GetEntity()->GetAI()->Event(AIEVENT_PLAYER_STUNT_PUNCH, &AIevent);
			}
		}
	}

	bool ok = true;
	if(pTarget)
	{
		if(!gEnv->bMultiplayer && pActor && pActor->IsPlayer())
		{
			IActor* pAITarget = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pTarget->GetId());
			if(pAITarget && pTarget->GetAI() && !pTarget->GetAI()->IsHostile(pActor->GetEntity()->GetAI(),false))
			{
				ok = false;
				m_noImpulse = true;
			}
		}

		if(ok)
		{
			CGameRules *pGameRules = g_pGame->GetGameRules();

			HitInfo info(m_pWeapon->GetOwnerId(), pTarget->GetId(), m_pWeapon->GetEntityId(),
				m_meleeparams.damage*damageScale*m_meleeScale, 0.0f, pGameRules->GetHitMaterialIdFromSurfaceId(surfaceIdx), partId,
				pGameRules->GetHitTypeId(m_meleeparams.hit_type.c_str()), pt, dir, normal);

			info.remote = remote;

			if (m_pWeapon->GetForcedHitMaterial() != -1)
				info.material=pGameRules->GetHitMaterialIdFromSurfaceId(m_pWeapon->GetForcedHitMaterial());

			pGameRules->ClientHit(info);
		}
	}

	// play effects
	if(ok)
	{
		IMaterialEffects* pMaterialEffects = gEnv->pGame->GetIGameFramework()->GetIMaterialEffects();

		TMFXEffectId effectId = pMaterialEffects->GetEffectId("melee", surfaceIdx);
		if (effectId != InvalidEffectId)
		{
			SMFXRunTimeEffectParams params;
			params.pos = pt;
			params.playflags = MFX_PLAY_ALL | MFX_DISABLE_DELAY;
			params.soundSemantic = eSoundSemantic_Player_Foley;
			pMaterialEffects->ExecuteEffect(effectId, params);
		}
	}

	ApplyCameraShake(true);

	m_pWeapon->PlayAction(m_meleeactions.hit.c_str());
}
//------------------------------------------------------------------------
int CMelee::Hit(const Vec3 &pt, const Vec3 &dir, const Vec3 &normal, IPhysicalEntity *pCollider, EntityId collidedEntityId, int partId, int ipart, int surfaceIdx, bool remote)
{
	MeleeDebugLog ("CMelee<%p> HitPointDirNormal(remote=%s)", this, remote ? "true" : "false");
	int hitTypeID = 0;

	CActor *pOwnerActor = m_pWeapon->GetOwnerActor();

	if (pOwnerActor)
	{	
		IActor* pTargetActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(collidedEntityId);
		IEntity* pTarget = pTargetActor ? pTargetActor->GetEntity() : gEnv->pEntitySystem->GetEntity(collidedEntityId);
		IEntity* pOwnerEntity = pOwnerActor->GetEntity();
		IAIObject* pOwnerAI = pOwnerEntity->GetAI();
		
		float damageScale = 1.0f;
		bool silentHit = false;

		if(pTargetActor)
		{
			IAnimatedCharacter* pTargetAC = pTargetActor->GetAnimatedCharacter();
			IAnimatedCharacter* pOwnerAC = pOwnerActor->GetAnimatedCharacter();

			if(pTargetAC && pOwnerAC)
			{
				Vec3 targetFacing(pTargetAC->GetAnimLocation().GetColumn1());
				Vec3 ownerFacing(pOwnerAC->GetAnimLocation().GetColumn1());
				float ownerFacingDot = ownerFacing.Dot(targetFacing);
				float fromBehindDot = cos_tpl(DEG2RAD(g_pGameCVars->pl_melee.angle_limit_from_behind));

				if(ownerFacingDot > fromBehindDot)
				{
#ifndef _RELEASE
					if (g_pGameCVars->g_LogDamage)
					{
						CryLog ("[DAMAGE] %s '%s' is%s meleeing %s '%s' from behind (because %f > %f)",
							pOwnerActor->GetEntity()->GetClass()->GetName(), pOwnerActor->GetEntity()->GetName(), silentHit ? " silently" : "",
							pTargetActor->GetEntity()->GetClass()->GetName(), pTargetActor->GetEntity()->GetName(),
							ownerFacingDot, fromBehindDot);
					}
#endif

					damageScale *= g_pGameCVars->pl_melee.damage_multiplier_from_behind;
				}
			}
		}


		// Send target stimuli
		if (!gEnv->bMultiplayer)
		{
			IAISystem *pAISystem = gEnv->pAISystem;
			ITargetTrackManager *pTargetTrackManager = pAISystem ? pAISystem->GetTargetTrackManager() : NULL;
			if (pTargetTrackManager && pOwnerAI)
			{
				IAIObject *pTargetAI = pTarget ? pTarget->GetAI() : NULL;
				if (pTargetAI)
				{
					const tAIObjectID aiOwnerId = pOwnerAI->GetAIObjectID();
					const tAIObjectID aiTargetId = pTargetAI->GetAIObjectID();

					TargetTrackHelpers::SStimulusEvent eventInfo;
					eventInfo.vPos = pt;
					eventInfo.eStimulusType = TargetTrackHelpers::eEST_Generic;
					eventInfo.eTargetThreat = AITHREAT_AGGRESSIVE;
					pTargetTrackManager->HandleStimulusEventForAgent(aiTargetId, aiOwnerId, "MeleeHit",eventInfo);
					pTargetTrackManager->HandleStimulusEventInRange(aiOwnerId, "MeleeHitNear", eventInfo, 5.0f);
				}
			}
		}

		//Check if is a friendly hit, in that case FX and Hit will be skipped
		bool isFriendlyHit = (pOwnerEntity && pTarget) ? IsFriendlyHit(pOwnerEntity, pTarget) : false;

		if(!isFriendlyHit)
		{
			CPlayer * pAttackerPlayer = pOwnerActor->IsPlayer() ? static_cast<CPlayer*>(pOwnerActor) : NULL;
			float damage = m_pMeleeParams->meleeparams.damage_ai;

			if(pOwnerActor->IsPlayer())
			{
				damage = m_slideKick ? m_pMeleeParams->meleeparams.slide_damage : GetMeleeDamage();
			}

#ifndef _RELEASE
			if (pTargetActor && g_pGameCVars->g_LogDamage)
			{
				CryLog ("[DAMAGE] %s '%s' is%s meleeing %s '%s' applying damage = %.3f x %.3f = %.3f",
					pOwnerActor->GetEntity()->GetClass()->GetName(), pOwnerActor->GetEntity()->GetName(), silentHit ? " silently" : "",
					pTargetActor->GetEntity()->GetClass()->GetName(), pTargetActor->GetEntity()->GetName(),
					damage, damageScale, damage * damageScale);
			}
#endif

			//Generate Hit
			if(pTarget)
			{
				CGameRules *pGameRules = g_pGame->GetGameRules();
				CRY_ASSERT_MESSAGE(pGameRules, "No game rules! Melee can not apply hit damage");

				if (pGameRules)
				{
					hitTypeID = silentHit ? CGameRules::EHitType::SilentMelee : m_hitTypeID;
					HitInfo info(m_pWeapon->GetOwnerId(), pTarget->GetId(), m_pWeapon->GetEntityId(),
						damage * damageScale, 0.0f, surfaceIdx, partId, hitTypeID, pt, dir, normal);

					if (m_pMeleeParams->meleeparams.knockdown_chance>0 && Random(100) < m_pMeleeParams->meleeparams.knockdown_chance)
						info.knocksDown = true;

					info.remote = remote;

					pGameRules->ClientHit(info);
				}

				if (pAttackerPlayer && pAttackerPlayer->IsClient())
				{
					const Vec3 posOffset = (pt - pTarget->GetWorldPos());
					SMeleeHitParams params;

					params.m_boostedMelee = false;
					params.m_hitNormal = normal;
					params.m_hitOffset = posOffset;
					params.m_surfaceIdx = surfaceIdx;
					params.m_targetId = pTarget->GetId();

					pAttackerPlayer->OnMeleeHit(params);
				}
			}
			else
			{
				//Play Material FX
				PlayHitMaterialEffect(pt, normal, false, surfaceIdx);
			}
		}

		if (pTarget)
		{
			CActor *pCTargetActor = static_cast<CActor*>(pTargetActor);
			CPlayer* pTargetPlayer = (pTargetActor && pTargetActor->IsPlayer()) ? static_cast<CPlayer*>(pTargetActor) : NULL;

			if(pTargetPlayer && pTargetPlayer->IsClient())
			{
				if(m_pMeleeParams->meleeparams.trigger_client_reaction)
				{
					pTargetPlayer->TriggerMeleeReaction();
				}
			}
		}
	}

	return hitTypeID;
}