//------------------------------------------------------------------------
IMPLEMENT_RMI(CWeapon, SvRequestShoot)
{
    CHECK_OWNER_REQUEST();

    bool ok=true;
    CActor *pActor=GetActorByNetChannel(pNetChannel);
    if (!pActor || pActor->IsDead())
        ok=false;

    if (ok)
    {
        m_fireCounter++;
        m_expended_ammo++;

        IActor *pLocalActor=m_pGameFramework->GetClientActor();
        bool isLocal = pLocalActor && (pLocalActor->GetChannelId() == pActor->GetChannelId());

#ifdef SERVER_CHECKS
        const float fCurrentTime = gEnv->pTimer->GetAsyncCurTime();
        const int kOldShotId = m_lastShotId;
        if(ShouldEndVerificationSample(fCurrentTime, params.shotId))
        {
            EndVerificationSample(pActor, kOldShotId);
            StartVerificationSample(fCurrentTime);
        }

        m_fLastSampleTakenTime = fCurrentTime;
        m_fSampleNumShots += 1.0f;

        CPlayer * pPlayer = static_cast<CPlayer*>(pActor);
        pPlayer->GetShotCounter()->RecordShot();
#endif

        if (!isLocal)
        {
            NetShoot(params.hit, 0, params.fireModeId);
        }

        CHANGED_NETWORK_STATE(this, ASPECT_STREAM);
    }

#ifdef SERVER_CHECKS
    CGameRules * pGameRules = static_cast<CGameRules*>(g_pGame->GetGameRules());
    if(pGameRules)	//really we should assert here. I struggle to think of a situation where someone is requesting a shot but there are no GameRules...
    {
        IGameRulesDamageHandlingModule * pDamageHandler = pGameRules->GetDamageHandlingModule();
        assert(pDamageHandler);
        pDamageHandler->RegisterShotIdentification(pActor->GetEntityId(), this, params.shotId);
    }
#endif

    return true;
}
void CLocalPlayerComponent::UpdatePlayerLowHealthStatus( const float oldHealth )
{
	const float healthThrLow = g_pGameCVars->g_playerLowHealthThreshold;
	const float healthThrMid = g_pGameCVars->g_playerMidHealthThreshold;

	const float maxHealth = (float)m_rPlayer.GetMaxHealth();
	const float minHealth = 0; 
	const float currentHealth = m_rPlayer.m_health.GetHealth();
	const bool isDead = m_rPlayer.m_health.IsDead();
	
	CRY_ASSERT( maxHealth > minHealth );

	//Extra 'mid-low' health sound hint
	if ((currentHealth <= healthThrMid) && (oldHealth > healthThrMid))
	{
		m_rPlayer.PlaySound(CPlayer::ESound_EnterMidHealth);
		m_playedMidHealthSound = true;
	}
	else if ((oldHealth <= healthThrMid) && (currentHealth > healthThrMid) && m_playedMidHealthSound)
	{
		m_rPlayer.PlaySound(CPlayer::ESound_EnterMidHealth, false);
		m_rPlayer.PlaySound(CPlayer::ESound_ExitMidHealth);
		m_playedMidHealthSound = false;
	}

	if((currentHealth <= healthThrLow) && (oldHealth > healthThrLow))
	{
		if(!isDead)
		{
			m_rPlayer.SetClientSoundmood(CPlayer::ESoundmood_LowHealth);
		}

		IAIObject* pAI = m_rPlayer.GetEntity()->GetAI();
		if (pAI)
		{
			float mercyTimeScale = 1.0f;
			
			SAIEVENT aiEvent;
			aiEvent.fThreat = mercyTimeScale;
			pAI->Event(AIEVENT_LOWHEALTH, &aiEvent);

			CGameRules* pGameRules = g_pGame->GetGameRules();
			if(pGameRules != NULL)
			{
				IGameRulesDamageHandlingModule* pDamageHandling = pGameRules->GetDamageHandlingModule();
				if(pDamageHandling != NULL)
				{
					pDamageHandling->OnGameEvent(IGameRulesDamageHandlingModule::eGameEvent_LocalPlayerEnteredMercyTime);
				}
			}
		}
	}
	else if((currentHealth > healthThrLow) && (oldHealth <= healthThrLow))
	{
		m_rPlayer.SetClientSoundmood(CPlayer::ESoundmood_Alive);
	}

	const float k_minDamageForHit = 10.0f;	//this is partly to deal with small differences in health over the network
	if(!isDead && (currentHealth < oldHealth - k_minDamageForHit))
	{
		m_rPlayer.SendMusicLogicEvent(eMUSICLOGICEVENT_PLAYER_WOUNDED);
	}

	const float defiantSkillKillLowHealth = maxHealth * g_pGameCVars->g_defiant_lowHealthFraction;

	if(currentHealth > defiantSkillKillLowHealth)
	{
		m_timeEnteredLowHealth = 0.f;
	}
	else if(m_timeEnteredLowHealth <= 0.f)
	{
		m_timeEnteredLowHealth = gEnv->pTimer->GetFrameStartTime();
	}
}