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 (); }
void CClientWeapon::FireInstantHit ( CVector & vecOrigin, CVector & vecTarget ) #endif { CVector vecDirection = vecTarget - vecOrigin; vecDirection.Normalize (); CClientEntity * pAttachedTo = GetAttachedTo (); CEntity * pColEntity = NULL; CColPoint * pColPoint = NULL; SLineOfSightBuildingResult pBuildingResult; CEntitySAInterface * pEntity = NULL; if ( m_Type != WEAPONTYPE_SHOTGUN ) { //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 ) { 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 ) ) { 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 ( pColEntity && pColEntity->GetEntityType () == ENTITY_TYPE_PED ) { ePedPieceTypes hitZone = ( ePedPieceTypes ) pColPoint->GetPieceTypeB (); short sDamage = m_pWeaponInfo->GetDamagePerHit (); m_pWeapon->GenerateDamageEvent ( dynamic_cast < CPed * > ( pColEntity ), m_pObject, m_Type, sDamage, hitZone, 0 ); } } #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 (); }