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 (); }
int CLuaFunctionDefs::ProcessLineOfSight ( lua_State * luaVM ) { int iArgument1 = lua_type ( luaVM, 1 ); int iArgument2 = lua_type ( luaVM, 2 ); int iArgument3 = lua_type ( luaVM, 3 ); int iArgument4 = lua_type ( luaVM, 4 ); int iArgument5 = lua_type ( luaVM, 5 ); int iArgument6 = lua_type ( luaVM, 6 ); if ( ( iArgument1 == LUA_TNUMBER || iArgument1 == LUA_TSTRING ) && ( iArgument2 == LUA_TNUMBER || iArgument2 == LUA_TSTRING ) && ( iArgument3 == LUA_TNUMBER || iArgument3 == LUA_TSTRING ) && ( iArgument4 == LUA_TNUMBER || iArgument4 == LUA_TSTRING ) && ( iArgument5 == LUA_TNUMBER || iArgument5 == LUA_TSTRING ) && ( iArgument6 == LUA_TNUMBER || iArgument6 == LUA_TSTRING ) ) { CVector vecStart ( static_cast < float > ( lua_tonumber ( luaVM, 1 ) ), static_cast < float > ( lua_tonumber ( luaVM, 2 ) ), static_cast < float > ( lua_tonumber ( luaVM, 3 ) ) ); CVector vecEnd ( static_cast < float > ( lua_tonumber ( luaVM, 4 ) ), static_cast < float > ( lua_tonumber ( luaVM, 5 ) ), static_cast < float > ( lua_tonumber ( luaVM, 6 ) ) ); CColPoint* pColPoint = NULL; CClientEntity* pColEntity = NULL; bool bCheckBuildings = true, bCheckVehicles = true, bCheckPeds = true, bCheckObjects = true, bCheckDummies = true, bSeeThroughStuff = false, bIgnoreSomeObjectsForCamera = false, bShootThroughStuff = false; CEntity* pIgnoredEntity = NULL; if ( lua_type ( luaVM, 7 ) == LUA_TBOOLEAN ) { bCheckBuildings = ( lua_toboolean ( luaVM, 7 ) ) ? true:false; if ( lua_type ( luaVM, 8 ) == LUA_TBOOLEAN ) { bCheckVehicles = ( lua_toboolean ( luaVM, 8 ) ) ? true:false; if ( lua_type ( luaVM, 9 ) == LUA_TBOOLEAN ) { bCheckPeds = ( lua_toboolean ( luaVM, 9 ) ) ? true:false; if ( lua_type ( luaVM, 10 ) == LUA_TBOOLEAN ) { bCheckObjects = ( lua_toboolean ( luaVM, 10 ) ) ? true:false; if ( lua_type ( luaVM, 11 ) == LUA_TBOOLEAN ) { bCheckDummies = ( lua_toboolean ( luaVM, 11 ) ) ? true:false; if ( lua_type ( luaVM, 12 ) == LUA_TBOOLEAN ) { bSeeThroughStuff = ( lua_toboolean ( luaVM, 12 ) ) ? true:false; if ( lua_type ( luaVM, 13 ) == LUA_TBOOLEAN ) { bIgnoreSomeObjectsForCamera = ( lua_toboolean ( luaVM, 13 ) ) ? true:false; if ( lua_type ( luaVM, 14 ) == LUA_TBOOLEAN ) { bShootThroughStuff = ( lua_toboolean ( luaVM, 14 ) ) ? true:false; if ( lua_type ( luaVM, 15 ) == LUA_TLIGHTUSERDATA ) { CClientEntity* pEntity = lua_toelement ( luaVM, 15 ); if ( pEntity ) { switch ( pEntity->GetType () ) { case CCLIENTPED: case CCLIENTPLAYER: pIgnoredEntity = static_cast < CClientPed* > ( pEntity )->GetGamePlayer (); break; case CCLIENTVEHICLE: pIgnoredEntity = static_cast < CClientVehicle* > ( pEntity )->GetGameVehicle (); break; case CCLIENTOBJECT: pIgnoredEntity = static_cast < CClientObject* > ( pEntity )->GetGameObject (); break; } } } } } } } } } } } bool bCollision; if ( CStaticFunctionDefinitions::ProcessLineOfSight ( vecStart, vecEnd, bCollision, &pColPoint, &pColEntity, bCheckBuildings, bCheckVehicles, bCheckPeds, bCheckObjects, bCheckDummies, bSeeThroughStuff, bIgnoreSomeObjectsForCamera, bShootThroughStuff, pIgnoredEntity ) ) { // Got a collision? CVector vecColPosition; if ( pColPoint ) { // Get the collision position vecColPosition = *pColPoint->GetPosition (); // Delete the colpoint pColPoint->Destroy (); } lua_pushboolean ( luaVM, bCollision ); if ( bCollision ) { lua_pushnumber ( luaVM, vecColPosition.fX ); lua_pushnumber ( luaVM, vecColPosition.fY ); lua_pushnumber ( luaVM, vecColPosition.fZ ); if ( pColEntity ) lua_pushelement ( luaVM, pColEntity ); else lua_pushnil ( luaVM ); return 5; } return 1; } } else m_pScriptDebugging->LogBadType ( luaVM, "processLineOfSight" ); lua_pushboolean ( luaVM, false ); return 1; }
void cheat_handle_quickwarp(struct vehicle_info *vehicle_info, struct actor_info *actor_info) { if (KEYCOMBO_PRESSED(set.key_quickwarp)) { CCam *pCam = pGame->GetCamera()->GetCam(pGame->GetCamera()->GetActiveCam()); CVector camsrc(*pCam->GetSource()), src, target, tppos; CColPoint *pCollision = nullptr; CEntitySAInterface *pEntity = nullptr; if (pCam->GetMode() == MODE_AIMWEAPON || pCam->GetMode() == MODE_AIMWEAPON_ATTACHED || pCam->GetMode() == MODE_AIMWEAPON_FROMCAR) { // calculate target position by aim vector pGame->GetCamera()->Find3rdPersonCamTargetVector(700.0f, &camsrc, &src, &target); } else { // else by camera vector target = camsrc + *pCam->GetFront() * 700.0f; } // ignore self vehicle if (vehicle_info != nullptr) { *(::vehicle_info **)VAR_IgnoredEntity = vehicle_info; } if (GTAfunc_ProcessLineOfSight(&camsrc, &target, &pCollision, &pEntity, true, true, false, true, true, false, false, false)) { tppos = *pCollision->GetPosition(); tppos -= (*pCollision->GetNormal()) * 0.5f; if (pCollision->GetNormal()->fZ >= 0.5f || pPedSelf->GetAreaCode() != 0) { tppos.fZ += 1.0f; tppos.fZ = pGameInterface->GetWorld()->FindGroundZFor3DPosition(&tppos); } else { tppos.fZ = pGameInterface->GetWorld()->FindGroundZForPosition(tppos.fX, tppos.fY); } if (vehicle_info != nullptr) { // check for collision CVehicle *vehSelf = pPedSelf->GetVehicle(); if (vehSelf) { pCollision->Destroy(); // check for collision CVector vecVehicleGravity; vehSelf->GetGravity(&vecVehicleGravity); CVector vecVehicleAbove = (-vecVehicleGravity * 5.0f) + tppos; CVector vecVehicleBelow = (vecVehicleGravity * 5.0f) + tppos; bool bCollision = GTAfunc_ProcessLineOfSight(&vecVehicleAbove, &vecVehicleBelow, &pCollision, &pEntity, true, false, false, true, true, false, false, false); // not checking for vehicle collisions if (bCollision && pCollision) { // set vehicle to same Up position has surface normal CMatrix matVehicleSelf; vehSelf->GetMatrix(&matVehicleSelf); CVector vecCollisionNormal = *pCollision->GetNormal(); // get "down" from vehicle model CVector rotationAxis = matVehicleSelf.vUp; // normalize our vectors vecCollisionNormal.Normalize(); rotationAxis.Normalize(); // axis and rotation for gravity float theta = acos(rotationAxis.DotProduct(&vecCollisionNormal)); if (!near_zero(theta)) { rotationAxis.CrossProduct(&vecCollisionNormal); rotationAxis.Normalize(); rotationAxis.ZeroNearZero(); matVehicleSelf = matVehicleSelf.Rotate(&rotationAxis, -theta); } // set the new matrix vehSelf->SetMatrix(&matVehicleSelf); // set pos floats for actual teleporting tppos.fX = pCollision->GetPosition()->fX; tppos.fY = pCollision->GetPosition()->fY; tppos.fZ = pCollision->GetPosition()->fZ + 1.0f; // should be enough to stay above the ground properly } else { tppos.fZ += 0.5f; } cheat_vehicle_teleport(vehicle_info, &tppos.fX, gta_interior_id_get(), true); } } else if (actor_info != nullptr) { tppos.fZ += 1.0f; cheat_actor_teleport(actor_info, &tppos.fX, gta_interior_id_get()); } GTAfunc_TogglePlayerControllable(0); GTAfunc_LockActor(0); } if (pCollision != nullptr) { pCollision->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 (); }