Exemplo n.º 1
0
void CCameraRPCs::SetCameraTarget ( NetBitStreamInterface& bitStream )
{
    ElementID targetID;
    if ( bitStream.Read ( targetID ) )
    {
        CClientEntity * pEntity = CElementIDs::GetElement ( targetID );
        if ( pEntity )
        {
            // Save our current target for later
            CClientEntity * pPreviousTarget = m_pCamera->GetTargetEntity ();

            switch ( pEntity->GetType () )
            {
                case CCLIENTPLAYER:
                {
                    CClientPlayer* pPlayer = static_cast < CClientPlayer* > ( pEntity );
                    if ( pPlayer->IsLocalPlayer () )
                    {
                        // Return the focus to the local player
                        m_pCamera->SetFocusToLocalPlayer ();
                    }
                    else
                    {
                        // Put the focus on that player
                        m_pCamera->SetFocus ( pPlayer, MODE_BEHINDCAR, false );
                    }
                    break;
                }
                default:
                    return;
            }
        }
    }
}
Exemplo n.º 2
0
void CElementRPCs::SetElementPosition ( NetBitStreamInterface& bitStream )
{
    // Read out the entity id and the position
    ElementID ID;
    CVector vecPosition;
    unsigned char ucTimeContext;
    if ( bitStream.Read ( ID ) &&
         bitStream.Read ( vecPosition.fX ) &&
         bitStream.Read ( vecPosition.fY ) &&
         bitStream.Read ( vecPosition.fZ ) &&
         bitStream.Read ( ucTimeContext ) )
    {
        // Grab the entity
        CClientEntity* pEntity = CElementIDs::GetElement ( ID );
        if ( pEntity )
        {            
            // Update the sync context to the new one
            pEntity->SetSyncTimeContext ( ucTimeContext );

            // If it's a player, use Teleport
            if ( pEntity->GetType () == CCLIENTPLAYER )
            {
                unsigned char ucWarp = 1;
                bitStream.Read ( ucWarp );

                CClientPlayer* pPlayer = static_cast < CClientPlayer* > ( pEntity );

                if ( ucWarp )
                {
                    pPlayer->Teleport ( vecPosition );
                    pPlayer->ResetInterpolation ();
                }
                else
                {
                    pPlayer->SetPosition ( vecPosition );
                }

                // If local player, reset return position (so we can't warp back if connection fails)
                if ( pPlayer->IsLocalPlayer () )
                {
                    m_pClientGame->GetNetAPI ()->ResetReturnPosition ();
                }
            }
            else if ( pEntity->GetType () == CCLIENTVEHICLE ) 
            {
                CClientVehicle* pVehicle = static_cast < CClientVehicle* > ( pEntity );
                pVehicle->RemoveTargetPosition ();
                pVehicle->SetPosition ( vecPosition );
            }
            else
            {
                // Set its position
                pEntity->SetPosition ( vecPosition );
            }
        }
    }
}
void CClientPlayerManager::DoPulse ( void )
{
    unsigned long ulCurrentTime = CClientTime::GetTime ();
    CClientPlayer * pPlayer = NULL;
    vector < CClientPlayer* > ::const_iterator iter = m_Players.begin ();
    for ( ; iter != m_Players.end (); ++iter )
    {
        pPlayer = *iter;

        if ( !pPlayer->IsLocalPlayer () )
        {
            // Pulse voice data if voice is enabled
            if ( g_pClientGame->GetVoiceRecorder()->IsEnabled() && pPlayer->GetVoice() )
                pPlayer->GetVoice()->DoPulse();

            // Flag him with connection error if its been too long since last puresync and force his position
            unsigned long ulLastPuresyncTime = pPlayer->GetLastPuresyncTime ();
            bool bHasConnectionTrouble = ( ulLastPuresyncTime != 0 && ulCurrentTime >= ulLastPuresyncTime + REMOTE_PLAYER_CONNECTION_TROUBLE_TIME );
            if ( bHasConnectionTrouble && !g_pClientGame->IsDownloadingBigPacket () && !pPlayer->IsDeadOnNetwork () )
            {
                pPlayer->SetHasConnectionTrouble ( true );

                // Reset his controller so he doesn't get stuck shooting or something
                CControllerState State;
                memset ( &State, 0, sizeof ( CControllerState ) );
                pPlayer->SetControllerState ( State );

                // Grab his vehicle if any and force the position to where he was last sync
                CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle ();
                if ( pVehicle )
                {
                    // Is he driving the vehicle?
                    if ( pPlayer->GetOccupiedVehicleSeat () == 0 )
                    {
                        // Force his position to where he was last sync
                        pVehicle->SetPosition ( pPlayer->GetLastPuresyncPosition () );
                        pVehicle->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
                        pVehicle->SetTurnSpeed ( CVector ( 0, 0, 0 ) );
                        pPlayer->ResetInterpolation ();
                    }
                }
                else
                {
                    // Force his position to where he was last sync
                    pPlayer->SetPosition ( pPlayer->GetLastPuresyncPosition () );
                    pPlayer->ResetInterpolation ();
                    pPlayer->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
                    pPlayer->ResetInterpolation ();
                }
            }
            else
            {
                pPlayer->SetHasConnectionTrouble ( false );
            }
        }
    }
}
Exemplo n.º 4
0
void CElementRPCs::SetElementDimension ( NetBitStreamInterface& bitStream )
{
    ElementID ID;
    unsigned short usDimension;
    if ( bitStream.Read ( ID ) && bitStream.Read ( usDimension ) )
    {
        CClientEntity* pEntity = CElementIDs::GetElement ( ID );
        if ( pEntity )
        {
            if ( pEntity->GetType () == CCLIENTTEAM )
            {
                CClientTeam* pTeam = static_cast < CClientTeam* > ( pEntity );
                list < CClientPlayer* > ::const_iterator iter = pTeam->IterBegin ();
                for ( ; iter != pTeam->IterEnd () ; iter++ )
                {
                    CClientPlayer* pPlayer = *iter;
                    if ( pPlayer->IsLocalPlayer () )
                    {
                        // Update all of our streamers/managers to the local player's dimension
                        m_pClientGame->SetAllDimensions ( usDimension );
                    }

                    pPlayer->SetDimension ( usDimension );
                }
            }
            else
            {
                if ( pEntity->GetType () == CCLIENTPLAYER )
                {
                    CClientPlayer* pPlayer = static_cast < CClientPlayer* > ( pEntity );
                    if ( pPlayer->IsLocalPlayer () )
                    {
                        // Update all of our streamers/managers to the local player's dimension
                        m_pClientGame->SetAllDimensions ( usDimension );
                    }         
                }
                
                pEntity->SetDimension ( usDimension );
            }
        }
    }
}
Exemplo n.º 5
0
void CNametags::DrawFromAim()
{
    unsigned long ulCurrentTime = CClientTime::GetTime();

    // Got any players that are not local?
    if (m_pPlayerManager->Count() > 1)
    {
        // Grab the local player
        CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer();
        if (pLocalPlayer)
        {
            // Grab the current time and the camera
            unsigned long ulCurrentTime = CClientTime::GetTime();
            CCamera*      pCamera = g_pGame->GetCamera();

            // Grab our controller state
            CControllerState State;
            g_pGame->GetPad()->GetCurrentControllerState(&State);

            // Grab our current weapon slot. Use screen center if melee or none
            CVector     vecStart;
            CVector     vecTarget;
            eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot();
            if (eSlot == WEAPONSLOT_TYPE_UNARMED || eSlot == WEAPONSLOT_TYPE_MELEE || eSlot == WEAPONSLOT_TYPE_RIFLE || eSlot == WEAPONSLOT_TYPE_THROWN ||
                eSlot == WEAPONSLOT_TYPE_SPECIAL || eSlot == WEAPONSLOT_TYPE_GIFT || eSlot == WEAPONSLOT_TYPE_PARACHUTE || eSlot == WEAPONSLOT_TYPE_DETONATOR)
            {
                // Grab the active cam
                CCamera* pCamera = g_pGame->GetCamera();
                CCam*    pActive = pCamera->GetCam(pCamera->GetActiveCam());

                // Grab the camera matrix
                CMatrix matCamera;
                pCamera->GetMatrix(&matCamera);
                vecStart = matCamera.vPos;

                // Range
                float        fRange;
                eWeaponType  eWeapon = pLocalPlayer->GetCurrentWeaponType();
                float        fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon));
                CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill);
                if (pWeaponStat)
                {
                    fRange = pWeaponStat->GetTargetRange();
                }
                else
                {
                    fRange = MELEE_VISIBLE_RANGE;
                }

                // Find the target position
                CVector vecFront = *pActive->GetFront();
                vecFront.Normalize();
                vecTarget = *pActive->GetSource() + vecFront * fRange;
            }
            else
            {
                // Grab the weapon and keysync state. If it exists and he holds Target down
                CWeapon* pPlayerWeapon = pLocalPlayer->GetWeapon();
                if (pPlayerWeapon && State.RightShoulder1)
                {
                    // Grab the gun muzzle position
                    eWeaponType  eWeapon = pLocalPlayer->GetCurrentWeaponType();
                    float        fSkill = pLocalPlayer->GetStat(g_pGame->GetStats()->GetSkillStatIndex(eWeapon));
                    CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager()->GetWeaponStatsFromSkillLevel(eWeapon, fSkill);

                    CVector vecGunMuzzle = *pWeaponStat->GetFireOffset();
                    pLocalPlayer->GetTransformedBonePosition(BONE_RIGHTWRIST, vecGunMuzzle);

                    // Grab the target point
                    pCamera->Find3rdPersonCamTargetVector(AIM_VISIBLE_RANGE, &vecGunMuzzle, &vecStart, &vecTarget);
                }
                else
                {
                    // Grab the active cam
                    CCam* pActive = pCamera->GetCam(pCamera->GetActiveCam());

                    // Grab the camera matrix
                    CMatrix matCamera;
                    pCamera->GetMatrix(&matCamera);
                    vecStart = matCamera.vPos;

                    // Find the target position
                    CVector vecFront = *pActive->GetFront();
                    vecFront.Normalize();
                    vecTarget = *pActive->GetSource() + vecFront * MELEE_VISIBLE_RANGE;
                }
            }

            // Ignore the local player for this
            pLocalPlayer->WorldIgnore(true);

            // Do the raycast
            CColPoint*        pColPoint = NULL;
            CEntity*          pEntity = NULL;
            SLineOfSightFlags flags;
            flags.bCheckBuildings = true;
            flags.bCheckVehicles = true;
            flags.bCheckPeds = true;
            flags.bCheckObjects = true;
            flags.bCheckDummies = true;
            flags.bSeeThroughStuff = true;
            flags.bIgnoreSomeObjectsForCamera = false;
            flags.bShootThroughStuff = true;
            g_pGame->GetWorld()->ProcessLineOfSight(&vecStart, &vecTarget, &pColPoint, &pEntity, flags);
            if (pColPoint)
                pColPoint->Destroy();

            // Un-ignore the local player
            pLocalPlayer->WorldIgnore(false);

            // Did we find an entity?
            if (pEntity)
            {
                // Grab the CClientEntity belonging to this game_sa entity
                CClientEntity* pClientEntity = reinterpret_cast<CClientEntity*>(pEntity->GetStoredPointer());
                if (pClientEntity)
                {
                    // Is it a vehicle? Is it a ped?
                    eClientEntityType EntityType = pClientEntity->GetType();
                    if (EntityType == CCLIENTVEHICLE)
                    {
                        CClientVehicle* pClientVehicle = static_cast<CClientVehicle*>(pClientEntity);

                        // Set the current time as the last draw time for all players inside
                        CClientPed* pPed;
                        int         i;
                        for (i = 0; i < 8; i++)
                        {
                            // Grab this seat's occupant and set its last nametag show time to now
                            pPed = pClientVehicle->GetOccupant(i);
                            if (pPed && pPed->GetType() == CCLIENTPLAYER)
                            {
                                static_cast<CClientPlayer*>(pPed)->SetLastNametagShow(ulCurrentTime);
                            }
                        }
                    }
                    else if (EntityType == CCLIENTPLAYER)
                    {
                        // Grab the player this entity is
                        CClientPlayer* pClientPlayer = static_cast<CClientPlayer*>(pClientEntity);
                        if (pClientPlayer)
                        {
                            // Set now as the last time we had the cursor above him
                            pClientPlayer->SetLastNametagShow(ulCurrentTime);
                        }
                    }
                }
            }

            // Grab the local player vehicle
            CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle();

            // Draw the nametags we need to
            CClientPlayer*                              pPlayer;
            CClientStreamElement*                       pElement;
            list<CClientStreamElement*>::const_iterator iter = m_pPlayerStreamer->ActiveElementsBegin();
            for (; iter != m_pPlayerStreamer->ActiveElementsEnd(); ++iter)
            {
                pElement = *iter;
                if (!pElement->IsStreamedIn())
                    continue;
                if (pElement->GetType() != CCLIENTPLAYER)
                    continue;
                pPlayer = static_cast<CClientPlayer*>(pElement);
                if (pPlayer->IsLocalPlayer())
                    continue;

                // Is he in the same vehicle as the local player?
                if (pLocalVehicle && pPlayer->GetOccupiedVehicle() == pLocalVehicle)
                {
                    pPlayer->SetLastNametagShow(ulCurrentTime);
                }

                // Can we show this player's nametag
                unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow();
                if (ulLastNametagShow != 0 && ulCurrentTime <= ulLastNametagShow + NAMETAG_END_FADE_TIME)
                {
                    unsigned long ulLastNametagShow = pPlayer->GetLastNametagShow();
                    // Calculate the alpha modifier
                    float fAlphaTimeModifier;
                    if (ulCurrentTime < ulLastNametagShow + NAMETAG_BEGIN_FADE_TIME)
                    {
                        fAlphaTimeModifier = 1.0f;
                    }
                    else
                    {
                        fAlphaTimeModifier = 1.0f - (ulCurrentTime - ulLastNametagShow - NAMETAG_BEGIN_FADE_TIME) / 1000.0f;
                    }

                    // Calculate the alpha for the nametag
                    unsigned char ucAlpha = static_cast<unsigned char>(180.0f * fAlphaTimeModifier);

                    // Draw it
                    DrawTagForPlayer(pPlayer, ucAlpha);
                }
            }
        }
    }
}
Exemplo n.º 6
0
void CNametags::DrawDefault()
{
    // Grab the resolution width and height
    static float fResWidth = static_cast<float>(g_pCore->GetGraphics()->GetViewportWidth());
    static float fResHeight = static_cast<float>(g_pCore->GetGraphics()->GetViewportHeight());

    // Got any players that are not local?
    if (m_pPlayerManager->Count() <= 1)
        return;

    list<CClientPlayer*> playerTags;

    // Grab the local player
    CClientPlayer* pLocalPlayer = m_pPlayerManager->GetLocalPlayer();
    if (!pLocalPlayer)
        return;

    CClientVehicle* pSniperTargetedVehicle = NULL;
    CClientPlayer*  pSniperTargetedPlayer = NULL;

    // Grab our current weapon slot. Use screen center if melee or none
    eWeaponSlot eSlot = pLocalPlayer->GetCurrentWeaponSlot();
    if (eSlot >= WEAPONSLOT_TYPE_HANDGUN && eSlot <= WEAPONSLOT_TYPE_RIFLE)
    {
        CVector vecOrigin, vecTarget;
        pLocalPlayer->GetShotData(&vecOrigin, &vecTarget);

        // Ignore the local player for this
        pLocalPlayer->WorldIgnore(true);

        // Do the raycast
        CColPoint*        pColPoint = NULL;
        CEntity*          pEntity = NULL;
        SLineOfSightFlags flags;
        flags.bCheckBuildings = true;
        flags.bCheckVehicles = true;
        flags.bCheckPeds = true;
        flags.bCheckObjects = true;
        flags.bCheckDummies = true;
        flags.bSeeThroughStuff = true;
        flags.bIgnoreSomeObjectsForCamera = false;
        flags.bShootThroughStuff = true;
        g_pGame->GetWorld()->ProcessLineOfSight(&vecOrigin, &vecTarget, &pColPoint, &pEntity, flags);
        if (pColPoint)
            pColPoint->Destroy();

        // Un-ignore the local player
        pLocalPlayer->WorldIgnore(false);

        // Did we find an entity?
        if (pEntity)
        {
            // Grab the CClientEntity belonging to this game_sa entity
            CClientEntity* pClientEntity = reinterpret_cast<CClientEntity*>(pEntity->GetStoredPointer());
            if (pClientEntity)
            {
                // Is it a vehicle? Is it a ped?
                eClientEntityType EntityType = pClientEntity->GetType();
                switch (EntityType)
                {
                    case CCLIENTVEHICLE:
                    {
                        pSniperTargetedVehicle = static_cast<CClientVehicle*>(pClientEntity);
                        break;
                    }
                    case CCLIENTPLAYER:
                    {
                        pSniperTargetedPlayer = static_cast<CClientPlayer*>(pClientEntity);
                        break;
                    }
                    default:
                        break;
                }
            }
        }
    }

    // Grab the local player vehicle
    CClientVehicle* pLocalVehicle = pLocalPlayer->GetOccupiedVehicle();
    CVehicle*       pLocalGameVehicle = NULL;
    if (pLocalVehicle)
        pLocalGameVehicle = pLocalVehicle->GetGameVehicle();

    CMatrix CameraMatrix;
    g_pGame->GetCamera()->GetMatrix(&CameraMatrix);

    // Remove collision from our local vehicle (if we have one)
    if (pLocalVehicle)
        pLocalVehicle->WorldIgnore(true);

    // Draw the nametags we need to
    CVector                                     vecPlayerPosition;
    CClientVehicle*                             pPlayerVehicle = NULL;
    float                                       fDistanceExp;
    bool                                        bCollision;
    CColPoint*                                  pColPoint = NULL;
    CEntity*                                    pGameEntity = NULL;
    CClientEntity*                              pEntity = NULL;
    CClientPlayer*                              pPlayer;
    CClientStreamElement*                       pElement;
    list<CClientStreamElement*>::const_iterator iter = m_pPlayerStreamer->ActiveElementsBegin();
    for (; iter != m_pPlayerStreamer->ActiveElementsEnd(); ++iter)
    {
        pElement = *iter;
        if (!pElement->IsStreamedIn())
            continue;
        if (pElement->GetType() != CCLIENTPLAYER)
            continue;
        pPlayer = static_cast<CClientPlayer*>(pElement);
        if (pPlayer->IsLocalPlayer())
            continue;

        // Get the distance from the camera
        pPlayer->GetPosition(vecPlayerPosition);
        fDistanceExp = pPlayer->GetExpDistance();
        pPlayerVehicle = pPlayer->GetOccupiedVehicle();

        // Is he in the same vehicle as the local player?
        if ((pSniperTargetedPlayer == pPlayer) || (pSniperTargetedVehicle && pSniperTargetedVehicle == pPlayerVehicle) ||
            (pLocalVehicle && pLocalVehicle == pPlayerVehicle) || (fDistanceExp < DEFAULT_VIEW_RANGE_EXP && pPlayer->IsOnScreen()))
        {
            SLineOfSightFlags flags;
            flags.bCheckBuildings = true;
            flags.bCheckVehicles = true;
            flags.bCheckPeds = false;
            flags.bCheckObjects = true;
            bCollision = g_pCore->GetGame()->GetWorld()->ProcessLineOfSight(&CameraMatrix.vPos, &vecPlayerPosition, &pColPoint, &pGameEntity, flags);
            if (!bCollision || (pGameEntity && pPlayerVehicle && pGameEntity == pPlayerVehicle->GetGameEntity()))
            {
                pPlayer->SetNametagDistance(sqrt(fDistanceExp));
                playerTags.push_front(pPlayer);
            }

            // Destroy the colpoint
            if (pColPoint)
                pColPoint->Destroy();
        }
    }

    // Readd collision from our local vehicle (if we have one)
    if (pLocalVehicle)
        pLocalVehicle->WorldIgnore(false);

    // Draw each player's nametag
    float                          fAlphaModifier;
    unsigned char                  ucAlpha;
    float                          fDistance;
    list<CClientPlayer*>::iterator iterTags = playerTags.begin();
    for (; iterTags != playerTags.end(); ++iterTags)
    {
        pPlayer = *iterTags;
        fDistance = pPlayer->GetNametagDistance();

        static float fFullAlphaDistance = 7.0f;
        if ((fDistance < fFullAlphaDistance) || (pSniperTargetedPlayer && pSniperTargetedPlayer == pPlayer) ||
            (pSniperTargetedVehicle && pSniperTargetedVehicle == pPlayer->GetOccupiedVehicle()))
        {
            fAlphaModifier = 1.0f;
        }
        else
        {
            fAlphaModifier = 1.0f - ((fDistance - fFullAlphaDistance) / (DEFAULT_VIEW_RANGE - fFullAlphaDistance));
        }

        // Calculate the alpha for the nametag
        ucAlpha = static_cast<unsigned char>(180.0f * fAlphaModifier);

        // Draw the tag
        DrawTagForPlayer(pPlayer, ucAlpha);
    }
}
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 ();
}