//------------------------------------------------------------------------
void CMelee::NetShootEx(const Vec3 &pos, const Vec3 &dir, const Vec3 &vel, const Vec3 &hit, float extra, int ph)
{
	CActor *pActor = m_pWeapon->GetOwnerActor();

	if(!pActor)
	{
		return;
	}

	IMovementController *pMC = pActor->GetMovementController();

	if (!pMC)
	{
		return;
	}

	float strength = 1.0f;//pActor->GetActorStrength();

	if (!PerformRayTest(pos, dir, strength, true))
		if(!PerformCylinderTest(pos, dir, strength, true))
		{
			ApplyCameraShake(false);
		}

	m_ignoredEntity = 0;
	m_meleeScale = 1.0f;
}
Пример #2
0
//------------------------------------------------------------------------
void CMelee::NetShootEx(const Vec3 &pos, const Vec3 &dir, const Vec3 &vel, const Vec3 &hit, float extra, int ph)
{
	CActor *pActor = m_pWeapon->GetOwnerActor();
	if(!pActor)
		return;

	IMovementController * pMC = pActor->GetMovementController();
	if (!pMC)
		return;

	float strength = 1.0f;//pActor->GetActorStrength();
	if (pActor->GetActorClass() == CPlayer::GetActorClassType())
	{
		CPlayer *pPlayer = (CPlayer *)pActor;
		if (CNanoSuit *pSuit = pPlayer->GetNanoSuit())
		{
			ENanoMode curMode = pSuit->GetMode();
			if (curMode == NANOMODE_STRENGTH)
			{
				strength = pActor->GetActorStrength();
				strength = strength * (1.0f + 2.0f * pSuit->GetSlotValue(NANOSLOT_STRENGTH)*STRENGTH_MULT);
			}
		}
	}

	if (!PerformRayTest(pos, dir, strength, true))
		if(!PerformCylinderTest(pos, dir, strength, true))
			ApplyCameraShake(false);

	m_ignoredEntity = 0;
	m_meleeScale = 1.0f;
}
Пример #3
0
//------------------------------------------------------------------------
void CMelee::NetShootEx(const Vec3 &pos, const Vec3 &dir, const Vec3 &vel, const Vec3 &hit, float extra, int ph)
{
	float strength=GetOwnerStrength();

	if (!PerformRayTest(pos, dir, strength, true))
		if(!PerformCylinderTest(pos, dir, strength, true))
			ApplyCameraShake(false);

	m_ignoredEntity = 0;
	m_meleeScale = 1.0f;
}
//------------------------------------------------------------------------
void CMelee::Update(float frameTime, uint32 frameId)
{
	FUNCTION_PROFILER( GetISystem(), PROFILE_GAME );
	bool requireUpdate = false;

	if (m_attacking)
	{
		requireUpdate = true;

		if (m_delayTimer > 0.0f)
		{
			m_delayTimer -= frameTime;

			if (m_delayTimer <= 0.0f)
			{
				m_delayTimer = 0.0f;
			}
		}
		else
		{
			if (!m_attacked)
			{
				m_attacked = true;
				CActor *pActor = m_pWeapon->GetOwnerActor();

				if(!pActor)
				{
					return;
				}

				Vec3 pos(ZERO);
				Vec3 dir(ZERO);
				IMovementController *pMC = pActor->GetMovementController();

				if (!pMC)
				{
					return;
				}

				float strength = 1.0f;//pActor->GetActorStrength();
				SMovementState info;
				pMC->GetMovementState(info);
				pos = info.eyePosition;
				dir = info.eyeDirection;

				if (!PerformRayTest(pos, dir, strength, false))
					if(!PerformCylinderTest(pos, dir, strength, false))
					{
						ApplyCameraShake(false);
					}

				m_ignoredEntity = 0;
				m_meleeScale = 1.0f;
				m_pWeapon->RequestMeleeAttack(m_pWeapon->GetMeleeFireMode() == this, pos, dir);
			}
		}
	}

	if (requireUpdate)
	{
		m_pWeapon->RequireUpdate(eIUS_FireMode);
	}
}
//------------------------------------------------------------------------
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());
}
Пример #6
0
//------------------------------------------------------------------------
void CMelee::Update(float frameTime, uint frameId)
{
	FUNCTION_PROFILER( GetISystem(), PROFILE_GAME );

	bool requireUpdate = false;
	
	if (m_attacking)
	{
		requireUpdate = true;
		if (m_delayTimer>0.0f)
		{
			m_delayTimer-=frameTime;
			if (m_delayTimer<=0.0f)
				m_delayTimer=0.0f;
		}
		else
		{
			if (!m_attacked)
			{
				m_attacked = true;

				CActor *pActor = m_pWeapon->GetOwnerActor();
				if(!pActor)
					return;

				Vec3 pos(ZERO);
				Vec3 dir(ZERO);
				IMovementController * pMC = pActor->GetMovementController();
				if (!pMC)
					return;

				float strength = 1.0f;//pActor->GetActorStrength();
				if (pActor->GetActorClass() == CPlayer::GetActorClassType())
				{
					CPlayer *pPlayer = (CPlayer *)pActor;
					if (CNanoSuit *pSuit = pPlayer->GetNanoSuit())
					{
						ENanoMode curMode = pSuit->GetMode();
						if (curMode == NANOMODE_STRENGTH)
						{
							strength = pActor->GetActorStrength();
							strength = strength * (1.0f + 2.0f * pSuit->GetSlotValue(NANOSLOT_STRENGTH)* STRENGTH_MULT);
							if(!pPlayer->IsPlayer() && g_pGameCVars->g_difficultyLevel < 4)
								strength *= g_pGameCVars->g_AiSuitStrengthMeleeMult;
						}
					}
				}

				SMovementState info;
				pMC->GetMovementState(info);
				pos = info.eyePosition;
				dir = info.eyeDirection;
				if (!PerformRayTest(pos, dir, strength, false))
					if(!PerformCylinderTest(pos, dir, strength, false))
						ApplyCameraShake(false);

				m_ignoredEntity = 0;
				m_meleeScale = 1.0f;
				
				m_pWeapon->RequestMeleeAttack(m_pWeapon->GetMeleeFireMode()==this, pos, dir);
			}
		}
	}

	if (requireUpdate)
		m_pWeapon->RequireUpdate(eIUS_FireMode);
}
Пример #7
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());
}