Пример #1
0
void CVehicle::GetRotation ( CVector & vecRotation )
{
    if ( m_pAttachedTo ) GetAttachedRotation ( vecRotation );
    else
    {
        GetRotationDegrees ( vecRotation );
        ConvertDegreesToRadians ( vecRotation );
    }
}
void CClientWeapon::Fire ( bool bServerFire )
{

    if ( !m_pWeapon || !m_pObject || ( !IsLocalEntity ( ) && m_pOwner != g_pClientGame->GetLocalPlayer ( ) && bServerFire == false ) ) return;
    switch ( m_Type )
    {
        case WEAPONTYPE_PISTOL:
        case WEAPONTYPE_PISTOL_SILENCED:
        case WEAPONTYPE_DESERT_EAGLE:
#ifdef SHOTGUN_TEST
        case WEAPONTYPE_SHOTGUN: 
        case WEAPONTYPE_SAWNOFF_SHOTGUN:
        case WEAPONTYPE_SPAS12_SHOTGUN:
#endif
        case WEAPONTYPE_MICRO_UZI:
        case WEAPONTYPE_MP5:
        case WEAPONTYPE_AK47:
        case WEAPONTYPE_M4:
        case WEAPONTYPE_TEC9:
        case WEAPONTYPE_COUNTRYRIFLE:
        case WEAPONTYPE_SNIPERRIFLE:
        case WEAPONTYPE_MINIGUN:
        {
            CMatrix matOrigin;
            GetMatrix ( matOrigin );

            CVector vecTarget;
            float fDistance = m_pWeaponInfo->GetWeaponRange ();
            if ( m_targetType == TARGET_TYPE_ENTITY )
            {
                if ( m_pTarget )
                {
                    if ( m_pTarget->GetType ( ) == CCLIENTPED || m_pTarget->GetType ( ) == CCLIENTPLAYER )
                    {
                        CClientPed * pPed = (CClientPed *) (CClientEntity *) m_pTarget;
                        pPed->GetBonePosition( m_targetBone, vecTarget );
                    }
                    else
                    {
                        if ( m_pTarget->GetType() == CCLIENTVEHICLE )
                        {
                            if ( m_itargetWheel <= MAX_WHEELS )
                            {
                                CClientVehicle * pTarget = (CClientVehicle*)(CClientEntity *)m_pTarget;
                                vecTarget = pTarget->GetGameVehicle()->GetWheelPosition ( (eWheels)m_itargetWheel );
                            }
                            else
                                m_pTarget->GetPosition( vecTarget );
                        }
                        else
                            m_pTarget->GetPosition( vecTarget );
                    }
                    if ( m_weaponConfig.bShootIfTargetOutOfRange == false && (matOrigin.GetPosition() - vecTarget).Length() >= fDistance )
                    {
                        return;
                    }
                }
                else
                {
                    ResetWeaponTarget ( );
                }
            }
            else if ( m_targetType == TARGET_TYPE_VECTOR )
            {
                vecTarget = m_vecTarget;
                if ( m_weaponConfig.bShootIfTargetOutOfRange == false && (matOrigin.GetPosition() - vecTarget).Length() >= fDistance )
                {
                    return;
                }
            }
            else
            {
#ifndef SHOTGUN_TEST
                CVector vecFireOffset = *m_pWeaponInfo->GetFireOffset ();
                matOrigin = CMatrix( vecFireOffset, m_vecFireRotationNoTarget ) * matOrigin;
#endif
                CVector vecDirection ( 1, 0, 0 );
                vecDirection *= fDistance;
                vecTarget = matOrigin.TransformVector( vecDirection );
            }


            // Save
            short sDamage = m_pWeaponInfo->GetDamagePerHit ( );
            float fAccuracy = m_pWeaponInfo->GetAccuracy ( );
            float fTargetRange = m_pWeaponInfo->GetTargetRange ( );
            float fRange = m_pWeaponInfo->GetWeaponRange ( );

            // Set new
            m_pWeaponInfo->SetDamagePerHit ( m_pWeaponStat->GetDamagePerHit ( ) );
            m_pWeaponInfo->SetAccuracy ( m_pWeaponStat->GetAccuracy ( ) );
            m_pWeaponInfo->SetTargetRange ( m_pWeaponStat->GetTargetRange ( ) );
            m_pWeaponInfo->SetWeaponRange ( m_pWeaponStat->GetWeaponRange ( ) );

#ifdef SHOTGUN_TEST
            CVector vecFireOffset = *m_pWeaponInfo->GetFireOffset ();
            CMatrix matTemp = CMatrix( vecFireOffset ) * matOrigin;
#ifdef MARKER_DEBUG
            // Process
            m_pMarker->SetPosition ( matOrigin.GetPosition() );
#endif
            CVector vecTemp2;
            GetRotationDegrees(vecTemp2);
            vecTemp2.fZ -= 84.6f;
            SetRotationDegrees(vecTemp2);
            FireInstantHit ( matOrigin.GetPosition(), vecTarget-matOrigin.GetPosition(), matTemp.GetPosition() );
            vecTemp2.fZ += 84.6f;
            SetRotationDegrees(vecTemp2);
#else
            FireInstantHit ( matOrigin.GetPosition(), vecTarget, bServerFire );
#endif
            // Restore
            m_pWeaponInfo->SetDamagePerHit ( sDamage );
            m_pWeaponInfo->SetAccuracy ( fAccuracy );
            m_pWeaponInfo->SetTargetRange ( fTargetRange );
            m_pWeaponInfo->SetWeaponRange ( fRange );
            m_nAmmoInClip--;
            m_fireTimer.Reset();
            break;
        }
        default: break;
    }
}
Пример #3
0
void CClientWeapon::Fire ( void )
{       

    if ( !m_pWeapon || !m_pObject ) return;
    switch ( m_Type )
    {
        case WEAPONTYPE_PISTOL:
        case WEAPONTYPE_PISTOL_SILENCED:
        case WEAPONTYPE_DESERT_EAGLE:
#ifdef SHOTGUN_TEST
        case WEAPONTYPE_SHOTGUN: 
        case WEAPONTYPE_SAWNOFF_SHOTGUN:
        case WEAPONTYPE_SPAS12_SHOTGUN:
#endif
        case WEAPONTYPE_MICRO_UZI:
        case WEAPONTYPE_MP5:
        case WEAPONTYPE_AK47:
        case WEAPONTYPE_M4:
        case WEAPONTYPE_TEC9:
        case WEAPONTYPE_COUNTRYRIFLE:
        case WEAPONTYPE_SNIPERRIFLE:
        case WEAPONTYPE_MINIGUN:
        {
            CVector vecOrigin, vecRotation;
            GetPosition ( vecOrigin );

            if ( m_pAttachedToEntity )
            {

                GetRotationRadians ( vecRotation );

            }
            else
            {
                GetRotationRadians ( vecRotation );

                vecRotation = -vecRotation;
            }
            CVector vecTarget;
            float fDistance = m_pWeaponInfo->GetWeaponRange ();
            if ( m_targetType == TARGET_TYPE_ENTITY )
            {
                if ( m_pTarget )
                {
                    if ( m_pTarget->GetType ( ) == CCLIENTPED || m_pTarget->GetType ( ) == CCLIENTPLAYER )
                    {
                        CClientPed * pPed = (CClientPed *) (CClientEntity *) m_pTarget;
                        pPed->GetBonePosition( m_targetBone, vecTarget );
                    }
                    else
                    {
                        if ( m_pTarget->GetType() == CCLIENTVEHICLE )
                        {
                            if ( m_itargetWheel <= MAX_WHEELS )
                            {
                                CClientVehicle * pTarget = (CClientVehicle*)(CClientEntity *)m_pTarget;
                                vecTarget = pTarget->GetGameVehicle()->GetWheelPosition ( (eWheels)m_itargetWheel );
                            }
                            else
                                m_pTarget->GetPosition( vecTarget );
                        }
                        else
                            m_pTarget->GetPosition( vecTarget );
                    }
                    if ( m_weaponConfig.bShootIfTargetOutOfRange == false && (vecOrigin - vecTarget).Length() >= fDistance )
                    {
                        return;
                    }
                }
                else
                {
                    ResetWeaponTarget ( );
                }
            }
            else if ( m_targetType == TARGET_TYPE_VECTOR )
            {
                vecTarget = m_vecTarget;
                if ( m_weaponConfig.bShootIfTargetOutOfRange == false && (vecOrigin - vecTarget).Length() >= fDistance )
                {
                    return;
                }
            }
            else
            {
                CVector vecFireOffset = *m_pWeaponInfo->GetFireOffset ();
                RotateVector ( vecFireOffset, vecRotation );
#ifndef SHOTGUN_TEST
                vecOrigin += vecFireOffset;
#endif
                CVector vecDirection ( 1, 0, 0 );
                vecDirection *= fDistance;
                RotateVector ( vecDirection, vecRotation );
                vecTarget = vecOrigin + vecDirection;
            }


            // Save
            short sDamage = m_pWeaponInfo->GetDamagePerHit ( );
            float fAccuracy = m_pWeaponInfo->GetAccuracy ( );
            float fTargetRange = m_pWeaponInfo->GetTargetRange ( );
            float fRange = m_pWeaponInfo->GetWeaponRange ( );

            // Set new
            m_pWeaponInfo->SetDamagePerHit ( m_pWeaponStat->GetDamagePerHit ( ) );
            m_pWeaponInfo->SetAccuracy ( m_pWeaponStat->GetAccuracy ( ) );
            m_pWeaponInfo->SetTargetRange ( m_pWeaponStat->GetTargetRange ( ) );
            m_pWeaponInfo->SetWeaponRange ( m_pWeaponStat->GetWeaponRange ( ) );

            // Begin our lag compensation
            CPlayerPed* pOwnerPed = NULL;
            if ( m_pOwner && !m_pTarget && g_pClientGame->GetPlayerManager()->Exists(m_pOwner) ) // No need for compensation if we're hitting a target directly
            {
                pOwnerPed = m_pOwner->GetGamePlayer();
                //if ( g_pGame->m_pPreWeaponFireHandler && pOwnerPed )
                    //g_pGame->m_pPreWeaponFireHandler ( pOwnerPed, false );
            }
#ifdef SHOTGUN_TEST
            CVector vecTemp;
            CVector vecFireOffset = *m_pWeaponInfo->GetFireOffset ();
            RotateVector ( vecFireOffset, vecRotation );
            vecTemp = vecFireOffset;
            vecTemp += vecOrigin;
#ifdef MARKER_DEBUG
            // Process
            m_pMarker->SetPosition ( vecOrigin );
#endif
            CVector vecTemp2;
            GetRotationDegrees(vecTemp2);
            vecTemp2.fZ -= 84.6f;
            SetRotationDegrees(vecTemp2);
            FireInstantHit ( vecOrigin, vecTarget-vecOrigin, vecTemp );
            vecTemp2.fZ += 84.6f;
            SetRotationDegrees(vecTemp2);
#else
            FireInstantHit ( vecOrigin, vecTarget );
#endif
            // Restore
            m_pWeaponInfo->SetDamagePerHit ( sDamage );
            m_pWeaponInfo->SetAccuracy ( fAccuracy );
            m_pWeaponInfo->SetTargetRange ( fTargetRange );
            m_pWeaponInfo->SetWeaponRange ( fRange );

            // End our lag compensation
            //if ( g_pGame->m_pPostWeaponFireHandler && pOwnerPed )
                //g_pGame->m_pPostWeaponFireHandler ();

            m_nAmmoInClip--;
            m_fireTimer.Reset();
            break;
        }
        default: break;
    }
}