//------------------------------------------------------------------------ void CWeapon::OnShoot(EntityId shooterId, EntityId ammoId, IEntityClass* pAmmoType, const Vec3 &pos, const Vec3 &dir, const Vec3&vel) { BROADCAST_WEAPON_EVENT(OnShoot, (this, shooterId, ammoId, pAmmoType, pos, dir, vel)); //FIXME:quick temporary solution IActor *pClientActor = m_pGameFramework->GetClientActor(); CActor *pActor = static_cast<CActor*> (g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(shooterId)); if (pActor) { pActor->HandleEvent(SGameObjectEvent(eCGE_OnShoot,eGOEF_ToExtensions)); if(!gEnv->bMultiplayer && (pActor == pClientActor)) { if (IAIObject *pAIObject = pActor->GetEntity()->GetAI()) { gEnv->pAISystem->SendSignal(SIGNALFILTER_LEADER, 1, "OnEnableFire", pAIObject, 0); } gEnv->pAISystem->DisableGlobalPerceptionScaling(); } } const bool sendHUDEvent = (shooterId != 0) && ShouldSendOnShootHUDEvent(); if (sendHUDEvent) { SHUDEvent event(eHUDEvent_OnShoot); event.AddData(SHUDEventData((int)shooterId)); CHUDEventDispatcher::CallEvent(event); } }
//------------------------------------------------------------------------ void CWeapon::OnShoot(EntityId shooterId, EntityId ammoId, IEntityClass *pAmmoType, const Vec3 &pos, const Vec3 &dir, const Vec3 &vel) { BROADCAST_WEAPON_EVENT(OnShoot, (this, shooterId, ammoId, pAmmoType, pos, dir, vel)); //FIXME:quick temporary solution CActor *pActor = static_cast<CActor *>(g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(shooterId)); if(pActor) pActor->HandleEvent(SGameObjectEvent(eCGE_OnShoot,eGOEF_ToExtensions)); IActor *pClientActor=m_pGameFramework->GetClientActor(); if(pActor && pActor->GetActorClass() == CPlayer::GetActorClassType() && IsServer()) { if(pActor == pClientActor) { if(IAIObject *pAIObject=pActor->GetEntity()->GetAI()) gEnv->pAISystem->SendSignal(SIGNALFILTER_LEADER, 1, "OnEnableFire", pAIObject, 0); } } if(pClientActor && m_fm && strcmp(m_fm->GetType(), "Thrown")) { // inform the HUDRadar about the sound event Vec3 vPlayerPos=pClientActor->GetEntity()->GetWorldPos(); float fDist2=(vPlayerPos-pos).len2(); if(fDist2<250.0f*250.0f) { //if (pClientActor->GetEntityId() != shooterId) // pHUD->ShowSoundOnRadar(pos); if(gEnv->bMultiplayer) { CGameRules *pGameRules = g_pGame->GetGameRules(); } if((!IsSilencerAttached()) && fDist2<sqr(SAFE_GAMEAUDIO_BATTLESTATUS_FUNC_RET(GetBattleRange()))) SAFE_GAMEAUDIO_BATTLESTATUS_FUNC(TickBattleStatus(1.0f)); } } }
//------------------------------------------------------------------------ void CWeapon::OnShoot(EntityId shooterId, EntityId ammoId, IEntityClass* pAmmoType, const Vec3 &pos, const Vec3 &dir, const Vec3&vel) { BROADCAST_WEAPON_EVENT(OnShoot, (this, shooterId, ammoId, pAmmoType, pos, dir, vel)); //FIXME:quick temporary solution CActor *pActor = static_cast<CActor*> (g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(shooterId)); if (pActor) pActor->HandleEvent(SGameObjectEvent(eCGE_OnShoot,eGOEF_ToExtensions)); IActor *pClientActor=m_pGameFramework->GetClientActor(); if (pActor && pActor->GetActorClass() == CPlayer::GetActorClassType() && IsServer()) { if (pActor == pClientActor) { if (IAIObject *pAIObject=pActor->GetEntity()->GetAI()) gEnv->pAISystem->SendSignal(SIGNALFILTER_LEADER, 1, "OnEnableFire", pAIObject, 0); } CPlayer *pPlayer=static_cast<CPlayer *>(pActor); CNanoSuit *pSuit=pPlayer->GetNanoSuit(); if(m_fm && strcmp(m_fm->GetType(), "Repair")) { if(pSuit) { if (pSuit->GetMode() == NANOMODE_STRENGTH && !IsMounted()) pSuit->SetSuitEnergy(pSuit->GetSuitEnergy()-g_pGameCVars->g_suitRecoilEnergyCost); else if(pSuit->GetMode() == NANOMODE_CLOAK) pSuit->SetSuitEnergy(0.0f); } } if (gEnv->bServer && pSuit && pSuit->IsInvulnerable()) pSuit->SetInvulnerability(false); } if (pClientActor && m_fm && strcmp(m_fm->GetType(), "Thrown")) { // inform the HUDRadar about the sound event Vec3 vPlayerPos=pClientActor->GetEntity()->GetWorldPos(); float fDist2=(vPlayerPos-pos).len2(); if (fDist2<250.0f*250.0f) { //if (pClientActor->GetEntityId() != shooterId) // pHUD->ShowSoundOnRadar(pos); if(gEnv->bMultiplayer) { CGameRules *pGameRules = g_pGame->GetGameRules(); if(pGameRules->GetTeamCount() < 2 || (pGameRules->GetTeam(shooterId) != pGameRules->GetTeam(pClientActor->GetEntityId()))) { //Small workaround for patch2... IFireMode* pFM = GetFireMode(GetCurrentFireMode()); bool grenade = pFM?(pFM->GetAmmoType()==CItem::sScarGrenadeClass):false; //~... if (!IsSilencerAttached() || grenade) { SAFE_HUD_FUNC(GetRadar()->AddEntityTemporarily(shooterId, 5.0f)); } else if(fDist2<5.0f*5.0f) { //Silencer attached SAFE_HUD_FUNC(GetRadar()->AddEntityTemporarily(shooterId, 5.0f)); } } } if ((!IsSilencerAttached()) && fDist2<sqr(SAFE_HUD_FUNC_RET(GetBattleRange()))) SAFE_HUD_FUNC(TickBattleStatus(1.0f)); } } }