//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenadeProj::InitGrenade( const Vector &velocity, const AngularImpulse &angVelocity, 
									CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo )
{
	// We can't use OwnerEntity for grenades, because then the owner can't shoot them with his hitscan weapons (due to collide rules)
	// Thrower is used to store the person who threw the grenade, for damage purposes.
	SetOwnerEntity( NULL );
	SetThrower( pOwner ); 

	SetupInitialTransmittedGrenadeVelocity( velocity );

	SetGravity( 0.4f/*BaseClass::GetGrenadeGravity()*/ );
	SetFriction( 0.2f/*BaseClass::GetGrenadeFriction()*/ );
	SetElasticity( 0.45f/*BaseClass::GetGrenadeElasticity()*/ );

	SetDamage( weaponInfo.GetWeaponData( TF_WEAPON_PRIMARY_MODE ).m_nDamage );
	SetDamageRadius( weaponInfo.m_flDamageRadius );
	ChangeTeam( pOwner->GetTeamNumber() );

	IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
	if ( pPhysicsObject )
	{
		pPhysicsObject->AddVelocity( &velocity, &angVelocity );
	}
}
Пример #2
0
//-----------------------------------------------------------------------------
// Purpose: This runs on both the client and the server.  On the server, it 
// only does the damage calculations.  On the client, it does all the effects.
//-----------------------------------------------------------------------------
void FX_FireBullets( int iPlayer, const Vector &vecOrigin, const QAngle &vecAngles,
					 int iWeapon, int iMode, int iSeed, float flSpread, float flDamage /* = -1.0f */, bool bCritical /* = false*/ )
{
	// Get the weapon information.
	const char *pszWeaponAlias = WeaponIdToAlias( iWeapon );
	if ( !pszWeaponAlias )
	{
		DevMsg( 1, "FX_FireBullets: weapon alias for ID %i not found\n", iWeapon );
		return;
	}

	WEAPON_FILE_INFO_HANDLE	hWpnInfo = LookupWeaponInfoSlot( pszWeaponAlias );
	if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
	{
		DevMsg( 1, "FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", pszWeaponAlias );
		return;
	}

	CTFWeaponInfo *pWeaponInfo = static_cast<CTFWeaponInfo*>( GetFileWeaponInfoFromHandle( hWpnInfo ) );
	if( !pWeaponInfo )
		return;

	bool bDoEffects = false;

#ifdef CLIENT_DLL
	C_TFPlayer *pPlayer = ToTFPlayer( ClientEntityList().GetBaseEntity( iPlayer ) );
#else
	CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( iPlayer ) );
#endif
	if ( !pPlayer )
		return;

// Client specific.
#ifdef CLIENT_DLL
	bDoEffects = true;

	// The minigun has custom sound & animation code to deal with its windup/down.
	if ( !pPlayer->IsLocalPlayer() 
		&& iWeapon != TF_WEAPON_MINIGUN )
	{
		// Fire the animation event.
		if ( pPlayer && !pPlayer->IsDormant() )
		{
			if ( iMode == TF_WEAPON_PRIMARY_MODE )
			{
				pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
			}
			else
			{
				pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
			}
		}

		//FX_WeaponSound( pPlayer->entindex(), SINGLE, vecOrigin, pWeaponInfo );
	}

// Server specific.
#else
	// If this is server code, send the effect over to client as temp entity and 
	// dispatch one message for all the bullet impacts and sounds.
	TE_FireBullets( pPlayer->entindex(), vecOrigin, vecAngles, iWeapon, iMode, iSeed, flSpread, bCritical );

	// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
	pPlayer->NoteWeaponFired();

#endif

	// Fire bullets, calculate impacts & effects.
	StartGroupingSounds();

#if !defined (CLIENT_DLL)
	// Move other players back to history positions based on local player's lag
	lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif

	// Get the shooting angles.
	Vector vecShootForward, vecShootRight, vecShootUp;
	AngleVectors( vecAngles, &vecShootForward, &vecShootRight, &vecShootUp );

	// Initialize the static firing information.
	FireBulletsInfo_t fireInfo;
	fireInfo.m_vecSrc = vecOrigin;
	if ( flDamage < 0.0f )
	{
		fireInfo.m_flDamage = pWeaponInfo->GetWeaponData( iMode ).m_nDamage;
	}
	else
	{
		fireInfo.m_flDamage = static_cast<int>(flDamage);
	}
	fireInfo.m_flDistance = pWeaponInfo->GetWeaponData( iMode ).m_flRange;
	fireInfo.m_iShots = 1;
	fireInfo.m_vecSpread.Init( flSpread, flSpread, 0.0f );
	fireInfo.m_iAmmoType = pWeaponInfo->iAmmoType;

	// Setup the bullet damage type & roll for crit.
	int	nDamageType	= DMG_GENERIC;
	int nCustomDamageType = TF_DMG_CUSTOM_NONE;
	CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();
	if ( pWeapon )
	{
		nDamageType	= pWeapon->GetDamageType();
		if ( pWeapon->IsCurrentAttackACrit() || bCritical )
		{
			nDamageType |= DMG_CRITICAL;
		}

		nCustomDamageType = pWeapon->GetCustomDamageType();
	}

	if ( iWeapon != TF_WEAPON_MINIGUN )
	{
		fireInfo.m_iTracerFreq = 2;
	}

	// Reset multi-damage structures.
	ClearMultiDamage();

	int nBulletsPerShot = pWeaponInfo->GetWeaponData( iMode ).m_nBulletsPerShot;
	for ( int iBullet = 0; iBullet < nBulletsPerShot; ++iBullet )
	{
		// Initialize random system with this seed.
		RandomSeed( iSeed );	

		// Determine if the first bullet should be perfectly accurate.
		bool bPerfectAccuracy = false;

		if ( pWeapon && iBullet == 0 )
		{
			float flFireInterval = gpGlobals->curtime - pWeapon->GetLastFireTime();
			if ( nBulletsPerShot == 1 )
				bPerfectAccuracy = flFireInterval > 1.25f;
			else
				bPerfectAccuracy = flFireInterval > 0.25f;
		}

		float x = 0.0f;
		float y = 0.0f;

		// tf_use_fixed_weapon_spread calculations go here.
		if ( !bPerfectAccuracy )
		{
			// Get circular gaussian spread.
			x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
			y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
		}

		// Initialize the varialbe firing information.
		fireInfo.m_vecDirShooting = vecShootForward + ( x *  flSpread * vecShootRight ) + ( y * flSpread * vecShootUp );
		fireInfo.m_vecDirShooting.NormalizeInPlace();

		// Fire a bullet.
		pPlayer->FireBullet( fireInfo, bDoEffects, nDamageType, nCustomDamageType );

		// Use new seed for next bullet.
		++iSeed; 
	}

	// Apply damage if any.
	ApplyMultiDamage();

#if !defined (CLIENT_DLL)
	lagcompensation->FinishLagCompensation( pPlayer );
#endif

	EndGroupingSounds();
}