/**
 * @brief Starts shooting with actor.
 * @param[in] self Pointer to the event structure that is currently executed
 * @param[in] msg The netchannel message
 * @sa CL_ActorShootHidden
 * @sa CL_ActorShoot
 * @sa CL_ActorDoShoot
 * @todo Improve detection of left- or right animation.
 * @sa EV_ACTOR_START_SHOOT
 */
void CL_ActorStartShoot (const eventRegister_t *self, dbuffer *msg)
{
	le_t *le;
	pos3_t from, target;
	int entnum;
	shoot_types_t shootType;

	NET_ReadFormat(msg, self->formatString, &entnum, &shootType, &from, &target);

	/* shooting actor */
	le = LE_Get(entnum);

	/* center view (if wanted) */
	if (cl.actTeam != cls.team)
		CL_CameraRoute(from, target);

	/* actor dependent stuff following */
	if (!le)
		/* it's OK, the actor is not visible */
		return;

	if (!LE_IsLivingActor(le) || LE_IsStunned(le)) {
		Com_Printf("CL_ActorStartShoot: LE (%i) not a living actor (type: %i)\n", entnum, le->type);
		return;
	}

	/* ET_ACTORHIDDEN actors don't have a model yet */
	if (le->type == ET_ACTORHIDDEN)
		return;

	/* Animate - we have to check if it is right or left weapon usage. */
	if (IS_SHOT_RIGHT(shootType)) {
		R_AnimChange(&le->as, le->model1, LE_GetAnim("move", le->right, le->left, le->state));
	} else if (IS_SHOT_LEFT(shootType)) {
		R_AnimChange(&le->as, le->model1, LE_GetAnim("move", le->left, le->right, le->state));
	} else if (!IS_SHOT_HEADGEAR(shootType)) {
		/* no animation for headgear (yet) */
		Com_Error(ERR_DROP, "CL_ActorStartShoot: Invalid shootType given (entnum: %i, shootType: %i).\n", shootType, entnum);
	}
}
示例#2
0
/**
 * @brief Shoot with weapon.
 * @sa CL_ActorShoot
 * @sa CL_ActorShootHidden
 * @todo Improve detection of left- or right animation.
 * @sa EV_ACTOR_SHOOT
 */
void CL_ActorDoShoot (const eventRegister_t* self, dbuffer* msg)
{
	vec3_t muzzle, impact;
	int flags, normal, shooterEntnum, victimEntnum;
	int objIdx;
	int first;
	weaponFireDefIndex_t weapFdsIdx;
	fireDefIndex_t fdIdx;
	int surfaceFlags;
	shoot_types_t shootType;

	/* read data */
	NET_ReadFormat(msg, self->formatString, &shooterEntnum, &victimEntnum, &first, &objIdx, &weapFdsIdx, &fdIdx, &shootType, &flags, &surfaceFlags, &muzzle, &impact, &normal);

	le_t* leVictim;
	if (victimEntnum != SKIP_LOCAL_ENTITY) {
		leVictim = LE_Get(victimEntnum);
		if (!leVictim)
			LE_NotFoundError(victimEntnum);
	} else {
		leVictim = nullptr;
	}

	/* get shooter le */
	le_t* leShooter = LE_Get(shooterEntnum);

	/* get the fire def */
	const objDef_t* obj = INVSH_GetItemByIDX(objIdx);
	const fireDef_t* fd = FIRESH_GetFiredef(obj, weapFdsIdx, fdIdx);

	CL_ActorGetMuzzle(leShooter, muzzle, shootType);

	/* add effect le */
	LE_AddProjectile(fd, flags, muzzle, impact, normal, leVictim);

	/* start the sound */
	if ((first || !fd->soundOnce) && fd->fireSound != nullptr && !(flags & SF_BOUNCED))
		S_LoadAndPlaySample(fd->fireSound, muzzle, fd->fireAttenuation, SND_VOLUME_WEAPONS);

	/* do actor related stuff */
	if (!leShooter)
		return; /* maybe hidden or inuse is false? */

	if (!LE_IsActor(leShooter))
		Com_Error(ERR_DROP, "Can't shoot, LE not an actor (type: %i)", leShooter->type);

	/* no animations for hidden actors */
	if (leShooter->type == ET_ACTORHIDDEN)
		return;

	if (LE_IsDead(leShooter)) {
		Com_DPrintf(DEBUG_CLIENT, "Can't shoot, actor dead or stunned.\n");
		return;
	}

	/* Animate - we have to check if it is right or left weapon usage. */
	if (IS_SHOT_RIGHT(shootType)) {
		R_AnimChange(&leShooter->as, leShooter->model1, LE_GetAnim("shoot", leShooter->right, leShooter->left, leShooter->state));
		R_AnimAppend(&leShooter->as, leShooter->model1, LE_GetAnim("stand", leShooter->right, leShooter->left, leShooter->state));
	} else if (IS_SHOT_LEFT(shootType)) {
		R_AnimChange(&leShooter->as, leShooter->model1, LE_GetAnim("shoot", leShooter->left, leShooter->right, leShooter->state));
		R_AnimAppend(&leShooter->as, leShooter->model1, LE_GetAnim("stand", leShooter->left, leShooter->right, leShooter->state));
	} else if (IS_SHOT_HEADGEAR(shootType)) {
		if (fd->irgoggles) {
			leShooter->state |= RF_IRGOGGLESSHOT;
			if (LE_IsSelected(leShooter))
				refdef.rendererFlags |= RDF_IRGOGGLES;
		}
	} else {
		/* no animation for headgear (yet) */
		Com_Error(ERR_DROP, "CL_ActorDoShoot: Invalid shootType given (entnum: %i, shootType: %i).\n", shootType, shooterEntnum);
	}
}