mirror of
https://github.com/nillerusr/source-engine.git
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346 lines
8.5 KiB
C++
346 lines
8.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "fx_cs_shared.h"
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#include "weapon_csbase.h"
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#ifndef CLIENT_DLL
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#include "ilagcompensationmanager.h"
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#endif
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ConVar weapon_accuracy_logging( "weapon_accuracy_logging", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY | FCVAR_ARCHIVE );
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#ifdef CLIENT_DLL
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#include "fx_impact.h"
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// this is a cheap ripoff from CBaseCombatWeapon::WeaponSound():
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void FX_WeaponSound(
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int iPlayerIndex,
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WeaponSound_t sound_type,
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const Vector &vOrigin,
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CCSWeaponInfo *pWeaponInfo, float flSoundTime )
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{
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// If we have some sounds from the weapon classname.txt file, play a random one of them
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const char *shootsound = pWeaponInfo->aShootSounds[ sound_type ];
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if ( !shootsound || !shootsound[0] )
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return;
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CBroadcastRecipientFilter filter; // this is client side only
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if ( !te->CanPredict() )
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return;
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CBaseEntity::EmitSound( filter, iPlayerIndex, shootsound, &vOrigin, flSoundTime );
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}
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class CGroupedSound
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{
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public:
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string_t m_SoundName;
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Vector m_vPos;
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};
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CUtlVector<CGroupedSound> g_GroupedSounds;
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// Called by the ImpactSound function.
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void ShotgunImpactSoundGroup( const char *pSoundName, const Vector &vEndPos )
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{
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int i;
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// Don't play the sound if it's too close to another impact sound.
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for ( i=0; i < g_GroupedSounds.Count(); i++ )
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{
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CGroupedSound *pSound = &g_GroupedSounds[i];
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if ( vEndPos.DistToSqr( pSound->m_vPos ) < 300*300 )
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{
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if ( Q_stricmp( pSound->m_SoundName, pSoundName ) == 0 )
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return;
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}
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}
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// Ok, play the sound and add it to the list.
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, NULL, pSoundName, &vEndPos );
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i = g_GroupedSounds.AddToTail();
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g_GroupedSounds[i].m_SoundName = pSoundName;
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g_GroupedSounds[i].m_vPos = vEndPos;
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}
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void StartGroupingSounds()
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{
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Assert( g_GroupedSounds.Count() == 0 );
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SetImpactSoundRoute( ShotgunImpactSoundGroup );
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}
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void EndGroupingSounds()
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{
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g_GroupedSounds.Purge();
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SetImpactSoundRoute( NULL );
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}
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#else
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#include "te_shotgun_shot.h"
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// Server doesn't play sounds anyway.
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void StartGroupingSounds() {}
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void EndGroupingSounds() {}
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void FX_WeaponSound ( int iPlayerIndex,
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WeaponSound_t sound_type,
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const Vector &vOrigin,
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CCSWeaponInfo *pWeaponInfo, float flSoundTime ) {};
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#endif
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// This runs on both the client and the server.
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// On the server, it only does the damage calculations.
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// On the client, it does all the effects.
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void FX_FireBullets(
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int iPlayerIndex,
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const Vector &vOrigin,
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const QAngle &vAngles,
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int iWeaponID,
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int iMode,
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int iSeed,
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float fInaccuracy,
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float fSpread,
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float flSoundTime
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)
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{
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bool bDoEffects = true;
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#ifdef CLIENT_DLL
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C_CSPlayer *pPlayer = ToCSPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
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#else
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CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
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#endif
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const char * weaponAlias = WeaponIDToAlias( iWeaponID );
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if ( !weaponAlias )
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{
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DevMsg("FX_FireBullets: weapon alias for ID %i not found\n", iWeaponID );
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return;
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}
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#if !defined(CLIENT_DLL)
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if ( weapon_accuracy_logging.GetBool() )
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{
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char szFlags[256];
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V_strcpy(szFlags, " ");
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// #if defined(CLIENT_DLL)
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// V_strcat(szFlags, "CLIENT ", sizeof(szFlags));
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// #else
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// V_strcat(szFlags, "SERVER ", sizeof(szFlags));
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// #endif
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//
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if ( pPlayer->GetMoveType() == MOVETYPE_LADDER )
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V_strcat(szFlags, "LADDER ", sizeof(szFlags));
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if ( FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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V_strcat(szFlags, "GROUND ", sizeof(szFlags));
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if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING) )
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V_strcat(szFlags, "DUCKING ", sizeof(szFlags));
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float fVelocity = pPlayer->GetAbsVelocity().Length2D();
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Msg("FireBullets @ %10f [ %s ]: inaccuracy=%f spread=%f max dispersion=%f mode=%2i vel=%10f seed=%3i %s\n",
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gpGlobals->curtime, weaponAlias, fInaccuracy, fSpread, fInaccuracy + fSpread, iMode, fVelocity, iSeed, szFlags);
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}
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#endif
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char wpnName[128];
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Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", weaponAlias );
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName );
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if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
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{
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DevMsg("FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", wpnName );
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return;
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}
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CCSWeaponInfo *pWeaponInfo = static_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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// Do the firing animation event.
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if ( pPlayer && !pPlayer->IsDormant() )
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{
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if ( iMode == Primary_Mode )
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pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
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else
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pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY );
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}
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#ifndef CLIENT_DLL
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// if this is server code, send the effect over to client as temp entity
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// Dispatch one message for all the bullet impacts and sounds.
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TE_FireBullets(
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iPlayerIndex,
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vOrigin,
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vAngles,
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iWeaponID,
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iMode,
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iSeed,
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fInaccuracy,
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fSpread
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);
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// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
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pPlayer->NoteWeaponFired();
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bDoEffects = false; // no effects on server
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#endif
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iSeed++;
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int iDamage = pWeaponInfo->m_iDamage;
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float flRange = pWeaponInfo->m_flRange;
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int iPenetration = pWeaponInfo->m_iPenetration;
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float flRangeModifier = pWeaponInfo->m_flRangeModifier;
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int iAmmoType = pWeaponInfo->iAmmoType;
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WeaponSound_t sound_type = SINGLE;
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// CS HACK, tweak some weapon values based on primary/secondary mode
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if ( iWeaponID == WEAPON_GLOCK )
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{
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if ( iMode == Secondary_Mode )
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{
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iDamage = 18; // reduced power for burst shots
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flRangeModifier = 0.9f;
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}
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}
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else if ( iWeaponID == WEAPON_M4A1 )
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{
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if ( iMode == Secondary_Mode )
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{
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flRangeModifier = 0.95f; // slower bullets in silenced mode
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sound_type = SPECIAL1;
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}
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}
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else if ( iWeaponID == WEAPON_USP )
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{
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if ( iMode == Secondary_Mode )
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{
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iDamage = 30; // reduced damage in silenced mode
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sound_type = SPECIAL1;
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}
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}
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if ( bDoEffects)
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{
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FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo, flSoundTime );
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}
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// Fire bullets, calculate impacts & effects
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if ( !pPlayer )
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return;
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StartGroupingSounds();
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#ifdef GAME_DLL
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pPlayer->StartNewBulletGroup();
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#endif
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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RandomSeed( iSeed ); // init random system with this seed
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// Get accuracy displacement
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float fTheta0 = RandomFloat(0.0f, 2.0f * M_PI);
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float fRadius0 = RandomFloat(0.0f, fInaccuracy);
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float x0 = fRadius0 * cosf(fTheta0);
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float y0 = fRadius0 * sinf(fTheta0);
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const int kMaxBullets = 16;
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float x1[kMaxBullets], y1[kMaxBullets];
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Assert(pWeaponInfo->m_iBullets <= kMaxBullets);
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// the RNG can be desynchronized by FireBullet(), so pre-generate all spread offsets
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for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
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{
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float fTheta1 = RandomFloat(0.0f, 2.0f * M_PI);
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float fRadius1 = RandomFloat(0.0f, fSpread);
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x1[iBullet] = fRadius1 * cosf(fTheta1);
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y1[iBullet] = fRadius1 * sinf(fTheta1);
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}
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for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
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{
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pPlayer->FireBullet(
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vOrigin,
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vAngles,
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flRange,
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iPenetration,
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iAmmoType,
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iDamage,
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flRangeModifier,
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pPlayer,
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bDoEffects,
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x0 + x1[iBullet], y0 + y1[iBullet] );
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}
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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EndGroupingSounds();
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}
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// This runs on both the client and the server.
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// On the server, it dispatches a TE_PlantBomb to visible clients.
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// On the client, it plays the planting animation.
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void FX_PlantBomb( int iPlayerIndex, const Vector &vOrigin, PlantBombOption_t option )
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{
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#ifdef CLIENT_DLL
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C_CSPlayer *pPlayer = ToCSPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
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#else
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CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
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#endif
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// Do the firing animation event.
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if ( pPlayer && !pPlayer->IsDormant() )
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{
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switch ( option )
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{
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case PLANTBOMB_PLANT:
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{
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pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
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}
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break;
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case PLANTBOMB_ABORT:
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{
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pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_CLEAR_FIRING );
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}
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break;
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}
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}
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#ifndef CLIENT_DLL
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// if this is server code, send the effect over to client as temp entity
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// Dispatch one message for all the bullet impacts and sounds.
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TE_PlantBomb( iPlayerIndex, vOrigin, option );
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#endif
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}
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