mirror of
https://github.com/nillerusr/source-engine.git
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161 lines
4.3 KiB
C++
161 lines
4.3 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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#ifdef CLIENT_DLL
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#include "c_sdk_player.h"
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#else
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#include "sdk_player.h"
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#endif
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#include "gamevars_shared.h"
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#include "takedamageinfo.h"
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#include "effect_dispatch_data.h"
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#include "engine/ivdebugoverlay.h"
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ConVar sv_showimpacts("sv_showimpacts", "0", FCVAR_REPLICATED, "Shows client (red) and server (blue) bullet impact point" );
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void DispatchEffect( const char *pName, const CEffectData &data );
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CWeaponSDKBase* CSDKPlayer::SDKAnim_GetActiveWeapon()
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{
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return GetActiveSDKWeapon();
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}
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bool CSDKPlayer::SDKAnim_CanMove()
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{
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return true;
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}
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void CSDKPlayer::FireBullet(
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Vector vecSrc, // shooting postion
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const QAngle &shootAngles, //shooting angle
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float vecSpread, // spread vector
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int iDamage, // base damage
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int iBulletType, // ammo type
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CBaseEntity *pevAttacker, // shooter
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bool bDoEffects, // create impact effect ?
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float x, // spread x factor
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float y // spread y factor
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)
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{
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float fCurrentDamage = iDamage; // damage of the bullet at it's current trajectory
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float flCurrentDistance = 0.0; //distance that the bullet has traveled so far
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Vector vecDirShooting, vecRight, vecUp;
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AngleVectors( shootAngles, &vecDirShooting, &vecRight, &vecUp );
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if ( !pevAttacker )
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pevAttacker = this; // the default attacker is ourselves
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// add the spray
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Vector vecDir = vecDirShooting +
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x * vecSpread * vecRight +
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y * vecSpread * vecUp;
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VectorNormalize( vecDir );
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float flMaxRange = 8000;
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Vector vecEnd = vecSrc + vecDir * flMaxRange; // max bullet range is 10000 units
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trace_t tr; // main enter bullet trace
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID|CONTENTS_DEBRIS|CONTENTS_HITBOX, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction == 1.0f )
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return; // we didn't hit anything, stop tracing shoot
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if ( sv_showimpacts.GetBool() )
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{
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#ifdef CLIENT_DLL
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// draw red client impact markers
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debugoverlay->AddBoxOverlay( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), QAngle( 0, 0, 0), 255,0,0,127, 4 );
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if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
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{
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C_BasePlayer *player = ToBasePlayer( tr.m_pEnt );
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player->DrawClientHitboxes( 4, true );
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}
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#else
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// draw blue server impact markers
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NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255,127, 4 );
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if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
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{
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CBasePlayer *player = ToBasePlayer( tr.m_pEnt );
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player->DrawServerHitboxes( 4, true );
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}
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#endif
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}
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//calculate the damage based on the distance the bullet travelled.
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flCurrentDistance += tr.fraction * flMaxRange;
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// damage get weaker of distance
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fCurrentDamage *= pow ( 0.85f, (flCurrentDistance / 500));
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int iDamageType = DMG_BULLET | DMG_NEVERGIB;
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if( bDoEffects )
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{
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// See if the bullet ended up underwater + started out of the water
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if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
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{
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trace_t waterTrace;
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UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &waterTrace );
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if( waterTrace.allsolid != 1 )
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{
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CEffectData data;
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data.m_vOrigin = waterTrace.endpos;
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data.m_vNormal = waterTrace.plane.normal;
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data.m_flScale = random->RandomFloat( 8, 12 );
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if ( waterTrace.contents & CONTENTS_SLIME )
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{
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data.m_fFlags |= FX_WATER_IN_SLIME;
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}
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DispatchEffect( "gunshotsplash", data );
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}
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}
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else
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{
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//Do Regular hit effects
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// Don't decal nodraw surfaces
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if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) )
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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if ( !( !friendlyfire.GetBool() && pEntity && pEntity->IsPlayer() && pEntity->GetTeamNumber() == GetTeamNumber() ) )
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{
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UTIL_ImpactTrace( &tr, iDamageType );
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}
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}
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}
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} // bDoEffects
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// add damage to entity that we hit
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#ifdef GAME_DLL
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ClearMultiDamage();
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CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage, iDamageType );
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CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos );
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tr.m_pEnt->DispatchTraceAttack( info, vecDir, &tr );
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TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir );
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ApplyMultiDamage();
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#endif
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}
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