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618 lines
18 KiB
618 lines
18 KiB
//========= Copyright © 1996-2005, 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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#include "rumble_shared.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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ConVar steam_controller_haptics( "steam_controller_haptics", "1", FCVAR_RELEASE );
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ConVar weapon_near_empty_sound( "weapon_near_empty_sound", "1", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar weapon_debug_max_inaccuracy( "weapon_debug_max_inaccuracy", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT, "Force all shots to have maximum inaccuracy" );
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ConVar weapon_debug_inaccuracy_only_up( "weapon_debug_inaccuracy_only_up", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT, "Force weapon inaccuracy to be in exactly the up direction" );
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ConVar snd_max_pitch_shift_inaccuracy("snd_max_pitch_shift_inaccuracy", "0.08", 0);
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#ifdef CLIENT_DLL
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#include "fx_impact.h"
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#include "c_rumble.h"
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#include "inputsystem/iinputsystem.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.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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uint16 nItemDefIndex,
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WeaponSound_t sound_type,
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const Vector &vOrigin,
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const CCSWeaponInfo *pWeaponInfo,
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float flSoundTime,
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int nPitch )
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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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// Get the item definition
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const CEconItemDefinition *pDef = ( nItemDefIndex > 0 ) ? GetItemSchema()->GetItemDefinition( nItemDefIndex ) : NULL;
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if ( pDef )
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{
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const char *pszTempSound = pDef->GetWeaponReplacementSound( sound_type );
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if ( pszTempSound )
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{
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shootsound = pszTempSound;
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}
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}
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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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EmitSound_t params;
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params.m_pSoundName = shootsound;
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params.m_flSoundTime = flSoundTime;
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params.m_pOrigin = &vOrigin;
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params.m_pflSoundDuration = nullptr;
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params.m_bWarnOnDirectWaveReference = true;
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params.m_nPitch = nPitch;
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if (nPitch != PITCH_NORM)
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{
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params.m_nFlags = params.m_nFlags | SND_OVERRIDE_PITCH;
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}
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CBaseEntity::EmitSound( filter, iPlayerIndex, params );
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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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uint16 nItemDefIndex,
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WeaponSound_t sound_type,
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const Vector &vOrigin,
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const CCSWeaponInfo *pWeaponInfo, float flSoundTime, int nPitch ) {};
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#endif
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ConVar debug_aim_angle("debug_aim_angle", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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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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uint16 nItemDefIndex,
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const Vector &vOrigin,
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const QAngle &vAngles,
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CSWeaponID 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 fAccuracyFishtail,
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float flSoundTime,
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WeaponSound_t sound_type,
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float flRecoilIndex
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)
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{
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bool bDoEffects = true;
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if ( fInaccuracy > 1.0f )
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fInaccuracy = 1.0f;
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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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if ( !pPlayer || iPlayerIndex < 0 )
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{
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// probably an env_gunfire
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const CCSWeaponInfo* pWeaponInfo = GetWeaponInfo( iWeaponID );
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FX_WeaponSound( iPlayerIndex, nItemDefIndex, sound_type, vOrigin, pWeaponInfo, flSoundTime, PITCH_NORM );
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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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-1,
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nItemDefIndex,
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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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fAccuracyFishtail,
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sound_type,
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flRecoilIndex
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);
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#endif
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return;
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}
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#ifdef CLIENT_DLL
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CWeaponCSBase* pClientWeapon = pPlayer ? pPlayer->GetActiveCSWeapon() : NULL;
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if ( pClientWeapon )
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{
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if ( gpGlobals->curtime - pClientWeapon->m_flLastClientFireBulletTime > 0.02f ) // this should be enough even for the negev, at ~1000 rof
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{
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pClientWeapon->m_flLastClientFireBulletTime = gpGlobals->curtime;
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}
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else
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{
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return; // we already traced this shot on the client!
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}
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}
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#endif
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QAngle adjustedAngles = vAngles;
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adjustedAngles.y += fAccuracyFishtail;
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if ( pPlayer && debug_aim_angle.GetBool() )
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{
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QAngle old = pPlayer->EyeAngles() + pPlayer->GetAimPunchAngle();
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#ifdef CLIENT_DLL
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DevMsg("Client ");
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#else
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DevMsg("Server ");
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#endif
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DevMsg("old: %f %f new: %f %f\n",
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old[YAW], old[PITCH],
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vAngles[YAW], vAngles[PITCH]
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);
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if ( debug_aim_angle.GetInt() == 2 )
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{
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adjustedAngles = old;
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}
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}
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const CEconItemDefinition* pItemDef = GetItemSchema()->GetItemDefinition( nItemDefIndex );
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if ( !pItemDef )
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{
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DevMsg( "FX_FireBullets: GetItemDefinition failed for defindex %d\n", nItemDefIndex );
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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, pItemDef->GetItemBaseName(), fInaccuracy, fSpread, fInaccuracy + fSpread, iMode, fVelocity, iSeed, szFlags);
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}
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#endif
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( pItemDef->GetItemClass() );
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if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
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{
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DevMsg("FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", pItemDef->GetItemBaseName() );
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return;
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}
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CCSWeaponInfo *pWeaponInfo = static_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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if ( !pWeaponInfo )
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{
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DevMsg( "FX_FireBullets: GetFileWeaponInfoFromHandle failed for weapon %s\n", pItemDef->GetItemBaseName() );
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return;
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}
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// Do the firing animation event.
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#ifndef CLIENT_DLL
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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->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
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else
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY );
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}
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#endif // CLIENT_DLL
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#ifdef CLIENT_DLL
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if ( pPlayer && pPlayer->m_bUseNewAnimstate )
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{
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pPlayer->ProcessMuzzleFlashEvent();
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}
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#endif
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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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nItemDefIndex,
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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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fAccuracyFishtail,
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sound_type,
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flRecoilIndex
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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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if ( pPlayer )
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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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CWeaponCSBase* pWeapon = pPlayer ? pPlayer->GetActiveCSWeapon() : NULL;
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CEconItemView* pItem = pWeapon ? pWeapon->GetEconItemView() : NULL;
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int iDamage = pWeaponInfo->GetDamage( pItem );
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float flRange = pWeaponInfo->GetRange( pItem );
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float flPenetration = pWeaponInfo->GetPenetration( pItem );
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float flRangeModifier = pWeaponInfo->GetRangeModifier( pItem );
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int iAmmoType = pWeaponInfo->GetPrimaryAmmoType( pItem );
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if ( bDoEffects)
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{
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static const float MaxPitchShiftInaccuracy = 0.05f;
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float flPitchShift = pWeaponInfo->GetInaccuracyPitchShift() * (fInaccuracy < MaxPitchShiftInaccuracy ? fInaccuracy : MaxPitchShiftInaccuracy);
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if ( sound_type == SINGLE && pWeaponInfo->GetInaccuracyAltSoundThreshhold() > 0.0f && fInaccuracy < pWeaponInfo->GetInaccuracyAltSoundThreshhold() )
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{
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sound_type = SINGLE_ACCURATE;
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flPitchShift = 0.0f;
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}
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FX_WeaponSound( iPlayerIndex, nItemDefIndex, sound_type, vOrigin, pWeaponInfo, flSoundTime, PITCH_NORM + int(flPitchShift) );
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// If the gun's nearly empty, also play a subtle "nearly-empty" sound, since the weapon
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// is lighter and acoustically different when weighed down by fewer bullets.
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// But really it's so you get a fun low ammo warning from an audio cue.
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if ( weapon_near_empty_sound.GetBool() &&
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pWeapon && pWeapon->GetMaxClip1() > 1 && // not a single-shot weapon
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(((float)pWeapon->m_iClip1) / ((float)pWeapon->GetMaxClip1()) <= 0.2) ) // 20% or fewer bullets remaining
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{
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FX_WeaponSound( iPlayerIndex, nItemDefIndex, NEARLYEMPTY, vOrigin, pWeaponInfo, flSoundTime, PITCH_NORM );
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}
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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, LAG_COMPENSATE_HITBOXES_ALONG_RAY, vOrigin, vAngles, flRange );
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#endif
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// [sbodenbender] rumble when shooting
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// since we are handling bullet fx in CS differently than other titles, call
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// rumble effect directly instead of Player::RumbleEffect
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//=============================================================================
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#if defined (CLIENT_DLL)
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if (pPlayer && pPlayer->IsLocalPlayer() && pWeaponInfo && pWeaponInfo->GetBullets() > 0)
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{
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int rumbleEffect = pWeaponInfo->iRumbleEffect;
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if( rumbleEffect != RUMBLE_INVALID )
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{
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RumbleEffect( XBX_GetUserId( pPlayer->GetSplitScreenPlayerSlot() ), rumbleEffect, 0, RUMBLE_FLAG_RESTART );
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}
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if ( rumbleEffect != RUMBLE_INVALID && rumbleEffect <= 6 && steam_controller_haptics.GetBool() && g_pInputSystem->IsSteamControllerActive() && steamapicontext->SteamController() )
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{
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ControllerHandle_t handles[MAX_STEAM_CONTROLLERS];
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int nControllers = steamapicontext->SteamController()->GetConnectedControllers( handles );
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for ( int i = 0; i < nControllers; ++i )
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{
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steamapicontext->SteamController()->TriggerHapticPulse( handles[ i ], k_ESteamControllerPad_Right, (2000*rumbleEffect)/5 );
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steamapicontext->SteamController()->TriggerHapticPulse( handles[ i ], k_ESteamControllerPad_Left, (2000*rumbleEffect)/5 );
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}
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}
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}
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#endif
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bool bForceMaxInaccuracy = weapon_debug_max_inaccuracy.GetBool();
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bool bForceInaccuracyDirection = weapon_debug_inaccuracy_only_up.GetBool();
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RandomSeed( iSeed ); // init random system with this seed
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// Accuracy curve density adjustment FOR R8 REVOLVER SECONDARY FIRE, NEGEV WILD BEAST
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float flRadiusCurveDensity = RandomFloat();
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if ( nItemDefIndex == 64 && iMode == Secondary_Mode ) /*R8 REVOLVER SECONDARY FIRE*/
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{
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flRadiusCurveDensity = 1.0f - flRadiusCurveDensity*flRadiusCurveDensity;
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}
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if ( nItemDefIndex == 28 && flRecoilIndex < 3 ) /*NEGEV WILD BEAST*/
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{
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for ( int j = 3; j > flRecoilIndex; -- j )
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{
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flRadiusCurveDensity *= flRadiusCurveDensity;
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}
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flRadiusCurveDensity = 1.0f - flRadiusCurveDensity;
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}
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if ( bForceMaxInaccuracy )
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flRadiusCurveDensity = 1.0f;
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// Get accuracy displacement
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float fTheta0 = RandomFloat(0.0f, 2.0f * M_PI);
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if ( bForceInaccuracyDirection )
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fTheta0 = M_PI * 0.5f;
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float fRadius0 = flRadiusCurveDensity * 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->GetBullets() <= 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->GetBullets(); iBullet++ )
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{
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// Spread curve density adjustment for R8 REVOLVER SECONDARY FIRE, NEGEV WILD BEAST
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float flSpreadCurveDensity = RandomFloat();
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if ( nItemDefIndex == 64 && iMode == Secondary_Mode )
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{
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flSpreadCurveDensity = 1.0f - flSpreadCurveDensity*flSpreadCurveDensity;
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}
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if ( nItemDefIndex == 28 && flRecoilIndex < 3 ) /*NEGEV WILD BEAST*/
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{
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for ( int j = 3; j > flRecoilIndex; --j )
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{
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flSpreadCurveDensity *= flSpreadCurveDensity;
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}
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flSpreadCurveDensity = 1.0f - flSpreadCurveDensity;
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}
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if ( bForceMaxInaccuracy )
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flSpreadCurveDensity = 1.0f;
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float fTheta1 = RandomFloat(0.0f, 2.0f * M_PI);
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if ( bForceInaccuracyDirection )
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fTheta1 = M_PI * 0.5f;
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float fRadius1 = flSpreadCurveDensity * 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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#if !defined( CLIENT_DLL )
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{ /// Make sure take damage listener stays in scope only for the duration of FireBullet loop below!
|
|
class CFireBulletTakeDamageListener : public CCSPlayer::ITakeDamageListener
|
|
{
|
|
public:
|
|
CFireBulletTakeDamageListener( CCSPlayer *pPlayerShooting ) :
|
|
m_pPlayerShooting(pPlayerShooting),
|
|
m_bEnemyHit( false ),
|
|
m_bShotFiredAndOnTargetRecorded( false )
|
|
{}
|
|
virtual void OnTakeDamageListenerCallback( CCSPlayer *pVictim, CTakeDamageInfo &infoTweakable ) OVERRIDE
|
|
{
|
|
if ( m_pPlayerShooting && pVictim->IsOtherEnemy( m_pPlayerShooting ) )
|
|
{
|
|
m_bEnemyHit = true;
|
|
|
|
if ( infoTweakable.GetDamageType() & DMG_HEADSHOT )
|
|
{
|
|
m_rbHsPlayers.InsertIfNotFound( pVictim ); // remember that at least one pellet hit a headshot
|
|
}
|
|
else if ( m_rbHsPlayers.Find( pVictim ) != m_rbHsPlayers.InvalidIndex() )
|
|
{
|
|
#if 0
|
|
DevMsg( "DMG: Pellet modified for headshot visualization %s -> %s = (0x%08X +hs)\n",
|
|
m_pPlayerShooting ? m_pPlayerShooting->GetPlayerName() : "[unknown]",
|
|
pVictim->GetPlayerName(), infoTweakable.GetDamageType() );
|
|
#endif
|
|
infoTweakable.SetDamageType( infoTweakable.GetDamageType() | DMG_HEADSHOT ); // since previous pellets hit a headshot we visualize it as a headshot
|
|
}
|
|
|
|
// Since we know that bullet was fired and that we hit the target
|
|
// we should record the accuracy stats right now, otherwise we may TerminateRound
|
|
// based on a kill from this bullet and not have this data recorded
|
|
RecordShotFiredAndOnTargetData();
|
|
}
|
|
}
|
|
void BulletBurstCompleted()
|
|
{
|
|
RecordShotFiredAndOnTargetData();
|
|
}
|
|
private:
|
|
void RecordShotFiredAndOnTargetData()
|
|
{
|
|
if ( m_bShotFiredAndOnTargetRecorded )
|
|
return;
|
|
m_bShotFiredAndOnTargetRecorded = true;
|
|
|
|
if ( m_pPlayerShooting && CSGameRules() && !CSGameRules()->IsWarmupPeriod() && !m_pPlayerShooting->IsBot() )
|
|
{
|
|
// Track in QMM total number of shots that connected with an opponent
|
|
if ( CCSGameRules::CQMMPlayerData_t *pQMM = CSGameRules()->QueuedMatchmakingPlayersDataFind( m_pPlayerShooting->GetHumanPlayerAccountID() ) )
|
|
{
|
|
++pQMM->m_numShotsFiredTotal;
|
|
if ( m_bEnemyHit )
|
|
++pQMM->m_numShotsOnTargetTotal;
|
|
}
|
|
}
|
|
}
|
|
private:
|
|
CCSPlayer *m_pPlayerShooting;
|
|
bool m_bEnemyHit;
|
|
bool m_bShotFiredAndOnTargetRecorded;
|
|
CUtlRBTree< CCSPlayer *, int, CDefLess< CCSPlayer * > > m_rbHsPlayers; // players who were dinked in the head as part of this bullet batch
|
|
} fbtdl( pPlayer );
|
|
#endif
|
|
|
|
for ( int iBullet=0; iBullet < pWeaponInfo->GetBullets(); iBullet++ )
|
|
{
|
|
if ( !pPlayer )
|
|
break;
|
|
|
|
int nPenetrationCount = 4;
|
|
|
|
pPlayer->FireBullet(
|
|
vOrigin,
|
|
adjustedAngles,
|
|
flRange,
|
|
flPenetration,
|
|
nPenetrationCount,
|
|
iAmmoType,
|
|
iDamage,
|
|
flRangeModifier,
|
|
pPlayer,
|
|
bDoEffects,
|
|
x0 + x1[iBullet], y0 + y1[iBullet]
|
|
);
|
|
}
|
|
|
|
#if !defined( CLIENT_DLL )
|
|
fbtdl.BulletBurstCompleted();
|
|
} /// Closes the lifetime scope of take damage listener in scope only for the duration of FireBullet loop above.
|
|
#endif
|
|
|
|
#if !defined (CLIENT_DLL)
|
|
lagcompensation->FinishLagCompensation( pPlayer );
|
|
#endif
|
|
|
|
EndGroupingSounds();
|
|
}
|
|
|
|
// This runs on both the client and the server.
|
|
// On the server, it dispatches a TE_PlantBomb to visible clients.
|
|
// On the client, it plays the planting animation.
|
|
void FX_PlantBomb( int iPlayerIndex, const Vector &vOrigin, PlantBombOption_t option )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
C_CSPlayer *pPlayer = ToCSPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
|
|
#else
|
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
|
|
#endif
|
|
|
|
// Do the firing animation event.
|
|
if ( pPlayer && !pPlayer->IsDormant() )
|
|
{
|
|
switch ( option )
|
|
{
|
|
case PLANTBOMB_PLANT:
|
|
{
|
|
pPlayer->DoAnimStateEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
|
|
}
|
|
break;
|
|
|
|
case PLANTBOMB_ABORT:
|
|
{
|
|
pPlayer->DoAnimStateEvent( PLAYERANIMEVENT_CLEAR_FIRING );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
// if this is server code, send the effect over to client as temp entity
|
|
// Dispatch one message for all the bullet impacts and sounds.
|
|
TE_PlantBomb( iPlayerIndex, vOrigin, option );
|
|
#endif
|
|
}
|
|
|