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