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