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368 lines
11 KiB
368 lines
11 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_fx_shared.h"
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#include "tf_weaponbase.h"
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#include "takedamageinfo.h"
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#include "tf_gamerules.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "fx_impact.h"
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// Server specific.
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#else
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#include "tf_fx.h"
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#include "ilagcompensationmanager.h"
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#include "tf_passtime_logic.h"
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#endif
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ConVar tf_use_fixed_weaponspreads( "tf_use_fixed_weaponspreads", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "If set to 1, weapons that fire multiple pellets per shot will use a non-random pellet distribution." );
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// Client specific.
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#ifdef CLIENT_DLL
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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_vecPos;
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};
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CUtlVector<CGroupedSound> g_aGroupedSounds;
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//-----------------------------------------------------------------------------
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// Purpose: Called by the ImpactSound function.
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//-----------------------------------------------------------------------------
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void ImpactSoundGroup( const char *pSoundName, const Vector &vecEndPos )
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{
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int iSound = 0;
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// Don't play the sound if it's too close to another impact sound.
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for ( iSound = 0; iSound < g_aGroupedSounds.Count(); ++iSound )
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{
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CGroupedSound *pSound = &g_aGroupedSounds[iSound];
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if ( pSound )
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{
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if ( vecEndPos.DistToSqr( pSound->m_vecPos ) < ( 300.0f * 300.0f ) )
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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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}
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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, &vecEndPos );
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iSound = g_aGroupedSounds.AddToTail();
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g_aGroupedSounds[iSound].m_SoundName = pSoundName;
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g_aGroupedSounds[iSound].m_vecPos = vecEndPos;
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}
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//-----------------------------------------------------------------------------
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// Purpose: This is a cheap ripoff from CBaseCombatWeapon::WeaponSound().
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//-----------------------------------------------------------------------------
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void FX_WeaponSound( int iPlayer, WeaponSound_t soundType, const Vector &vecOrigin, CTFWeaponInfo *pWeaponInfo )
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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 *pShootSound = pWeaponInfo->aShootSounds[soundType];
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if ( !pShootSound || !pShootSound[0] )
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return;
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CBroadcastRecipientFilter filter;
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if ( !te->CanPredict() )
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return;
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CBaseEntity::EmitSound( filter, iPlayer, pShootSound, &vecOrigin );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void StartGroupingSounds()
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{
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Assert( g_aGroupedSounds.Count() == 0 );
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SetImpactSoundRoute( ImpactSoundGroup );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void EndGroupingSounds()
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{
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g_aGroupedSounds.Purge();
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SetImpactSoundRoute( NULL );
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}
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// Server specific.
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#else
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// Server doesn't play sounds.
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void FX_WeaponSound ( int iPlayer, WeaponSound_t soundType, const Vector &vecOrigin, CTFWeaponInfo *pWeaponInfo ) {}
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void StartGroupingSounds() {}
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void EndGroupingSounds() {}
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#endif
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Vector g_vecFixedWpnSpreadPellets[] =
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{
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Vector( 0,0,0 ), // First pellet goes down the middle
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Vector( 1,0,0 ),
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Vector( -1,0,0 ),
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Vector( 0,-1,0 ),
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Vector( 0,1,0 ),
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Vector( 0.85,-0.85,0 ),
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Vector( 0.85,0.85,0 ),
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Vector( -0.85,-0.85,0 ),
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Vector( -0.85,0.85,0 ),
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Vector( 0,0,0 ), // last pellet goes down the middle as well to reward fine aim
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};
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//-----------------------------------------------------------------------------
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// Purpose: This runs on both the client and the server. On the server, it
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// only does the damage calculations. On the client, it does all the effects.
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//-----------------------------------------------------------------------------
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void FX_FireBullets( CTFWeaponBase *pWpn, int iPlayer, const Vector &vecOrigin, const QAngle &vecAngles,
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int iWeapon, int iMode, int iSeed, float flSpread, float flDamage /* = -1.0f */, bool bCritical /* = false*/ )
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{
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// Get the weapon information.
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const char *pszWeaponAlias = WeaponIdToAlias( iWeapon );
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if ( !pszWeaponAlias )
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{
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DevMsg( 1, "FX_FireBullets: weapon alias for ID %i not found\n", iWeapon );
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return;
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}
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( pszWeaponAlias );
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if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
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{
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DevMsg( 1, "FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", pszWeaponAlias );
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return;
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}
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CTFWeaponInfo *pWeaponInfo = static_cast<CTFWeaponInfo*>( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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if( !pWeaponInfo )
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return;
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bool bDoEffects = false;
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#ifdef CLIENT_DLL
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C_TFPlayer *pPlayer = ToTFPlayer( ClientEntityList().GetBaseEntity( iPlayer ) );
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#else
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CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( iPlayer ) );
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#endif
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if ( !pPlayer )
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return;
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// Client specific.
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#ifdef CLIENT_DLL
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bDoEffects = true;
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// The minigun has custom sound & animation code to deal with its windup/down.
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if ( !pPlayer->IsLocalPlayer()
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&& iWeapon != TF_WEAPON_MINIGUN )
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{
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// Fire the animation event.
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if ( pPlayer && !pPlayer->IsDormant() )
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{
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if ( iMode == TF_WEAPON_PRIMARY_MODE )
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{
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pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
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}
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else
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{
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pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
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}
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}
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//FX_WeaponSound( pPlayer->entindex(), SINGLE, vecOrigin, pWeaponInfo );
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}
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// Server specific.
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#else
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// If this is server code, send the effect over to client as temp entity and
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// dispatch one message for all the bullet impacts and sounds.
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TE_FireBullets( pPlayer->entindex(), vecOrigin, vecAngles, iWeapon, iMode, iSeed, flSpread, bCritical );
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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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#endif
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// Fire bullets, calculate impacts & effects.
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StartGroupingSounds();
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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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// PASSTIME custom lag compensation for the ball; see also tf_weapon_flamethrower.cpp
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// it would be better if all entities could opt-in to this, or a way for lagcompensation to handle non-players automatically
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if ( g_pPasstimeLogic && g_pPasstimeLogic->GetBall() )
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{
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g_pPasstimeLogic->GetBall()->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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}
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#endif
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// Get the shooting angles.
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Vector vecShootForward, vecShootRight, vecShootUp;
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AngleVectors( vecAngles, &vecShootForward, &vecShootRight, &vecShootUp );
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// Initialize the static firing information.
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FireBulletsInfo_t fireInfo;
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fireInfo.m_vecSrc = vecOrigin;
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if ( flDamage < 0.0f )
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{
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fireInfo.m_flDamage = pWeaponInfo->GetWeaponData( iMode ).m_nDamage;
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}
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else
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{
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fireInfo.m_flDamage = flDamage;
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}
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fireInfo.m_flDistance = pWeaponInfo->GetWeaponData( iMode ).m_flRange;
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fireInfo.m_iShots = 1;
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fireInfo.m_vecSpread.Init( flSpread, flSpread, 0.0f );
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fireInfo.m_iAmmoType = pWeaponInfo->iAmmoType;
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// Ammo override
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int iModUseMetalOverride = 0;
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CALL_ATTRIB_HOOK_INT_ON_OTHER( pWpn, iModUseMetalOverride, mod_use_metal_ammo_type );
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if ( iModUseMetalOverride )
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{
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fireInfo.m_iAmmoType = TF_AMMO_METAL;
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}
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// Setup the bullet damage type & roll for crit.
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int nDamageType = DMG_GENERIC;
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int nCustomDamageType = TF_DMG_CUSTOM_NONE;
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CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon(); // FIXME: Should this be pWpn?
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if ( pWeapon )
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{
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nDamageType = pWeapon->GetDamageType();
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if ( pWeapon->IsCurrentAttackACrit() || bCritical )
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{
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nDamageType |= DMG_CRITICAL;
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}
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nCustomDamageType = pWeapon->GetCustomDamageType();
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}
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if ( iWeapon != TF_WEAPON_MINIGUN )
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{
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fireInfo.m_iTracerFreq = 2;
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}
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// Reset multi-damage structures.
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ClearMultiDamage();
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#if !defined (CLIENT_DLL)
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// If this weapon fires multiple projectiles per shot, and can penetrate multiple
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// targets, aggregate CTakeDamageInfo events and send them off as one event
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CDmgAccumulator *pDmgAccumulator = pWpn ? pWpn->GetDmgAccumulator() : NULL;
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if ( pDmgAccumulator )
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{
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pDmgAccumulator->Start();
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}
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#endif // !CLIENT
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int nBulletsPerShot = pWeaponInfo->GetWeaponData( iMode ).m_nBulletsPerShot;
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bool bFixedSpread = ( nDamageType & DMG_BUCKSHOT ) && ( nBulletsPerShot > 1 ) && IsFixedWeaponSpreadEnabled();
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if ( pWeapon )
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{
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, nBulletsPerShot, mult_bullets_per_shot );
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}
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for ( int iBullet = 0; iBullet < nBulletsPerShot; ++iBullet )
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{
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// Initialize random system with this seed.
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RandomSeed( iSeed );
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// Get circular gaussian spread. Under some cases we fire a bullet right down the crosshair:
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// - The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
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// - The first bullet of a non-spread weapon if it's been >1.25 second since firing
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bool bFirePerfect = false;
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if ( iBullet == 0 && pWpn )
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{
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float flTimeSinceLastShot = (gpGlobals->curtime - pWpn->m_flLastFireTime );
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if ( nBulletsPerShot > 1 && flTimeSinceLastShot > 0.25 )
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{
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bFirePerfect = true;
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}
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else if ( nBulletsPerShot == 1 && flTimeSinceLastShot > 1.25 )
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{
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bFirePerfect = true;
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}
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}
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float x,y;
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if ( bFixedSpread )
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{
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int iSpread = iBullet;
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while ( iSpread >= ARRAYSIZE(g_vecFixedWpnSpreadPellets) )
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{
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iSpread -= ARRAYSIZE(g_vecFixedWpnSpreadPellets);
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}
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float flScalar = 0.5;
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x = g_vecFixedWpnSpreadPellets[iSpread].x * flScalar;
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y = g_vecFixedWpnSpreadPellets[iSpread].y * flScalar;
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}
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else if ( bFirePerfect )
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{
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x = y = 0;
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}
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else
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{
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x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
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y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
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}
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// Initialize the varialbe firing information.
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fireInfo.m_vecDirShooting = vecShootForward + ( x * flSpread * vecShootRight ) + ( y * flSpread * vecShootUp );
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fireInfo.m_vecDirShooting.NormalizeInPlace();
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fireInfo.m_bUseServerRandomSeed = pWpn && pWpn->UseServerRandomSeed();
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// Fire a bullet.
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pPlayer->FireBullet( pWpn, fireInfo, bDoEffects, nDamageType, nCustomDamageType );
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// Use new seed for next bullet.
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++iSeed;
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}
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#if !defined (CLIENT_DLL)
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if ( pDmgAccumulator )
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{
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pDmgAccumulator->Process();
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}
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#endif // !CLIENT
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// Apply damage if any.
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ApplyMultiDamage();
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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// PASSTIME custom lag compensation for the ball; see also tf_weapon_flamethrower.cpp
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// it would be better if all entities could opt-in to this, or a way for lagcompensation to handle non-players automatically
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if ( g_pPasstimeLogic && g_pPasstimeLogic->GetBall() )
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{
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g_pPasstimeLogic->GetBall()->FinishLagCompensation( pPlayer );
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}
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#endif
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EndGroupingSounds();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Should we make this a per-weapon property?
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//-----------------------------------------------------------------------------
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bool IsFixedWeaponSpreadEnabled( void )
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{
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const IMatchGroupDescription *pMatchDesc = GetMatchGroupDescription( TFGameRules()->GetCurrentMatchGroup() );
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if ( pMatchDesc )
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return pMatchDesc->m_params.m_bFixedWeaponSpread;
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return tf_use_fixed_weaponspreads.GetBool();
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}
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