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944 lines
25 KiB
944 lines
25 KiB
5 years ago
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//========= 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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#include "weapon_csbase.h"
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#include "decals.h"
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#include "cs_gamerules.h"
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#include "weapon_c4.h"
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#include "in_buttons.h"
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#include "datacache/imdlcache.h"
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#ifdef CLIENT_DLL
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#include "soundent.h"
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#include "bot/cs_bot.h"
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#include "KeyValues.h"
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#include "triggers.h"
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#include "cs_gamestats.h"
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#endif
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#include "cs_playeranimstate.h"
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#include "basecombatweapon_shared.h"
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#include "util_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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#include "obstacle_pushaway.h"
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#include "props_shared.h"
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ConVar sv_showimpacts("sv_showimpacts", "0", FCVAR_REPLICATED, "Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)" );
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ConVar sv_showplayerhitboxes( "sv_showplayerhitboxes", "0", FCVAR_REPLICATED, "Show lag compensated hitboxes for the specified player index whenever a player fires." );
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#define CS_MASK_SHOOT (MASK_SOLID|CONTENTS_DEBRIS)
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void DispatchEffect( const char *pName, const CEffectData &data );
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#ifdef _DEBUG
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// This is some extra code to collect weapon accuracy stats:
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struct bulletdata_s
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{
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float timedelta; // time delta since first shot of this round
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float derivation; // derivation for first shoot view angle
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int count;
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};
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#define STATS_MAX_BULLETS 50
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static bulletdata_s s_bullet_stats[STATS_MAX_BULLETS];
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Vector s_firstImpact = Vector(0,0,0);
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float s_firstTime = 0;
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float s_LastTime = 0;
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int s_bulletCount = 0;
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void ResetBulletStats()
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{
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s_firstTime = 0;
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s_LastTime = 0;
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s_bulletCount = 0;
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s_firstImpact = Vector(0,0,0);
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Q_memset( s_bullet_stats, 0, sizeof(s_bullet_stats) );
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}
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void PrintBulletStats()
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{
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for (int i=0; i<STATS_MAX_BULLETS; i++ )
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{
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if (s_bullet_stats[i].count == 0)
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break;
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Msg("%3i;%3i;%.4f;%.4f\n", i, s_bullet_stats[i].count,
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s_bullet_stats[i].timedelta, s_bullet_stats[i].derivation );
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}
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}
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void AddBulletStat( float time, float dist, Vector &impact )
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{
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if ( time > s_LastTime + 2.0f )
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{
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// time delta since last shoot is bigger than 2 seconds, start new row
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s_LastTime = s_firstTime = time;
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s_bulletCount = 0;
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s_firstImpact = impact;
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}
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else
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{
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s_LastTime = time;
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s_bulletCount++;
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}
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if ( s_bulletCount >= STATS_MAX_BULLETS )
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s_bulletCount = STATS_MAX_BULLETS -1;
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if ( dist < 1 )
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dist = 1;
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int i = s_bulletCount;
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float offset = VectorLength( s_firstImpact - impact );
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float timedelta = time - s_firstTime;
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float derivation = offset / dist;
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float weight = (float)s_bullet_stats[i].count/(float)(s_bullet_stats[i].count+1);
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s_bullet_stats[i].timedelta *= weight;
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s_bullet_stats[i].timedelta += (1.0f-weight) * timedelta;
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s_bullet_stats[i].derivation *= weight;
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s_bullet_stats[i].derivation += (1.0f-weight) * derivation;
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s_bullet_stats[i].count++;
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}
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CON_COMMAND( stats_bullets_reset, "Reset bullet stats")
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{
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ResetBulletStats();
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}
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CON_COMMAND( stats_bullets_print, "Print bullet stats")
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{
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PrintBulletStats();
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}
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#endif
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float CCSPlayer::GetPlayerMaxSpeed()
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{
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if ( GetMoveType() == MOVETYPE_NONE )
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{
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return CS_PLAYER_SPEED_STOPPED;
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}
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if ( IsObserver() )
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{
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// Player gets speed bonus in observer mode
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return CS_PLAYER_SPEED_OBSERVER;
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}
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bool bValidMoveState = ( State_Get() == STATE_ACTIVE || State_Get() == STATE_OBSERVER_MODE );
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if ( !bValidMoveState || m_bIsDefusing || CSGameRules()->IsFreezePeriod() )
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{
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// Player should not move during the freeze period
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return CS_PLAYER_SPEED_STOPPED;
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}
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float speed = BaseClass::GetPlayerMaxSpeed();
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if ( IsVIP() == true ) // VIP is slow due to the armour he's wearing
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{
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speed = MIN(speed, CS_PLAYER_SPEED_VIP);
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}
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else
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{
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CWeaponCSBase *pWeapon = dynamic_cast<CWeaponCSBase*>( GetActiveWeapon() );
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if ( pWeapon )
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{
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if ( HasShield() && IsShieldDrawn() )
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{
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speed = MIN(speed, CS_PLAYER_SPEED_SHIELD);
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}
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else
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{
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speed = MIN(speed, pWeapon->GetMaxSpeed());
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}
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}
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}
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return speed;
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}
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void CCSPlayer::GetBulletTypeParameters(
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int iBulletType,
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float &fPenetrationPower,
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float &flPenetrationDistance )
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{
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//MIKETODO: make ammo types come from a script file.
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if ( IsAmmoType( iBulletType, BULLET_PLAYER_50AE ) )
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{
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fPenetrationPower = 30;
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flPenetrationDistance = 1000.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_762MM ) )
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{
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fPenetrationPower = 39;
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flPenetrationDistance = 5000.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_556MM ) ||
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IsAmmoType( iBulletType, BULLET_PLAYER_556MM_BOX ) )
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{
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fPenetrationPower = 35;
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flPenetrationDistance = 4000.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_338MAG ) )
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{
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fPenetrationPower = 45;
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flPenetrationDistance = 8000.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_9MM ) )
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{
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fPenetrationPower = 21;
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flPenetrationDistance = 800.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_BUCKSHOT ) )
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{
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fPenetrationPower = 0;
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flPenetrationDistance = 0.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_45ACP ) )
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{
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fPenetrationPower = 15;
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flPenetrationDistance = 500.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_357SIG ) )
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{
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fPenetrationPower = 25;
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flPenetrationDistance = 800.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_57MM ) )
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{
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fPenetrationPower = 30;
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flPenetrationDistance = 2000.0;
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}
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else
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{
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// What kind of ammo is this?
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Assert( false );
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fPenetrationPower = 0;
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flPenetrationDistance = 0.0;
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}
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}
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static void GetMaterialParameters( int iMaterial, float &flPenetrationModifier, float &flDamageModifier )
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{
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switch ( iMaterial )
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{
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case CHAR_TEX_METAL :
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flPenetrationModifier = 0.5; // If we hit metal, reduce the thickness of the brush we can't penetrate
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flDamageModifier = 0.3;
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break;
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case CHAR_TEX_DIRT :
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flPenetrationModifier = 0.5;
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flDamageModifier = 0.3;
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break;
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case CHAR_TEX_CONCRETE :
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flPenetrationModifier = 0.4;
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flDamageModifier = 0.25;
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break;
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case CHAR_TEX_GRATE :
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flPenetrationModifier = 1.0;
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flDamageModifier = 0.99;
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break;
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case CHAR_TEX_VENT :
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flPenetrationModifier = 0.5;
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flDamageModifier = 0.45;
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break;
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case CHAR_TEX_TILE :
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flPenetrationModifier = 0.65;
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flDamageModifier = 0.3;
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break;
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case CHAR_TEX_COMPUTER :
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flPenetrationModifier = 0.4;
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flDamageModifier = 0.45;
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break;
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case CHAR_TEX_WOOD :
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flPenetrationModifier = 1.0;
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flDamageModifier = 0.6;
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break;
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default :
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flPenetrationModifier = 1.0;
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flDamageModifier = 0.5;
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break;
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}
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Assert( flPenetrationModifier > 0 );
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Assert( flDamageModifier < 1.0f ); // Less than 1.0f for avoiding infinite loops
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}
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static bool TraceToExit(Vector &start, Vector &dir, Vector &end, float flStepSize, float flMaxDistance )
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{
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float flDistance = 0;
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Vector last = start;
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while ( flDistance <= flMaxDistance )
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{
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flDistance += flStepSize;
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end = start + flDistance *dir;
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if ( (UTIL_PointContents ( end ) & MASK_SOLID) == 0 )
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{
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// found first free point
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return true;
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}
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}
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return false;
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}
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inline void UTIL_TraceLineIgnoreTwoEntities( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
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const IHandleEntity *ignore, const IHandleEntity *ignore2, int collisionGroup, trace_t *ptr )
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{
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Ray_t ray;
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ray.Init( vecAbsStart, vecAbsEnd );
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CTraceFilterSkipTwoEntities traceFilter( ignore, ignore2, collisionGroup );
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enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
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if( r_visualizetraces.GetBool() )
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{
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DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f );
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}
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}
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void CCSPlayer::FireBullet(
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Vector vecSrc, // shooting postion
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const QAngle &shootAngles, //shooting angle
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float flDistance, // max distance
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int iPenetration, // how many obstacles can be penetrated
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int iBulletType, // ammo type
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int iDamage, // base damage
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float flRangeModifier, // damage range modifier
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CBaseEntity *pevAttacker, // shooter
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bool bDoEffects,
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float xSpread, float ySpread
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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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// MIKETODO: put all the ammo parameters into a script file and allow for CS-specific params.
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float flPenetrationPower = 0; // thickness of a wall that this bullet can penetrate
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float flPenetrationDistance = 0; // distance at which the bullet is capable of penetrating a wall
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float flDamageModifier = 0.5; // default modification of bullets power after they go through a wall.
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float flPenetrationModifier = 1.f;
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GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance );
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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 + xSpread * vecRight + ySpread * vecUp;
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VectorNormalize( vecDir );
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//Adrian: visualize server/client player positions
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//This is used to show where the lag compesator thinks the player should be at.
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#if 0
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for ( int k = 1; k <= gpGlobals->maxClients; k++ )
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{
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CBasePlayer *clientClass = (CBasePlayer *)CBaseEntity::Instance( k );
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if ( clientClass == NULL )
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continue;
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if ( k == entindex() )
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continue;
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#ifdef CLIENT_DLL
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debugoverlay->AddBoxOverlay( clientClass->GetAbsOrigin(), clientClass->WorldAlignMins(), clientClass->WorldAlignMaxs(), QAngle( 0, 0, 0), 255,0,0,127, 4 );
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#else
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NDebugOverlay::Box( clientClass->GetAbsOrigin(), clientClass->WorldAlignMins(), clientClass->WorldAlignMaxs(), 0,0,255,127, 4 );
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#endif
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}
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#endif
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||
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//=============================================================================
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||
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// HPE_BEGIN:
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//=============================================================================
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||
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#ifndef CLIENT_DLL
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// [pfreese] Track number player entities killed with this bullet
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int iPenetrationKills = 0;
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// [menglish] Increment the shots fired for this player
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CCS_GameStats.Event_ShotFired( this, GetActiveWeapon() );
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#endif
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//=============================================================================
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// HPE_END
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//=============================================================================
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bool bFirstHit = true;
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|
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CBasePlayer *lastPlayerHit = NULL;
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if( sv_showplayerhitboxes.GetInt() > 0 )
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{
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CBasePlayer *lagPlayer = UTIL_PlayerByIndex( sv_showplayerhitboxes.GetInt() );
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if( lagPlayer )
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{
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#ifdef CLIENT_DLL
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lagPlayer->DrawClientHitboxes(4, true);
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#else
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lagPlayer->DrawServerHitboxes(4, true);
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#endif
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}
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||
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}
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||
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MDLCACHE_CRITICAL_SECTION();
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while ( fCurrentDamage > 0 )
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{
|
||
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Vector vecEnd = vecSrc + vecDir * flDistance;
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||
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trace_t tr; // main enter bullet trace
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UTIL_TraceLineIgnoreTwoEntities( vecSrc, vecEnd, CS_MASK_SHOOT|CONTENTS_HITBOX, this, lastPlayerHit, COLLISION_GROUP_NONE, &tr );
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||
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{
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CTraceFilterSkipTwoEntities filter( this, lastPlayerHit, COLLISION_GROUP_NONE );
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||
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|
||
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// Check for player hitboxes extending outside their collision bounds
|
||
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const float rayExtension = 40.0f;
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||
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UTIL_ClipTraceToPlayers( vecSrc, vecEnd + vecDir * rayExtension, CS_MASK_SHOOT|CONTENTS_HITBOX, &filter, &tr );
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||
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}
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lastPlayerHit = ToBasePlayer(tr.m_pEnt);
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||
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||
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if ( tr.fraction == 1.0f )
|
||
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break; // we didn't hit anything, stop tracing shoot
|
||
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|
||
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#ifdef _DEBUG
|
||
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if ( bFirstHit )
|
||
|
AddBulletStat( gpGlobals->realtime, VectorLength( vecSrc-tr.endpos), tr.endpos );
|
||
|
#endif
|
||
|
|
||
|
bFirstHit = false;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
//
|
||
|
// Propogate a bullet impact event
|
||
|
// @todo Add this for shotgun pellets (which dont go thru here)
|
||
|
//
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "bullet_impact" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "userid", GetUserID() );
|
||
|
event->SetFloat( "x", tr.endpos.x );
|
||
|
event->SetFloat( "y", tr.endpos.y );
|
||
|
event->SetFloat( "z", tr.endpos.z );
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
/************* MATERIAL DETECTION ***********/
|
||
|
surfacedata_t *pSurfaceData = physprops->GetSurfaceData( tr.surface.surfaceProps );
|
||
|
int iEnterMaterial = pSurfaceData->game.material;
|
||
|
|
||
|
GetMaterialParameters( iEnterMaterial, flPenetrationModifier, flDamageModifier );
|
||
|
|
||
|
bool hitGrate = tr.contents & CONTENTS_GRATE;
|
||
|
|
||
|
// since some railings in de_inferno are CONTENTS_GRATE but CHAR_TEX_CONCRETE, we'll trust the
|
||
|
// CONTENTS_GRATE and use a high damage modifier.
|
||
|
if ( hitGrate )
|
||
|
{
|
||
|
// If we're a concrete grate (TOOLS/TOOLSINVISIBLE texture) allow more penetrating power.
|
||
|
flPenetrationModifier = 1.0f;
|
||
|
flDamageModifier = 0.99f;
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
if ( sv_showimpacts.GetInt() == 1 || sv_showimpacts.GetInt() == 2 )
|
||
|
{
|
||
|
// 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
|
||
|
if ( sv_showimpacts.GetInt() == 1 || sv_showimpacts.GetInt() == 3 )
|
||
|
{
|
||
|
// 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 * flDistance;
|
||
|
fCurrentDamage *= pow (flRangeModifier, (flCurrentDistance / 500));
|
||
|
|
||
|
// check if we reach penetration distance, no more penetrations after that
|
||
|
if (flCurrentDistance > flPenetrationDistance && iPenetration > 0)
|
||
|
iPenetration = 0;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
// This just keeps track of sounds for AIs (it doesn't play anything).
|
||
|
CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, tr.endpos, 400, 0.2f, this );
|
||
|
#endif
|
||
|
|
||
|
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->GetTeamNumber() == GetTeamNumber() ) )
|
||
|
{
|
||
|
UTIL_ImpactTrace( &tr, iDamageType );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
} // bDoEffects
|
||
|
|
||
|
// add damage to entity that we hit
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
ClearMultiDamage();
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [pfreese] Check if enemy players were killed by this bullet, and if so,
|
||
|
// add them to the iPenetrationKills count
|
||
|
//=============================================================================
|
||
|
|
||
|
CBaseEntity *pEntity = tr.m_pEnt;
|
||
|
|
||
|
CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage, iDamageType );
|
||
|
CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos );
|
||
|
pEntity->DispatchTraceAttack( info, vecDir, &tr );
|
||
|
|
||
|
bool bWasAlive = pEntity->IsAlive();
|
||
|
|
||
|
TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir );
|
||
|
|
||
|
ApplyMultiDamage();
|
||
|
|
||
|
if (bWasAlive && !pEntity->IsAlive() && pEntity->IsPlayer() && pEntity->GetTeamNumber() != GetTeamNumber())
|
||
|
{
|
||
|
++iPenetrationKills;
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
#endif
|
||
|
|
||
|
// check if bullet can penetrate another entity
|
||
|
if ( iPenetration == 0 && !hitGrate )
|
||
|
break; // no, stop
|
||
|
|
||
|
// If we hit a grate with iPenetration == 0, stop on the next thing we hit
|
||
|
if ( iPenetration < 0 )
|
||
|
break;
|
||
|
|
||
|
Vector penetrationEnd;
|
||
|
|
||
|
// try to penetrate object, maximum penetration is 128 inch
|
||
|
if ( !TraceToExit( tr.endpos, vecDir, penetrationEnd, 24, 128 ) )
|
||
|
break;
|
||
|
|
||
|
// find exact penetration exit
|
||
|
trace_t exitTr;
|
||
|
UTIL_TraceLine( penetrationEnd, tr.endpos, CS_MASK_SHOOT|CONTENTS_HITBOX, NULL, &exitTr );
|
||
|
|
||
|
if( exitTr.m_pEnt != tr.m_pEnt && exitTr.m_pEnt != NULL )
|
||
|
{
|
||
|
// something was blocking, trace again
|
||
|
UTIL_TraceLine( penetrationEnd, tr.endpos, CS_MASK_SHOOT|CONTENTS_HITBOX, exitTr.m_pEnt, COLLISION_GROUP_NONE, &exitTr );
|
||
|
}
|
||
|
|
||
|
// get material at exit point
|
||
|
pSurfaceData = physprops->GetSurfaceData( exitTr.surface.surfaceProps );
|
||
|
int iExitMaterial = pSurfaceData->game.material;
|
||
|
|
||
|
hitGrate = hitGrate && ( exitTr.contents & CONTENTS_GRATE );
|
||
|
|
||
|
// if enter & exit point is wood or metal we assume this is
|
||
|
// a hollow crate or barrel and give a penetration bonus
|
||
|
if ( iEnterMaterial == iExitMaterial )
|
||
|
{
|
||
|
if( iExitMaterial == CHAR_TEX_WOOD ||
|
||
|
iExitMaterial == CHAR_TEX_METAL )
|
||
|
{
|
||
|
flPenetrationModifier *= 2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float flTraceDistance = VectorLength( exitTr.endpos - tr.endpos );
|
||
|
|
||
|
// check if bullet has enough power to penetrate this distance for this material
|
||
|
if ( flTraceDistance > ( flPenetrationPower * flPenetrationModifier ) )
|
||
|
break; // bullet hasn't enough power to penetrate this distance
|
||
|
|
||
|
// penetration was successful
|
||
|
|
||
|
// bullet did penetrate object, exit Decal
|
||
|
if ( bDoEffects )
|
||
|
{
|
||
|
UTIL_ImpactTrace( &exitTr, iDamageType );
|
||
|
}
|
||
|
|
||
|
//setup new start end parameters for successive trace
|
||
|
|
||
|
flPenetrationPower -= flTraceDistance / flPenetrationModifier;
|
||
|
flCurrentDistance += flTraceDistance;
|
||
|
|
||
|
// NDebugOverlay::Box( exitTr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,255,0,127, 8 );
|
||
|
|
||
|
vecSrc = exitTr.endpos;
|
||
|
flDistance = (flDistance - flCurrentDistance) * 0.5;
|
||
|
|
||
|
// reduce damage power each time we hit something other than a grate
|
||
|
fCurrentDamage *= flDamageModifier;
|
||
|
|
||
|
// reduce penetration counter
|
||
|
iPenetration--;
|
||
|
}
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [pfreese] If we killed at least two enemies with a single bullet, award the
|
||
|
// TWO_WITH_ONE_SHOT achievement
|
||
|
//=============================================================================
|
||
|
|
||
|
if (iPenetrationKills >= 2)
|
||
|
{
|
||
|
AwardAchievement(CSKillTwoWithOneShot);
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSPlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
|
||
|
{
|
||
|
float speedSqr = vecVelocity.AsVector2D().LengthSqr();
|
||
|
|
||
|
// the fastest walk is 135 ( scout ), see CCSGameMovement::CheckParameters()
|
||
|
if ( speedSqr < 150.0 * 150.0 )
|
||
|
return; // player is not running, no footsteps
|
||
|
|
||
|
BaseClass::UpdateStepSound( psurface, vecOrigin, vecVelocity );
|
||
|
}
|
||
|
|
||
|
|
||
|
// GOOSEMAN : Kick the view..
|
||
|
void CCSPlayer::KickBack( float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change )
|
||
|
{
|
||
|
float flKickUp;
|
||
|
float flKickLateral;
|
||
|
|
||
|
if (m_iShotsFired == 1) // This is the first round fired
|
||
|
{
|
||
|
flKickUp = up_base;
|
||
|
flKickLateral = lateral_base;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flKickUp = up_base + m_iShotsFired*up_modifier;
|
||
|
flKickLateral = lateral_base + m_iShotsFired*lateral_modifier;
|
||
|
}
|
||
|
|
||
|
|
||
|
QAngle angle = GetPunchAngle();
|
||
|
|
||
|
angle.x -= flKickUp;
|
||
|
if ( angle.x < -1 * up_max )
|
||
|
angle.x = -1 * up_max;
|
||
|
|
||
|
if ( m_iDirection == 1 )
|
||
|
{
|
||
|
angle.y += flKickLateral;
|
||
|
if (angle.y > lateral_max)
|
||
|
angle.y = lateral_max;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
angle.y -= flKickLateral;
|
||
|
if ( angle.y < -1 * lateral_max )
|
||
|
angle.y = -1 * lateral_max;
|
||
|
}
|
||
|
|
||
|
if ( !SharedRandomInt( "KickBack", 0, direction_change ) )
|
||
|
m_iDirection = 1 - m_iDirection;
|
||
|
|
||
|
SetPunchAngle( angle );
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSPlayer::CanMove() const
|
||
|
{
|
||
|
// When we're in intro camera mode, it's important to return false here
|
||
|
// so our physics object doesn't fall out of the world.
|
||
|
if ( GetMoveType() == MOVETYPE_NONE )
|
||
|
return false;
|
||
|
|
||
|
if ( IsObserver() )
|
||
|
return true; // observers can move all the time
|
||
|
|
||
|
bool bValidMoveState = (State_Get() == STATE_ACTIVE || State_Get() == STATE_OBSERVER_MODE);
|
||
|
|
||
|
if ( m_bIsDefusing || !bValidMoveState || CSGameRules()->IsFreezePeriod() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Can't move while planting C4.
|
||
|
CC4 *pC4 = dynamic_cast< CC4* >( GetActiveWeapon() );
|
||
|
if ( pC4 && pC4->m_bStartedArming )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSPlayer::OnJump( float fImpulse )
|
||
|
{
|
||
|
CWeaponCSBase* pActiveWeapon = GetActiveCSWeapon();
|
||
|
if ( pActiveWeapon != NULL )
|
||
|
pActiveWeapon->OnJump(fImpulse);
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSPlayer::OnLand( float fVelocity )
|
||
|
{
|
||
|
CWeaponCSBase* pActiveWeapon = GetActiveCSWeapon();
|
||
|
if ( pActiveWeapon != NULL )
|
||
|
pActiveWeapon->OnLand(fVelocity);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Track the last time we were on a ladder, along with the ladder's normal and where we
|
||
|
* were grabbing it, so we don't reach behind us and grab it again as we are trying to
|
||
|
* dismount.
|
||
|
*/
|
||
|
void CCSPlayer::SurpressLadderChecks( const Vector& pos, const Vector& normal )
|
||
|
{
|
||
|
m_ladderSurpressionTimer.Start( 1.0f );
|
||
|
m_lastLadderPos = pos;
|
||
|
m_lastLadderNormal = normal;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Prevent us from re-grabbing the same ladder we were just on:
|
||
|
* - if the timer is elapsed, let us grab again
|
||
|
* - if the normal is different, let us grab
|
||
|
* - if the 2D pos is very different, let us grab, since it's probably a different ladder
|
||
|
*/
|
||
|
bool CCSPlayer::CanGrabLadder( const Vector& pos, const Vector& normal )
|
||
|
{
|
||
|
if ( m_ladderSurpressionTimer.GetRemainingTime() <= 0.0f )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
const float MaxDist = 64.0f;
|
||
|
if ( pos.AsVector2D().DistToSqr( m_lastLadderPos.AsVector2D() ) < MaxDist * MaxDist )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( normal != m_lastLadderNormal )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSPlayer::SetAnimation( PLAYER_ANIM playerAnim )
|
||
|
{
|
||
|
// In CS, its CPlayerAnimState object manages ALL the animation state.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
CWeaponCSBase* CCSPlayer::CSAnim_GetActiveWeapon()
|
||
|
{
|
||
|
return GetActiveCSWeapon();
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSPlayer::CSAnim_CanMove()
|
||
|
{
|
||
|
return CanMove();
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
|
||
|
#define MATERIAL_NAME_LENGTH 16
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
class CFootstepControl : public CBaseTrigger
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CFootstepControl, CBaseTrigger );
|
||
|
DECLARE_DATADESC();
|
||
|
DECLARE_SERVERCLASS();
|
||
|
|
||
|
virtual int UpdateTransmitState( void );
|
||
|
virtual void Spawn( void );
|
||
|
|
||
|
CNetworkVar( string_t, m_source );
|
||
|
CNetworkVar( string_t, m_destination );
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( func_footstep_control, CFootstepControl );
|
||
|
|
||
|
|
||
|
BEGIN_DATADESC( CFootstepControl )
|
||
|
DEFINE_KEYFIELD( m_source, FIELD_STRING, "Source" ),
|
||
|
DEFINE_KEYFIELD( m_destination, FIELD_STRING, "Destination" ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST( CFootstepControl, DT_FootstepControl )
|
||
|
SendPropStringT( SENDINFO(m_source) ),
|
||
|
SendPropStringT( SENDINFO(m_destination) ),
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
int CFootstepControl::UpdateTransmitState( void )
|
||
|
{
|
||
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
||
|
}
|
||
|
|
||
|
void CFootstepControl::Spawn( void )
|
||
|
{
|
||
|
InitTrigger();
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
|
||
|
class C_FootstepControl : public C_BaseEntity
|
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{
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public:
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DECLARE_CLASS( C_FootstepControl, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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|
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C_FootstepControl( void );
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~C_FootstepControl();
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|
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|
char m_source[MATERIAL_NAME_LENGTH];
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||
|
char m_destination[MATERIAL_NAME_LENGTH];
|
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|
};
|
||
|
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IMPLEMENT_CLIENTCLASS_DT(C_FootstepControl, DT_FootstepControl, CFootstepControl)
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RecvPropString( RECVINFO(m_source) ),
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|
RecvPropString( RECVINFO(m_destination) ),
|
||
|
END_RECV_TABLE()
|
||
|
|
||
|
CUtlVector< C_FootstepControl * > s_footstepControllers;
|
||
|
|
||
|
C_FootstepControl::C_FootstepControl( void )
|
||
|
{
|
||
|
s_footstepControllers.AddToTail( this );
|
||
|
}
|
||
|
|
||
|
C_FootstepControl::~C_FootstepControl()
|
||
|
{
|
||
|
s_footstepControllers.FindAndRemove( this );
|
||
|
}
|
||
|
|
||
|
surfacedata_t * CCSPlayer::GetFootstepSurface( const Vector &origin, const char *surfaceName )
|
||
|
{
|
||
|
for ( int i=0; i<s_footstepControllers.Count(); ++i )
|
||
|
{
|
||
|
C_FootstepControl *control = s_footstepControllers[i];
|
||
|
|
||
|
if ( FStrEq( control->m_source, surfaceName ) )
|
||
|
{
|
||
|
if ( control->CollisionProp()->IsPointInBounds( origin ) )
|
||
|
{
|
||
|
return physprops->GetSurfaceData( physprops->GetSurfaceIndex( control->m_destination ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return physprops->GetSurfaceData( physprops->GetSurfaceIndex( surfaceName ) );
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|