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371 lines
9.3 KiB
371 lines
9.3 KiB
3 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 "fx_dod_shared.h"
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#include "weapon_dodbase.h"
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#include "engine/ivdebugoverlay.h"
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#ifndef CLIENT_DLL
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#include "ilagcompensationmanager.h"
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#endif
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#ifndef CLIENT_DLL
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//=============================================================================
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//
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// Explosions.
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//
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class CTEDODExplosion : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEDODExplosion, CBaseTempEntity );
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DECLARE_SERVERCLASS();
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CTEDODExplosion( const char *name );
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public:
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Vector m_vecOrigin;
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Vector m_vecNormal;
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};
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// Singleton to fire explosion objects
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static CTEDODExplosion g_TEDODExplosion( "DODExplosion" );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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//-----------------------------------------------------------------------------
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CTEDODExplosion::CTEDODExplosion( const char *name ) : CBaseTempEntity( name )
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{
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m_vecOrigin.Init();
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m_vecNormal.Init();
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}
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IMPLEMENT_SERVERCLASS_ST( CTEDODExplosion, DT_TEDODExplosion )
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SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[0] ), -1, SPROP_COORD_MP_INTEGRAL ),
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SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[1] ), -1, SPROP_COORD_MP_INTEGRAL ),
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SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[2] ), -1, SPROP_COORD_MP_INTEGRAL ),
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SendPropVector( SENDINFO_NOCHECK( m_vecNormal ), 6, 0, -1.0f, 1.0f ),
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END_SEND_TABLE()
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void TE_DODExplosion( IRecipientFilter &filter, float flDelay, const Vector &vecOrigin, const Vector &vecNormal )
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{
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VectorCopy( vecOrigin, g_TEDODExplosion.m_vecOrigin );
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VectorCopy( vecNormal, g_TEDODExplosion.m_vecNormal );
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// Send it over the wire
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g_TEDODExplosion.Create( filter, flDelay );
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}
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#endif
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#ifdef CLIENT_DLL
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#include "fx_impact.h"
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extern void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType );
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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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WeaponSound_t sound_type,
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const Vector &vOrigin,
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CDODWeaponInfo *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 *shootsound = pWeaponInfo->aShootSounds[ sound_type ];
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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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CBaseEntity::EmitSound( filter, iPlayerIndex, shootsound, &vOrigin );
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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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// Don't play the sound if it's too close to another impact sound.
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for ( int 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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int tail = g_GroupedSounds.AddToTail();
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g_GroupedSounds[tail].m_SoundName = pSoundName;
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g_GroupedSounds[tail].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_firebullets.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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WeaponSound_t sound_type,
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const Vector &vOrigin,
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CDODWeaponInfo *pWeaponInfo ) {};
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#endif
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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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const Vector &vOrigin,
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const QAngle &vAngles,
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int iWeaponID,
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int iMode,
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int iSeed,
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float flSpread
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)
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{
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bool bDoEffects = true;
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#ifdef CLIENT_DLL
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C_DODPlayer *pPlayer = ToDODPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
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#else
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CDODPlayer *pPlayer = ToDODPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
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#endif
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const char * weaponAlias = WeaponIDToAlias( iWeaponID );
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if ( !weaponAlias )
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{
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DevMsg("FX_FireBullets: weapon alias for ID %i not found\n", iWeaponID );
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return;
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}
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//MATTTODO: Why are we looking up the weapon info again when every weapon
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// stores its own m_pWeaponInfo pointer?
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char wpnName[128];
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Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", weaponAlias );
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName );
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if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
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{
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DevMsg("FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", wpnName );
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return;
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}
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CDODWeaponInfo *pWeaponInfo = static_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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#ifdef CLIENT_DLL
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if( pPlayer && !pPlayer->IsDormant() )
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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#else
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if( pPlayer )
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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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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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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flSpread
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);
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bDoEffects = false; // no effects on server
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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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WeaponSound_t sound_type = SINGLE;
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if ( bDoEffects)
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{
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FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo );
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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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#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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#endif
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RandomSeed( iSeed );
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float x, y;
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do
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{
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x = random->RandomFloat( -0.5, 0.5 ) + random->RandomFloat( -0.5, 0.5 );
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y = random->RandomFloat( -0.5, 0.5 ) + random->RandomFloat( -0.5, 0.5 );
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} while ( (x * x + y * y) > 1.0f );
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Vector vecForward, vecRight, vecUp;
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AngleVectors( vAngles, &vecForward, &vecRight, &vecUp );
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Vector vecDirShooting = vecForward +
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x * flSpread * vecRight +
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y * flSpread * vecUp;
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vecDirShooting.NormalizeInPlace();
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FireBulletsInfo_t info( 1 /*shots*/, vOrigin, vecDirShooting, Vector( flSpread, flSpread, FLOAT32_NAN), MAX_COORD_RANGE, pWeaponInfo->iAmmoType );
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info.m_flDamage = pWeaponInfo->m_iDamage;
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info.m_pAttacker = pPlayer;
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pPlayer->FireBullets( info );
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#ifdef CLIENT_DLL
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{
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trace_t tr;
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UTIL_TraceLine( vOrigin, vOrigin + vecDirShooting * MAX_COORD_RANGE, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
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// if this is a local player, start at attachment on view model
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// else start on attachment on weapon model
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int iEntIndex = pPlayer->entindex();
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int iAttachment = 1;
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Vector vecStart = tr.startpos;
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QAngle angAttachment;
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C_DODPlayer *pLocalPlayer = C_DODPlayer::GetLocalDODPlayer();
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bool bInToolRecordingMode = clienttools->IsInRecordingMode();
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// try to align tracers to actual weapon barrel if possible
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if ( pPlayer->IsLocalPlayer() && !bInToolRecordingMode )
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{
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C_BaseViewModel *pViewModel = pPlayer->GetViewModel(0);
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if ( pViewModel )
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{
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iEntIndex = pViewModel->entindex();
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pViewModel->GetAttachment( iAttachment, vecStart, angAttachment );
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}
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}
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else if ( pLocalPlayer &&
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pLocalPlayer->GetObserverTarget() == pPlayer &&
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pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
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{
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// get our observer target's view model
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C_BaseViewModel *pViewModel = pLocalPlayer->GetViewModel(0);
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if ( pViewModel )
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{
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iEntIndex = pViewModel->entindex();
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pViewModel->GetAttachment( iAttachment, vecStart, angAttachment );
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}
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}
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else if ( !pPlayer->IsDormant() )
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{
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// fill in with third person weapon model index
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C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
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if( pWeapon )
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{
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iEntIndex = pWeapon->entindex();
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int nModelIndex = pWeapon->GetModelIndex();
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int nWorldModelIndex = pWeapon->GetWorldModelIndex();
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if ( bInToolRecordingMode && nModelIndex != nWorldModelIndex )
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{
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pWeapon->SetModelIndex( nWorldModelIndex );
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}
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pWeapon->GetAttachment( iAttachment, vecStart, angAttachment );
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if ( bInToolRecordingMode && nModelIndex != nWorldModelIndex )
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{
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pWeapon->SetModelIndex( nModelIndex );
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}
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}
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}
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switch( pWeaponInfo->m_iTracerType )
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{
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case 1: // Machine gun, heavy tracer
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UTIL_Tracer( vecStart, tr.endpos, iEntIndex, TRACER_DONT_USE_ATTACHMENT, 5000.0, true, "BrightTracer" );
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break;
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case 2: // rifle, smg, light tracer
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vecStart += vecDirShooting * 150;
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UTIL_Tracer( vecStart, tr.endpos, iEntIndex, TRACER_DONT_USE_ATTACHMENT, 5000.0, true, "FaintTracer" );
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break;
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case 0: // pistols etc, just do the sound
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{
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FX_TracerSound( vecStart, tr.endpos, TRACER_TYPE_DEFAULT );
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}
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default:
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break;
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}
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}
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#endif
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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EndGroupingSounds();
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}
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