Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "fx_dod_shared.h"
#include "weapon_dodbase.h"
#include "engine/ivdebugoverlay.h"
#ifndef CLIENT_DLL
#include "ilagcompensationmanager.h"
#endif
#ifndef CLIENT_DLL
//=============================================================================
//
// Explosions.
//
class CTEDODExplosion : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEDODExplosion, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEDODExplosion( const char *name );
public:
Vector m_vecOrigin;
Vector m_vecNormal;
};
// Singleton to fire explosion objects
static CTEDODExplosion g_TEDODExplosion( "DODExplosion" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEDODExplosion::CTEDODExplosion( const char *name ) : CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_vecNormal.Init();
}
IMPLEMENT_SERVERCLASS_ST( CTEDODExplosion, DT_TEDODExplosion )
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[0] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[1] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[2] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropVector( SENDINFO_NOCHECK( m_vecNormal ), 6, 0, -1.0f, 1.0f ),
END_SEND_TABLE()
void TE_DODExplosion( IRecipientFilter &filter, float flDelay, const Vector &vecOrigin, const Vector &vecNormal )
{
VectorCopy( vecOrigin, g_TEDODExplosion.m_vecOrigin );
VectorCopy( vecNormal, g_TEDODExplosion.m_vecNormal );
// Send it over the wire
g_TEDODExplosion.Create( filter, flDelay );
}
#endif
#ifdef CLIENT_DLL
#include "fx_impact.h"
extern void FX_TracerSound( const Vector &start, const Vector &end, int iTracerType );
// this is a cheap ripoff from CBaseCombatWeapon::WeaponSound():
void FX_WeaponSound(
int iPlayerIndex,
WeaponSound_t sound_type,
const Vector &vOrigin,
CDODWeaponInfo *pWeaponInfo )
{
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *shootsound = pWeaponInfo->aShootSounds[ sound_type ];
if ( !shootsound || !shootsound[0] )
return;
CBroadcastRecipientFilter filter; // this is client side only
if ( !te->CanPredict() )
return;
CBaseEntity::EmitSound( filter, iPlayerIndex, shootsound, &vOrigin );
}
class CGroupedSound
{
public:
string_t m_SoundName;
Vector m_vPos;
};
CUtlVector<CGroupedSound> g_GroupedSounds;
// Called by the ImpactSound function.
void ShotgunImpactSoundGroup( const char *pSoundName, const Vector &vEndPos )
{
// Don't play the sound if it's too close to another impact sound.
for ( int i=0; i < g_GroupedSounds.Count(); i++ )
{
CGroupedSound *pSound = &g_GroupedSounds[i];
if ( vEndPos.DistToSqr( pSound->m_vPos ) < 300*300 )
{
if ( Q_stricmp( pSound->m_SoundName, pSoundName ) == 0 )
return;
}
}
// Ok, play the sound and add it to the list.
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, NULL, pSoundName, &vEndPos );
int tail = g_GroupedSounds.AddToTail();
g_GroupedSounds[tail].m_SoundName = pSoundName;
g_GroupedSounds[tail].m_vPos = vEndPos;
}
void StartGroupingSounds()
{
Assert( g_GroupedSounds.Count() == 0 );
SetImpactSoundRoute( ShotgunImpactSoundGroup );
}
void EndGroupingSounds()
{
g_GroupedSounds.Purge();
SetImpactSoundRoute( NULL );
}
#else
#include "te_firebullets.h"
// Server doesn't play sounds anyway.
void StartGroupingSounds() {}
void EndGroupingSounds() {}
void FX_WeaponSound ( int iPlayerIndex,
WeaponSound_t sound_type,
const Vector &vOrigin,
CDODWeaponInfo *pWeaponInfo ) {};
#endif
// This runs on both the client and the server.
// On the server, it only does the damage calculations.
// On the client, it does all the effects.
void FX_FireBullets(
int iPlayerIndex,
const Vector &vOrigin,
const QAngle &vAngles,
int iWeaponID,
int iMode,
int iSeed,
float flSpread
)
{
bool bDoEffects = true;
#ifdef CLIENT_DLL
C_DODPlayer *pPlayer = ToDODPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
#else
CDODPlayer *pPlayer = ToDODPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
#endif
const char * weaponAlias = WeaponIDToAlias( iWeaponID );
if ( !weaponAlias )
{
DevMsg("FX_FireBullets: weapon alias for ID %i not found\n", iWeaponID );
return;
}
//MATTTODO: Why are we looking up the weapon info again when every weapon
// stores its own m_pWeaponInfo pointer?
char wpnName[128];
Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", weaponAlias );
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName );
if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
{
DevMsg("FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", wpnName );
return;
}
CDODWeaponInfo *pWeaponInfo = static_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
#ifdef CLIENT_DLL
if( pPlayer && !pPlayer->IsDormant() )
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
#else
if( pPlayer )
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
#endif
#ifndef CLIENT_DLL
// if this is server code, send the effect over to client as temp entity
// Dispatch one message for all the bullet impacts and sounds.
TE_FireBullets(
iPlayerIndex,
vOrigin,
vAngles,
iWeaponID,
iMode,
iSeed,
flSpread
);
bDoEffects = false; // no effects on server
// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
pPlayer->NoteWeaponFired();
#endif
WeaponSound_t sound_type = SINGLE;
if ( bDoEffects)
{
FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo );
}
// Fire bullets, calculate impacts & effects
if ( !pPlayer )
return;
StartGroupingSounds();
#if !defined (CLIENT_DLL)
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif
RandomSeed( iSeed );
float x, y;
do
{
x = random->RandomFloat( -0.5, 0.5 ) + random->RandomFloat( -0.5, 0.5 );
y = random->RandomFloat( -0.5, 0.5 ) + random->RandomFloat( -0.5, 0.5 );
} while ( (x * x + y * y) > 1.0f );
Vector vecForward, vecRight, vecUp;
AngleVectors( vAngles, &vecForward, &vecRight, &vecUp );
Vector vecDirShooting = vecForward +
x * flSpread * vecRight +
y * flSpread * vecUp;
vecDirShooting.NormalizeInPlace();
FireBulletsInfo_t info( 1 /*shots*/, vOrigin, vecDirShooting, Vector( flSpread, flSpread, FLOAT32_NAN), MAX_COORD_RANGE, pWeaponInfo->iAmmoType );
info.m_flDamage = pWeaponInfo->m_iDamage;
info.m_pAttacker = pPlayer;
pPlayer->FireBullets( info );
#ifdef CLIENT_DLL
{
trace_t tr;
UTIL_TraceLine( vOrigin, vOrigin + vecDirShooting * MAX_COORD_RANGE, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
// if this is a local player, start at attachment on view model
// else start on attachment on weapon model
int iEntIndex = pPlayer->entindex();
int iAttachment = 1;
Vector vecStart = tr.startpos;
QAngle angAttachment;
C_DODPlayer *pLocalPlayer = C_DODPlayer::GetLocalDODPlayer();
bool bInToolRecordingMode = clienttools->IsInRecordingMode();
// try to align tracers to actual weapon barrel if possible
if ( pPlayer->IsLocalPlayer() && !bInToolRecordingMode )
{
C_BaseViewModel *pViewModel = pPlayer->GetViewModel(0);
if ( pViewModel )
{
iEntIndex = pViewModel->entindex();
pViewModel->GetAttachment( iAttachment, vecStart, angAttachment );
}
}
else if ( pLocalPlayer &&
pLocalPlayer->GetObserverTarget() == pPlayer &&
pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
{
// get our observer target's view model
C_BaseViewModel *pViewModel = pLocalPlayer->GetViewModel(0);
if ( pViewModel )
{
iEntIndex = pViewModel->entindex();
pViewModel->GetAttachment( iAttachment, vecStart, angAttachment );
}
}
else if ( !pPlayer->IsDormant() )
{
// fill in with third person weapon model index
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if( pWeapon )
{
iEntIndex = pWeapon->entindex();
int nModelIndex = pWeapon->GetModelIndex();
int nWorldModelIndex = pWeapon->GetWorldModelIndex();
if ( bInToolRecordingMode && nModelIndex != nWorldModelIndex )
{
pWeapon->SetModelIndex( nWorldModelIndex );
}
pWeapon->GetAttachment( iAttachment, vecStart, angAttachment );
if ( bInToolRecordingMode && nModelIndex != nWorldModelIndex )
{
pWeapon->SetModelIndex( nModelIndex );
}
}
}
switch( pWeaponInfo->m_iTracerType )
{
case 1: // Machine gun, heavy tracer
UTIL_Tracer( vecStart, tr.endpos, iEntIndex, TRACER_DONT_USE_ATTACHMENT, 5000.0, true, "BrightTracer" );
break;
case 2: // rifle, smg, light tracer
vecStart += vecDirShooting * 150;
UTIL_Tracer( vecStart, tr.endpos, iEntIndex, TRACER_DONT_USE_ATTACHMENT, 5000.0, true, "FaintTracer" );
break;
case 0: // pistols etc, just do the sound
{
FX_TracerSound( vecStart, tr.endpos, TRACER_TYPE_DEFAULT );
}
default:
break;
}
}
#endif
#if !defined (CLIENT_DLL)
lagcompensation->FinishLagCompensation( pPlayer );
#endif
EndGroupingSounds();
}