You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
225 lines
5.0 KiB
225 lines
5.0 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "sdk_fx_shared.h"
|
||
|
#include "weapon_sdkbase.h"
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
#include "ilagcompensationmanager.h"
|
||
|
#endif
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
#include "fx_impact.h"
|
||
|
#include "c_sdk_player.h"
|
||
|
|
||
|
// this is a cheap ripoff from CBaseCombatWeapon::WeaponSound():
|
||
|
void FX_WeaponSound(
|
||
|
int iPlayerIndex,
|
||
|
WeaponSound_t sound_type,
|
||
|
const Vector &vOrigin,
|
||
|
CSDKWeaponInfo *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 j = g_GroupedSounds.AddToTail();
|
||
|
g_GroupedSounds[j].m_SoundName = pSoundName;
|
||
|
g_GroupedSounds[j].m_vPos = vEndPos;
|
||
|
}
|
||
|
|
||
|
|
||
|
void StartGroupingSounds()
|
||
|
{
|
||
|
Assert( g_GroupedSounds.Count() == 0 );
|
||
|
SetImpactSoundRoute( ShotgunImpactSoundGroup );
|
||
|
}
|
||
|
|
||
|
|
||
|
void EndGroupingSounds()
|
||
|
{
|
||
|
g_GroupedSounds.Purge();
|
||
|
SetImpactSoundRoute( NULL );
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
|
||
|
#include "sdk_player.h"
|
||
|
#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,
|
||
|
CSDKWeaponInfo *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_SDKPlayer *pPlayer = ToSDKPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
|
||
|
#else
|
||
|
CSDKPlayer *pPlayer = ToSDKPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
|
||
|
#endif
|
||
|
|
||
|
const char * weaponAlias = WeaponIDToAlias( iWeaponID );
|
||
|
|
||
|
if ( !weaponAlias )
|
||
|
{
|
||
|
DevMsg("FX_FireBullets: weapon alias for ID %i not found\n", iWeaponID );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
CSDKWeaponInfo *pWeaponInfo = static_cast< CSDKWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
// Do the firing animation event.
|
||
|
if ( pPlayer && !pPlayer->IsDormant() )
|
||
|
{
|
||
|
if ( iMode == Primary_Mode )
|
||
|
pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
|
||
|
else
|
||
|
pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY );
|
||
|
}
|
||
|
#else
|
||
|
// 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
|
||
|
#endif
|
||
|
|
||
|
iSeed++;
|
||
|
|
||
|
int iDamage = pWeaponInfo->m_iDamage;
|
||
|
int iAmmoType = pWeaponInfo->iAmmoType;
|
||
|
|
||
|
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
|
||
|
|
||
|
for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
|
||
|
{
|
||
|
RandomSeed( iSeed ); // init random system with this seed
|
||
|
|
||
|
// Get circular gaussian spread.
|
||
|
float x, y;
|
||
|
x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
|
||
|
y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
|
||
|
|
||
|
iSeed++; // use new seed for next bullet
|
||
|
|
||
|
pPlayer->FireBullet(
|
||
|
vOrigin,
|
||
|
vAngles,
|
||
|
flSpread,
|
||
|
iDamage,
|
||
|
iAmmoType,
|
||
|
pPlayer,
|
||
|
bDoEffects,
|
||
|
x,y );
|
||
|
}
|
||
|
|
||
|
#if !defined (CLIENT_DLL)
|
||
|
lagcompensation->FinishLagCompensation( pPlayer );
|
||
|
#endif
|
||
|
|
||
|
EndGroupingSounds();
|
||
|
}
|
||
|
|