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224 lines
5.0 KiB
224 lines
5.0 KiB
//========= 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 "sdk_fx_shared.h" |
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#include "weapon_sdkbase.h" |
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#ifndef CLIENT_DLL |
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#include "ilagcompensationmanager.h" |
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#endif |
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#ifdef CLIENT_DLL |
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#include "fx_impact.h" |
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#include "c_sdk_player.h" |
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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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CSDKWeaponInfo *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 j = g_GroupedSounds.AddToTail(); |
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g_GroupedSounds[j].m_SoundName = pSoundName; |
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g_GroupedSounds[j].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 "sdk_player.h" |
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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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CSDKWeaponInfo *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_SDKPlayer *pPlayer = ToSDKPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) ); |
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#else |
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CSDKPlayer *pPlayer = ToSDKPlayer( 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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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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CSDKWeaponInfo *pWeaponInfo = static_cast< CSDKWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) ); |
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#ifdef CLIENT_DLL |
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// Do the firing animation event. |
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if ( pPlayer && !pPlayer->IsDormant() ) |
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{ |
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if ( iMode == Primary_Mode ) |
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pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY ); |
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else |
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pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY ); |
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} |
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#else |
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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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#endif |
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iSeed++; |
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int iDamage = pWeaponInfo->m_iDamage; |
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int iAmmoType = pWeaponInfo->iAmmoType; |
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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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for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ ) |
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{ |
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RandomSeed( iSeed ); // init random system with this seed |
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// Get circular gaussian spread. |
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float x, y; |
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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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iSeed++; // use new seed for next bullet |
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pPlayer->FireBullet( |
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vOrigin, |
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vAngles, |
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flSpread, |
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iDamage, |
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iAmmoType, |
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pPlayer, |
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bDoEffects, |
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x,y ); |
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} |
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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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