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_cs_shared.h"
#include "weapon_csbase.h"
#ifndef CLIENT_DLL
#include "ilagcompensationmanager.h"
#endif
ConVar weapon_accuracy_logging( "weapon_accuracy_logging", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY | FCVAR_ARCHIVE );
#ifdef CLIENT_DLL
#include "fx_impact.h"
// this is a cheap ripoff from CBaseCombatWeapon::WeaponSound():
void FX_WeaponSound(
int iPlayerIndex,
WeaponSound_t sound_type,
const Vector &vOrigin,
CCSWeaponInfo *pWeaponInfo, float flSoundTime )
{
// 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, flSoundTime );
}
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 )
{
int i;
// Don't play the sound if it's too close to another impact sound.
for ( 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 );
i = g_GroupedSounds.AddToTail();
g_GroupedSounds[i].m_SoundName = pSoundName;
g_GroupedSounds[i].m_vPos = vEndPos;
}
void StartGroupingSounds()
{
Assert( g_GroupedSounds.Count() == 0 );
SetImpactSoundRoute( ShotgunImpactSoundGroup );
}
void EndGroupingSounds()
{
g_GroupedSounds.Purge();
SetImpactSoundRoute( NULL );
}
#else
#include "te_shotgun_shot.h"
// Server doesn't play sounds anyway.
void StartGroupingSounds() {}
void EndGroupingSounds() {}
void FX_WeaponSound ( int iPlayerIndex,
WeaponSound_t sound_type,
const Vector &vOrigin,
CCSWeaponInfo *pWeaponInfo, float flSoundTime ) {};
#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 fInaccuracy,
float fSpread,
float flSoundTime
)
{
bool bDoEffects = true;
#ifdef CLIENT_DLL
C_CSPlayer *pPlayer = ToCSPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
#else
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
#endif
const char * weaponAlias = WeaponIDToAlias( iWeaponID );
if ( !weaponAlias )
{
DevMsg("FX_FireBullets: weapon alias for ID %i not found\n", iWeaponID );
return;
}
#if !defined(CLIENT_DLL)
if ( weapon_accuracy_logging.GetBool() )
{
char szFlags[256];
V_strcpy(szFlags, " ");
// #if defined(CLIENT_DLL)
// V_strcat(szFlags, "CLIENT ", sizeof(szFlags));
// #else
// V_strcat(szFlags, "SERVER ", sizeof(szFlags));
// #endif
//
if ( pPlayer->GetMoveType() == MOVETYPE_LADDER )
V_strcat(szFlags, "LADDER ", sizeof(szFlags));
if ( FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
V_strcat(szFlags, "GROUND ", sizeof(szFlags));
if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING) )
V_strcat(szFlags, "DUCKING ", sizeof(szFlags));
float fVelocity = pPlayer->GetAbsVelocity().Length2D();
Msg("FireBullets @ %10f [ %s ]: inaccuracy=%f spread=%f max dispersion=%f mode=%2i vel=%10f seed=%3i %s\n",
gpGlobals->curtime, weaponAlias, fInaccuracy, fSpread, fInaccuracy + fSpread, iMode, fVelocity, iSeed, szFlags);
}
#endif
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;
}
CCSWeaponInfo *pWeaponInfo = static_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
// Do the firing animation event.
if ( pPlayer && !pPlayer->IsDormant() )
{
if ( iMode == Primary_Mode )
pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
else
pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY );
}
#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,
fInaccuracy,
fSpread
);
// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
pPlayer->NoteWeaponFired();
bDoEffects = false; // no effects on server
#endif
iSeed++;
int iDamage = pWeaponInfo->m_iDamage;
float flRange = pWeaponInfo->m_flRange;
int iPenetration = pWeaponInfo->m_iPenetration;
float flRangeModifier = pWeaponInfo->m_flRangeModifier;
int iAmmoType = pWeaponInfo->iAmmoType;
WeaponSound_t sound_type = SINGLE;
// CS HACK, tweak some weapon values based on primary/secondary mode
if ( iWeaponID == WEAPON_GLOCK )
{
if ( iMode == Secondary_Mode )
{
iDamage = 18; // reduced power for burst shots
flRangeModifier = 0.9f;
}
}
else if ( iWeaponID == WEAPON_M4A1 )
{
if ( iMode == Secondary_Mode )
{
flRangeModifier = 0.95f; // slower bullets in silenced mode
sound_type = SPECIAL1;
}
}
else if ( iWeaponID == WEAPON_USP )
{
if ( iMode == Secondary_Mode )
{
iDamage = 30; // reduced damage in silenced mode
sound_type = SPECIAL1;
}
}
if ( bDoEffects)
{
FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo, flSoundTime );
}
// Fire bullets, calculate impacts & effects
if ( !pPlayer )
return;
StartGroupingSounds();
#ifdef GAME_DLL
pPlayer->StartNewBulletGroup();
#endif
#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 ); // init random system with this seed
// Get accuracy displacement
float fTheta0 = RandomFloat(0.0f, 2.0f * M_PI);
float fRadius0 = RandomFloat(0.0f, fInaccuracy);
float x0 = fRadius0 * cosf(fTheta0);
float y0 = fRadius0 * sinf(fTheta0);
const int kMaxBullets = 16;
float x1[kMaxBullets], y1[kMaxBullets];
Assert(pWeaponInfo->m_iBullets <= kMaxBullets);
// the RNG can be desynchronized by FireBullet(), so pre-generate all spread offsets
for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
{
float fTheta1 = RandomFloat(0.0f, 2.0f * M_PI);
float fRadius1 = RandomFloat(0.0f, fSpread);
x1[iBullet] = fRadius1 * cosf(fTheta1);
y1[iBullet] = fRadius1 * sinf(fTheta1);
}
for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
{
pPlayer->FireBullet(
vOrigin,
vAngles,
flRange,
iPenetration,
iAmmoType,
iDamage,
flRangeModifier,
pPlayer,
bDoEffects,
x0 + x1[iBullet], y0 + y1[iBullet] );
}
#if !defined (CLIENT_DLL)
lagcompensation->FinishLagCompensation( pPlayer );
#endif
EndGroupingSounds();
}
// This runs on both the client and the server.
// On the server, it dispatches a TE_PlantBomb to visible clients.
// On the client, it plays the planting animation.
void FX_PlantBomb( int iPlayerIndex, const Vector &vOrigin, PlantBombOption_t option )
{
#ifdef CLIENT_DLL
C_CSPlayer *pPlayer = ToCSPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
#else
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
#endif
// Do the firing animation event.
if ( pPlayer && !pPlayer->IsDormant() )
{
switch ( option )
{
case PLANTBOMB_PLANT:
{
pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
}
break;
case PLANTBOMB_ABORT:
{
pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_CLEAR_FIRING );
}
break;
}
}
#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_PlantBomb( iPlayerIndex, vOrigin, option );
#endif
}