// (More) Reallistic simulated bullets // // This code is originally based from article on Valve Developer Community // The original code you can find by this link: // http://developer.valvesoftware.com/wiki/Simulated_Bullets // NOTENOTE: Tested only on localhost. There maybe a latency errors and others // NOTENOTE: The simulation might be strange. #include "cbase.h" #include "util_shared.h" #include "bullet_manager_shotgun.h" #include "effect_dispatch_data.h" #include "tier0/vprof.h" #include "decals.h" #include "ai_debug_shared.h" #include "baseentity_shared.h" #include "IEffects.h" #ifdef CLIENT_DLL #else #include "vehicle_base.h" #include "func_break.h" #include "waterbullet.h" #include "WaterBulletDynamic.h" #endif CBulletManagerShotgun *g_pBulletManagerShotgun; CUtlLinkedList g_BulletsShotgun; #ifdef CLIENT_DLL//------------------------------------------------- #include "engine/ivdebugoverlay.h" #include "c_te_effect_dispatch.h" ConVar g_debug_client_bullets_shotgun("g_debug_client_bullets_shotgun", "0", FCVAR_CHEAT); extern void FX_PlayerTracer(Vector& start, Vector& end); #else//------------------------------------------------------------- #include "te_effect_dispatch.h" #include "soundent.h" #include "player_pickup.h" #include "ilagcompensationmanager.h" ConVar g_debug_bullets_shotgun("g_debug_bullets_shotgun", "0", FCVAR_CHEAT, "Debug of bullet simulation\nThe white line shows the bullet trail.\nThe red line shows not passed penetration test.\nThe green line shows passed penetration test. Turn developer mode for more information."); #endif//------------------------------------------------------------ // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define MAX_RICO_DOT_ANGLEShotgun 0.15f //Maximum dot allowed for any ricochet #define MIN_RICO_SPEED_PERCShotgun 0.55f //Minimum speed percent allowed for any ricochet static void BulletSpeedModifierCallbackShotgun(ConVar *var, const char *pOldString) { if (cvar->FindVar("sv_bullet_speed_modifier_shotgun")->GetFloat() == 0.0f)//var->GetFloat() == 0.0f) //To avoid math exception cvar->FindVar("sv_bullet_speed_modifier_shotgun")->Revert();// var->Revert(); } ConVar sv_bullet_speed_modifier_shotgun("sv_bullet_speed_modifier_shotgun", "100.000000", (FCVAR_ARCHIVE | FCVAR_REPLICATED), "Density/(This Value) * (Distance Penetrated) = (Change in Speed)", ((FnChangeCallback_t)BulletSpeedModifierCallbackShotgun)); static void UnrealRicochetCallbackShotgun(ConVar *var, const char *pOldString) { if (gpGlobals->maxClients > 1) { cvar->FindVar("sv_bullet_unrealricochet_shotgun")->Revert(); //var->Revert(); Msg("Cannot use unreal ricochet in multiplayer game\n"); } if (cvar->FindVar("sv_bullet_unrealricochet_shotgun")->GetBool())//var->GetBool()) //To avoid math exception Warning("\nWarning! Enabling unreal ricochet may cause the game crash.\n\n"); } ConVar sv_bullet_unrealricochet_shotgun("sv_bullet_unrealricochet_shotgun", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Unreal ricochet", ((FnChangeCallback_t)UnrealRicochetCallbackShotgun)); static void BulletStopSpeedCallbackShotgun(ConVar *var, const char *pOldString) { int val = cvar->FindVar("sv_bullet_stop_speed_shotgun")->GetInt();//var->GetInt(); if (valFindVar("sv_bullet_stop_speed_shotgun")->Revert(); //var->Revert(); else if (BulletManagerShotgun()) BulletManagerShotgun()->UpdateBulletStopSpeedShotgun(); } ConVar sv_bullet_stop_speed_shotgun("sv_bullet_stop_speed_shotgun", "40", FCVAR_REPLICATED, "Integral speed at which to remove the bullet from the bullet queue\n-1 is butter mode\n-2 is 1 hit mode", ((FnChangeCallback_t)BulletStopSpeedCallbackShotgun)); LINK_ENTITY_TO_CLASS(bullet_manager_shotgun, CBulletManagerShotgun); //================================================== // Purpose: Constructor //================================================== CSimulatedBulletShotgun::CSimulatedBulletShotgun() { m_vecOrigin.Init(); m_vecDirShooting.Init(); m_flInitialBulletSpeed = m_flBulletSpeed = 0; m_flEntryDensity = 0.0f; bStuckInWall = false; isUnderWaterShotgun = false; m_iDamageType = 2; } //================================================== // Purpose: Constructor //================================================== CSimulatedBulletShotgun::CSimulatedBulletShotgun(FireBulletsInfo_t info, int nDamageType, int nAmmoFlags, Vector newdir, CBaseEntity *pInfictor, CBaseEntity *pAdditionalIgnoreEnt, bool bTraceHull #ifndef CLIENT_DLL , CBaseEntity *pCaller #endif ) { // Input validation Assert(pInfictor); #ifndef CLIENT_DLL Assert(pCaller); #endif /*#ifndef CLIENT_DLL if (gEntList.FindEntityByClassname(g_pBulletManagerShotgun, g_pBulletManagerShotgun->GetClassname()) != NULL) delete gEntList.FindEntityByClassname(g_pBulletManagerShotgun, g_pBulletManagerShotgun->GetClassname()); #endif*/ bulletinfo = info; // Setup Fire bullets information here p_eInfictor = pInfictor; // Setup inflictor isPlayer = p_eInfictor->IsPlayer(); // Create a list of entities with which this bullet does not collide. m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE); //Assert(m_pIgnoreList); bStuckInWall = false; // Don't collide with the entity firing the bullet. m_pIgnoreList->AddEntityToIgnore(p_eInfictor); // Don't collide with some optionally-specified entity. if (pAdditionalIgnoreEnt != NULL) m_pIgnoreList->AddEntityToIgnore(pAdditionalIgnoreEnt); m_iDamageType = nDamageType;// GetAmmoDef()->DamageType(bulletinfo.m_iAmmoType); /*if (p_eInfictor->IsNPC()) IsPlayer = false;// else if (p_eInfictor->IsPlayer()) IsPlayer = true;*/ AmmoType = bulletinfo.m_iAmmoType; bulletinfo.m_flDamageForceScale = bulletinfo.m_flDamageForceScale * 7.5;//////////////// pInfictorRemember = p_eInfictor; flActualForce = bulletinfo.m_flDamageForceScale; //m_szTracerName = (char*)p_eInfictor->GetTracerType(); // Basic information about the bullet m_flInitialBulletSpeed = m_flBulletSpeed = GetAmmoDef()->GetAmmoOfIndex(bulletinfo.m_iAmmoType)->bulletSpeed; m_vecDirShooting = newdir; if (isPlayer) { if (p_eInfictor->GetWaterLevel() == 3) { m_vecOrigin = pInfictor->EyePosition(); } else { #ifndef CLIENT_DLL CBasePlayer *pPlayer = ToBasePlayer(p_eInfictor); if (pPlayer) { if (pPlayer->IsInControl) m_vecOrigin = bulletinfo.m_vecSrc; else m_vecOrigin = pInfictor->EyePosition(); } else m_vecOrigin = pInfictor->EyePosition(); #endif //m_vecOrigin = pInfictor->EyePosition(); //m_vecOrigin = bulletinfo.m_vecSrc; } } else { m_vecOrigin = bulletinfo.m_vecSrc; } m_bTraceHull = bTraceHull; #ifndef CLIENT_DLL m_hCaller = pCaller; #endif m_flEntryDensity = 0.0f; m_vecTraceRay = m_vecOrigin + m_vecDirShooting * m_flBulletSpeed; m_flRayLength = m_flInitialBulletSpeed; Vector m_vecTraceRay2; m_vecTraceRay2 = m_vecOrigin + m_vecDirShooting * info.m_flDistance; g_pBulletManagerShotgun->EndPoint = m_vecTraceRay2; EndPoint = m_vecTraceRay2; trace_t tr; if (m_bTraceHull) AI_TraceHull(m_vecOrigin, m_vecTraceRay2, Vector(-3, -3, -3), Vector(3, 3, 3), MASK_SHOT_HULL, m_pIgnoreList, &tr); else AI_TraceLine(m_vecOrigin, m_vecTraceRay2, MASK_SHOT, m_pIgnoreList, &tr); trEnd = tr; m_vecDirShootingRemember = bulletinfo.m_vecDirShooting; int iPlayerDamage = bulletinfo.m_iPlayerDamage; pAmmoDef = GetAmmoDef(); flActualDamage = bulletinfo.m_flDamage; //if (tr.m_pEnt) { if (isPlayer) { flActualDamage = iPlayerDamage = pAmmoDef->PlrDamage(bulletinfo.m_iAmmoType); } #ifdef GAME_DLL else if (p_eInfictor->GetServerVehicle()) { IServerVehicle *pVehicle = p_eInfictor->GetServerVehicle(); if (pVehicle != NULL) { CBaseCombatCharacter *pDriver = pVehicle->GetPassenger(); if (pDriver && pDriver->IsPlayer()) { flActualDamage = iPlayerDamage; } } //CPropVehicle *pVehicle = reinterpret_cast(tr.m_pEnt->GetServerVehicle()); } #endif else flActualDamage = iPlayerDamage = pAmmoDef->NPCDamage(bulletinfo.m_iAmmoType); } int nActualDamageType = nDamageType; if (flActualDamage == 0.0) { flActualDamage = g_pGameRules->GetAmmoDamage(p_eInfictor, tr.m_pEnt, info.m_iAmmoType); } else { nActualDamageType = nDamageType | ((flActualDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB); } //if (tr.m_pEnt != NULL) //flActualDamage = pFireBulletsInfo->m_flDamage;//g_pGameRules->GetAmmoDamage(p_eInfictor, tr.m_pEnt, pFireBulletsInfo->m_iAmmoType); m_vecDirShootingRemember = bulletinfo.m_vecDirShooting; info2 = new CTakeDamageInfo(pInfictorRemember, bulletinfo.m_pAttacker, flActualDamage, GetDamageType()); //CTakeDamageInfo dmgInfo(pInfictorRemember, pFireBulletsInfo->m_pAttacker, flActualDamage, GetDamageType()); CalculateBulletDamageForce(info2, AmmoType, m_vecDirShooting, tr.endpos); info2->ScaleDamageForce(flActualForce); info2->SetAmmoType(AmmoType); isUnderWaterShotgun = false; } //================================================== // Purpose: Deconstructor //================================================== CSimulatedBulletShotgun::~CSimulatedBulletShotgun() { delete m_pIgnoreList; m_pIgnoreList = NULL; delete info2; info2 = NULL; } //================================================== // Purpose: Simulates a bullet through a ray of its bullet speed //================================================== bool CSimulatedBulletShotgun::SimulateBulletShotgun(void) { VPROF("C_SimulatedBulletShotgun::SimulateBulletShotgun"); if (!IsFinite(m_flBulletSpeed)) return false; //prevent a weird crash trace_t trace; trace = trEnd; if (m_flBulletSpeed <= 0) //Avoid errors; return false; if (!p_eInfictor) { p_eInfictor = pInfictorRemember;//bulletinfo.m_pAttacker; if (!p_eInfictor) return false; } m_flRayLength = m_flBulletSpeed; if (!isUnderWaterShotgun) { m_flBulletSpeed += 0.8f * m_vecDirShooting.z; //TODO: Bullet mass } /*else { m_flBulletSpeed *= 0.4f; //TODO: Bullet mass }*/ //m_flBulletSpeed += 0.8f * m_vecDirShooting.z; //TODO: Bullet mass m_vecTraceRay = m_vecOrigin + m_vecDirShooting * m_flBulletSpeed; if (m_flBulletSpeed <= 0.f) return false; //m_vecDirShooting.z -= 0.1 / m_flBulletSpeed;//Bullet mass #ifdef GAME_DLL if (bulletinfo.m_flLatency != 0) { m_vecTraceRay *= bulletinfo.m_flLatency * 100; } #endif if (!IsInWorldShotgun()) { return false; } if (bStuckInWall) return false; if ((pInfictorRemember) && (enginetrace->GetPointContents(m_vecOrigin) & (CONTENTS_WATER | CONTENTS_SLIME)) && m_flBulletSpeed != 0.f)//(!m_bWasInWater) { /*if (m_flBulletSpeed >= m_flInitialBulletSpeed * 0.7f) m_flBulletSpeed = m_flBulletSpeed * 0.9f;*/ UTIL_Bubbles(m_vecOrigin, m_vecOrigin, 3); if (!isUnderWaterShotgun && pInfictorRemember->GetWaterLevel() != 3) HandleShotImpactingWaterShotgun(bulletinfo, m_vecOrigin, m_vecOrigin, m_pIgnoreList, &trEnd.endpos, isPlayer); } bool bulletSpeedCheck; bulletSpeedCheck = false; //MikeD UTIL_TraceLine or AI_TraceLine affects to SendTraceAttackToTriggers, so be careful if (m_bTraceHull) AI_TraceHull(m_vecOrigin, m_vecTraceRay, Vector(-1, -1, -1), Vector(1, 1, 1), MASK_SHOT_HULL, m_pIgnoreList, &trace); else AI_TraceLine(m_vecOrigin, m_vecTraceRay, MASK_SHOT, m_pIgnoreList, &trace); #ifdef CLIENT_DLL if (g_debug_client_bullets_shotgun.GetBool()) { debugoverlay->AddLineOverlay(trace.startpos, trace.endpos, 255, 0, 0, true, 10.0f); } #else if (g_debug_bullets_shotgun.GetBool()) { NDebugOverlay::Line(trace.startpos, trace.endpos, 255, 255, 255, true, 10.0f); } // Now hit all triggers along the ray that respond to shots... // Clip the ray to the first collided solid returned from traceline //if (bulletinfo.m_pAttacker != NULL) { /*CTakeDamageInfo triggerInfo(p_eInfictor, bulletinfo.m_pAttacker, bulletinfo.m_flDamage, GetDamageTypeShotgun()); CalculateBulletDamageForce(&triggerInfo, bulletinfo.m_iAmmoType, m_vecDirShooting, trace.endpos); triggerInfo.ScaleDamageForce(bulletinfo.m_flDamageForceScale); triggerInfo.SetAmmoType(bulletinfo.m_iAmmoType);*/ BulletManagerShotgun()->SendTraceAttackToTriggersShotgun(*info2, trace.startpos, trace.endpos, m_vecDirShooting); } #endif/* // Now hit all triggers along the ray that respond to shots... // Clip the ray to the first collided solid returned from traceline ////////////////////////////p_eInfictor/////////////bulletinfo.m_pAttacker//////////////////////// if (p_eInfictor != NULL) { CTakeDamageInfo triggerInfo(p_eInfictor, bulletinfo.m_pAttacker, bulletinfo.m_flDamage, GetDamageTypeShotgun()); CalculateBulletDamageForce(&triggerInfo, bulletinfo.m_iAmmoType, m_vecDirShootingShotgun, trace.endpos); triggerInfo.ScaleDamageForce(bulletinfo.m_flDamageForceScale); triggerInfo.SetAmmoType(bulletinfo.m_iAmmoType); BulletManagerShotgun()->SendTraceAttackToTriggersShotgun(triggerInfo, trace.startpos, trace.endpos, m_vecDirShootingShotgun); } #endif*/ if (trace.fraction == 1.0f) { m_vecOrigin += m_vecDirShooting *m_flBulletSpeed; //Do the WAY /*CEffectData data; data.m_vStart = trace.StartPos; data.m_vOrigin = trace.endpos; data.m_nDamageType = GetDamageTypeShotgun(); DispatchEffect("RagdollImpact", data);*/ return true; } else { if (trace.m_pEnt == p_eInfictor) //HACK: Remove bullet if we hit self (for frag grenades) return false; //if (this != NULL && p_eInfictor != NULL) EntityImpactShotgun(trace); if (!(trace.surface.flags&SURF_SKY)) { /*if (!m_bWasInWater) { //if ((trace.m_pEnt == NULL)) UTIL_ImpactTrace(&trace, NULL); delete m_pIgnoreListShotgun; return false; //UTIL_Remove(g_pBulletManagerShotgun); }*/ if (trace.allsolid)//in solid { if (!AllSolidShotgun(trace)) return false; m_vecOrigin += m_vecDirShooting * m_flBulletSpeed; //Do the WAY bulletSpeedCheck = true; } else if (trace.fraction != 1.0f)//hit solid { if (!EndSolidShotgun(trace)) return false; bulletSpeedCheck = true; } else if (trace.startsolid)//exit solid { if (!StartSolidShotgun(trace)) return false; m_vecOrigin += m_vecDirShooting * m_flBulletSpeed; //Do the WAY bulletSpeedCheck = true; } else { //don't do a bullet speed check for not touching anything } } else { return false; //Through sky? No. } } /*if (sv_bullet_unrealricochet_shotgun.GetBool()) //Fun bullet ricochet fix { delete m_pIgnoreListShotgun; //Prevent causing of memory leak m_pIgnoreListShotgun = new CTraceFilterSimpleList(COLLISION_GROUP_NONE); }*/ if (bulletSpeedCheck) { if (m_flBulletSpeed <= BulletManagerShotgun()->BulletStopSpeedShotgun()) { return false; } } return true; } //================================================== // Purpose: Simulates when a solid is exited //================================================== bool CSimulatedBulletShotgun::StartSolidShotgun(trace_t &ptr) { switch (BulletManagerShotgun()->BulletStopSpeedShotgun()) { case BUTTER_MODEShotgun: { //Do nothing to bullet speed return true; } case ONE_HIT_MODEShotgun: { return false; } default: { float flPenetrationDistance = VectorLength(AbsEntry - AbsExit); m_flBulletSpeed -= flPenetrationDistance * m_flEntryDensity / sv_bullet_speed_modifier_shotgun.GetFloat(); return true; } } return true; //return true; } //================================================== // Purpose: Simulates when a solid is being passed through //================================================== bool CSimulatedBulletShotgun::AllSolidShotgun(trace_t &ptr) { switch (BulletManagerShotgun()->BulletStopSpeedShotgun()) { case BUTTER_MODEShotgun: { //Do nothing to bullet speed return true; } case ONE_HIT_MODEShotgun: { return false; } default: { m_flBulletSpeed -= m_flBulletSpeed * m_flEntryDensity / sv_bullet_speed_modifier_shotgun.GetFloat(); return true; } } return true; } //================================================== // Purpose: Simulate when a surface is hit //================================================== bool CSimulatedBulletShotgun::EndSolidShotgun(trace_t &ptr) { m_vecEntryPosition = ptr.endpos; #ifndef CLIENT_DLL int soundEntChannel = (bulletinfo.m_nFlags&FIRE_BULLETS_TEMPORARY_DANGER_SOUND) ? SOUNDENT_CHANNEL_BULLET_IMPACT : SOUNDENT_CHANNEL_UNSPECIFIED; CSoundEnt::InsertSound(SOUND_BULLET_IMPACT, m_vecEntryPosition, 200, 0.5, NULL, soundEntChannel); #endif if (ptr.surface.name && FStrEq(ptr.surface.name, "tools/toolsblockbullets")) { return false; } m_flEntryDensity = physprops->GetSurfaceData(ptr.surface.surfaceProps)->physics.density; trace_t rtr; Vector vecEnd = m_vecEntryPosition + m_vecDirShooting * 32; //32 units //Doing now test of penetration AI_TraceLine(m_vecEntryPosition + m_vecDirShooting * 1.1, vecEnd, MASK_SHOT, m_pIgnoreList, &rtr); AbsEntry = m_vecEntryPosition; AbsExit = rtr.startpos; float flPenetrationDistance = VectorLength(AbsEntry - AbsExit); DesiredDistance = 0.0f; surfacedata_t *p_penetrsurf = physprops->GetSurfaceData(ptr.surface.surfaceProps); switch (p_penetrsurf->game.material) { case CHAR_TEX_WOOD: DesiredDistance = 9.0f; // 9 units in hammer break; case CHAR_TEX_GRATE: DesiredDistance = 6.0f; // 6 units in hammer break; case CHAR_TEX_CONCRETE: DesiredDistance = 4.0f; // 4 units in hammer break; case CHAR_TEX_TILE: DesiredDistance = 5.0f; // 5 units in hammer break; case CHAR_TEX_COMPUTER: DesiredDistance = 5.0f; // 5 units in hammer break; case CHAR_TEX_GLASS: DesiredDistance = 8.0f; // maximum 8 units in hammer. break; case CHAR_TEX_VENT: DesiredDistance = 4.0f; // 4 units in hammer and no more(!) break; case CHAR_TEX_METAL: DesiredDistance = 5.0f; // 2 units in hammer. We cannot penetrate a really 'fat' metal wall. Corners are good. break; case CHAR_TEX_PLASTIC: DesiredDistance = 8.0f; // 8 units in hammer: Plastic can more break; case CHAR_TEX_BLOODYFLESH: DesiredDistance = 16.0f; // 16 units in hammer break; case CHAR_TEX_FLESH: DesiredDistance = 16.0f; // 16 units in hammer break; case CHAR_TEX_DIRT: DesiredDistance = 6.0f; // 6 units in hammer: >4 cm of plaster can be penetrated break; } Vector reflect; float fldot = m_vecDirShooting.Dot(ptr.plane.normal); //Getting angles from lasttrace bool bMustDoRico = (fldot > -MAX_RICO_DOT_ANGLEShotgun && GetBulletSpeedRatioShotgun() > MIN_RICO_SPEED_PERCShotgun); // We can't do richochet when bullet has lowest speed if (sv_bullet_unrealricochet_shotgun.GetBool() && p_eInfictor->IsPlayer()) //Cheat is only for player,yet =) bMustDoRico = true; if (bMustDoRico) { if (!sv_bullet_unrealricochet_shotgun.GetBool()) { if (gpGlobals->maxClients == 1) //Use more simple for multiplayer { m_flBulletSpeed *= (1.0f / -fldot) * random->RandomFloat(0.005, 0.1); } else { m_flBulletSpeed *= (1.0f / -fldot) * 0.025; } } else { m_flBulletSpeed *= 0.9; } reflect = m_vecDirShooting + (ptr.plane.normal * (fldot*-2.0f)); //reflecting if (gpGlobals->maxClients == 1 && !sv_bullet_unrealricochet_shotgun.GetBool()) //Use more simple for multiplayer { reflect[0] += random->RandomFloat(fldot, -fldot); reflect[1] += random->RandomFloat(fldot, -fldot); reflect[2] += random->RandomFloat(fldot, -fldot); } m_flEntryDensity *= 0.2; m_vecDirShooting = reflect; m_vecOrigin = ptr.endpos + m_vecDirShooting;//(ptr.endpos + m_vecDirShooting*1.1) + m_vecDirShooting * m_flBulletSpeed; } else { if (flPenetrationDistance > DesiredDistance || ptr.IsDispSurface()) //|| !bulletinfo.m_bMustPenetrate { bStuckInWall = true; #ifdef GAME_DLL if (g_debug_bullets_shotgun.GetBool()) { NDebugOverlay::Line(AbsEntry, AbsExit, 255, 0, 0, true, 10.0f); } #endif } else { trace_t tr; AI_TraceLine(AbsExit + m_vecDirShooting * 1.1, AbsEntry, MASK_SHOT, m_pIgnoreList, &tr); UTIL_ImpactTrace(&tr, GetDamageTypeShotgun()); // On exit #ifdef GAME_DLL if (g_debug_bullets_shotgun.GetBool()) { NDebugOverlay::Line(AbsEntry, AbsExit, 0, 255, 0, true, 10.0f); } #endif if (gpGlobals->maxClients == 1) //Use more simple for multiplayer { m_vecDirShooting[0] += (random->RandomFloat(-flPenetrationDistance, flPenetrationDistance))*0.03; m_vecDirShooting[1] += (random->RandomFloat(-flPenetrationDistance, flPenetrationDistance))*0.03; m_vecDirShooting[2] += (random->RandomFloat(-flPenetrationDistance, flPenetrationDistance))*0.03; VectorNormalize(m_vecDirShooting); } m_vecOrigin = AbsExit + m_vecDirShooting; } } #ifdef GAME_DLL /*if (g_debug_bullets_shotgun.GetBool()) { NDebugOverlay::Line(m_vecOriginShotgun, ptr.endpos, 0, 255, 0, true, 10.0f); }*/ //Cancel making dust underwater: //if (!m_bWasInWater) { /*trace_t tr2; AI_TraceLine(m_vecEntryPositionShotgun, m_vecEntryPositionShotgun + m_vecDirShootingShotgun * 12, MASK_SHOT, m_pIgnoreListShotgun, &tr2); if (g_debug_bullets_shotgun.GetBool()) { NDebugOverlay::Line(m_vecEntryPositionShotgun, m_vecEntryPositionShotgun + m_vecDirShootingShotgun * 22, 255, 0, 0, true, 15.0f); }*/ UTIL_ImpactTrace(&ptr, GetDamageTypeShotgun()); } #endif m_flBulletSpeed -= flPenetrationDistance * m_flEntryDensity / sv_bullet_speed_modifier_shotgun.GetFloat(); if (BulletManagerShotgun()->BulletStopSpeedShotgun() == ONE_HIT_MODEShotgun) { return false; } return false; } //----------------------------------------------------------------------------- // analog of HandleShotImpactingWater //----------------------------------------------------------------------------- /*bool CSimulatedBulletShotgun::WaterHitShotgun(const Vector &vecStart, const Vector &vecEnd) { trace_t waterTrace; // Trace again with water enabled AI_TraceLine(vecStart, vecEnd, (MASK_SHOT | CONTENTS_WATER | CONTENTS_SLIME), m_pIgnoreListShotgun, &waterTrace); // See if this is the point we entered if ((enginetrace->GetPointContents(waterTrace.endpos - Vector(0, 0, 0.1f)) & (CONTENTS_WATER | CONTENTS_SLIME)) == 0) return false; int nMinSplashSize = GetAmmoDef()->MinSplashSize(GetAmmoTypeIndexShotgun()) * (1.5 - GetBulletSpeedRatioShotgun()); int nMaxSplashSize = GetAmmoDef()->MaxSplashSize(GetAmmoTypeIndexShotgun()) * (1.5 - GetBulletSpeedRatioShotgun()); //High speed - small splash CEffectData data; data.m_vOrigin = waterTrace.endpos; data.m_vNormal = waterTrace.plane.normal; data.m_flScale = random->RandomFloat(nMinSplashSize, nMaxSplashSize); if (waterTrace.contents & CONTENTS_SLIME) { data.m_fFlags |= FX_WATER_IN_SLIME; } DispatchEffect("gunshotsplash", data); #ifndef CLIENT_DLL data.m_fFlags = TRACER_TYPE_WATERBULLET; DispatchEffect("TracerSound", data); #endif m_bWasInWater = true; return true; }*/ void CSimulatedBulletShotgun::HandleShotImpactingWaterShotgun(const FireBulletsInfo_t &info, const Vector &vecStart, const Vector &vecEnd, ITraceFilter *pTraceFilter, Vector *pVecTracerDest, bool isPlayer) { trace_t waterTrace; AI_TraceLine(info.m_vecSrc, vecEnd, (MASK_SHOT | CONTENTS_WATER | CONTENTS_SLIME), pTraceFilter, &waterTrace); { int nMinSplashSize = GetAmmoDef()->MinSplashSize(info.m_iAmmoType); int nMaxSplashSize = GetAmmoDef()->MaxSplashSize(info.m_iAmmoType); CEffectData data; data.m_vOrigin = waterTrace.endpos; data.m_vNormal = waterTrace.plane.normal; data.m_flScale = random->RandomFloat(nMinSplashSize, nMaxSplashSize); if (waterTrace.contents & CONTENTS_SLIME) { data.m_fFlags |= FX_WATER_IN_SLIME; } DispatchEffect("gunshotsplash", data); } isUnderWaterShotgun = true; } #ifndef CLIENT_DLL //----------------------------------------------------------------------------- // Hits triggers with raycasts //----------------------------------------------------------------------------- class CTriggerTraceEnumBulletShotgun : public IEntityEnumerator { public: CTriggerTraceEnumBulletShotgun(Ray_t *pRay, const CTakeDamageInfo &info, const Vector& dir, int contentsMask) : m_info(info), m_VecDir(dir), m_ContentsMask(contentsMask), m_pRay(pRay) { } virtual bool EnumEntity(IHandleEntity *pHandleEntity) { trace_t tr; CBaseEntity *pEnt = gEntList.GetBaseEntity(pHandleEntity->GetRefEHandle()); // Done to avoid hitting an entity that's both solid & a trigger. if (pEnt->IsSolid()) return true; enginetrace->ClipRayToEntity(*m_pRay, m_ContentsMask, pHandleEntity, &tr); if (tr.fraction < 1.0f) { pEnt->DispatchTraceAttack(m_info, m_VecDir, &tr); ApplyMultiDamage(); } return true; } private: Vector m_VecDir; int m_ContentsMask; Ray_t *m_pRay; CTakeDamageInfo m_info; }; #endif //================================================== // Purpose: Entity impact procedure //================================================== void CSimulatedBulletShotgun::EntityImpactShotgun(trace_t &ptr) { if (bStuckInWall) return; /*if (!pInfictorRemember || !m_pAttackerRemember) return;*/ if (ptr.m_pEnt != NULL) { //Hit inflicted once to avoid perfomance errors if (pInfictorRemember && isPlayer) { if (ptr.m_pEnt->IsPlayer()) { if (m_pIgnoreList->ShouldHitEntity(ptr.m_pEnt, MASK_SHOT)) { m_pIgnoreList->AddEntityToIgnore(ptr.m_pEnt); } else { return; } } } if (ptr.m_pEnt == m_hLastHit) return; m_hLastHit = ptr.m_pEnt; if (!ptr.m_pEnt->IsPlayer() || !ptr.m_pEnt->IsNPC()) { //To make it more reallistic float fldot = m_vecDirShooting.Dot(ptr.plane.normal); //We affecting damage by angle. If we has lower angle of reflection, doing lower damage. flActualDamage *= -fldot; flActualForce *= -fldot; //But we not doing it on the players or NPC's } flActualDamage *= GetBulletSpeedRatioShotgun(); //And also affect damage by speed modifications flActualForce *= GetBulletSpeedRatioShotgun(); //Slow bullet - bad force...*/ if (ptr.m_pEnt && ptr.m_pEnt->IsPlayer()) { info2->ScaleDamageForce(0); } #ifndef CLIENT_DLL if (ptr.m_pEnt && ptr.m_pEnt->HasSpawnFlags(SF_BREAK_NO_BULLET_PENETRATION) == false) { TraceAttackToTriggersShotgun(*info2, ptr.startpos, ptr.endpos, m_vecDirShooting, ptr); } #endif ptr.m_pEnt->DispatchTraceAttack(*info2, m_vecDirShootingRemember, &ptr); //DevMsg("bulletinfo.m_flDamageForceScale (%i)\n", bulletinfo.m_flDamageForceScale); #ifdef GAME_DLL //if (info2.GetAttacker() != NULL) ApplyMultiDamage(); //It's requried if (GetAmmoDef()->Flags(GetAmmoTypeIndexShotgun()) & AMMO_FORCE_DROP_IF_CARRIED) { // Make sure if the player is holding this, he drops it Pickup_ForcePlayerToDropThisObject(ptr.m_pEnt); } #endif if (ptr.m_pEnt && ( Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_dog") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_combinegunship") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_helicopter") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_cscanner") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_strider") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_combineguard") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_combine_camera") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "prop_dropship_container") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_combinedropship") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_cranedriver") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_apcdriver") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "prop_vehicle_apc") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_turret_ground") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "prop_vehicle_jeep") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "prop_vehicle_airboat") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "player") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_manhack") || Q_strstr(STRING(MAKE_STRING(ptr.m_pEnt->GetClassname())), "npc_rollermine"))) { EndSolidShotgun(ptr); } } } #ifndef CLIENT_DLL //----------------------------------------------------------------------------- // Handle shot entering water //----------------------------------------------------------------------------- void CSimulatedBulletShotgun::TraceAttackToTriggersShotgun(const CTakeDamageInfo &info, const Vector& start, const Vector& end, const Vector& dir, trace_t &tr) { Ray_t ray; ray.Init(tr.startpos, tr.endpos); CTriggerTraceEnumBulletShotgun triggerTraceEnum(&ray, info, m_vecDirShooting, MASK_SHOT); enginetrace->EnumerateEntities(ray, true, &triggerTraceEnum); } #endif //================================================== // Purpose: Simulates all bullets every centisecond //================================================== #ifndef CLIENT_DLL void CBulletManagerShotgun::Think(void) #else void CBulletManagerShotgun::ClientThink(void) #endif { unsigned short iNext = 0; for (unsigned short i = g_BulletsShotgun.Head(); i != g_BulletsShotgun.InvalidIndex(); i = iNext) { iNext = g_BulletsShotgun.Next(i); if (!g_BulletsShotgun[i]->SimulateBulletShotgun()) { RemoveBulletShotgun(i); } } //Msg("Think\n"); if (g_BulletsShotgun.Head() != g_BulletsShotgun.InvalidIndex()) { #ifdef CLIENT_DLL SetNextClientThink(gpGlobals->curtime + 0.01f); #else SetNextThink(gpGlobals->curtime + 0.01f); #endif } } //================================================== // Purpose: Called by sv_bullet_stop_speed callback to keep track of resources //================================================== void CBulletManagerShotgun::UpdateBulletStopSpeedShotgun(void) { //m_iBulletStopSpeedShotgun = sv_bullet_stop_speed_shotgun.GetInt(); } #ifndef CLIENT_DLL void CBulletManagerShotgun::SendTraceAttackToTriggersShotgun(const CTakeDamageInfo &info, const Vector& start, const Vector& end, const Vector& dir) { TraceAttackToTriggers(info, start, end, dir); } #endif //================================================== // Purpose: Add bullet to linked list // Handle lag compensation with "prebullet simulation" // Output: Bullet's index (-1 for error) //================================================== int CBulletManagerShotgun::AddBulletShotgun(CSimulatedBulletShotgun *pBullet) { if (pBullet->GetAmmoTypeIndexShotgun() == -1) { Msg("ERROR: Undefined ammo type!\n"); return -1; } unsigned short index = g_BulletsShotgun.AddToTail(pBullet); #ifdef CLIENT_DLL //DevMsg("Client Bullet Created (%i)\n", index); if (g_BulletsShotgun.Count() == 1) { SetNextClientThink(gpGlobals->curtime + 0.01f); } #else //DevMsg("Bullet Created (%i) LagCompensation %f\n", index, pBullet->bulletinfo.m_flLatency); if (pBullet->bulletinfo.m_flLatency != 0.0f) pBullet->SimulateBulletShotgun(); //Pre-simulation if (g_BulletsShotgun.Count() == 1) { SetNextThink(gpGlobals->curtime + 0.01f); } #endif return index; } //================================================== // Purpose: Remove the bullet at index from the linked list // Output: Next index //================================================== void CBulletManagerShotgun::RemoveBulletShotgun(int index) { g_BulletsShotgun.Next(index); #ifdef CLIENT_DLL //DevMsg("Client "); #endif //DevMsg("Bullet Removed (%i)\n", index); g_BulletsShotgun.Remove(index); if (g_BulletsShotgun.Count() == 0) { #ifdef CLIENT_DLL SetNextClientThink(TICK_NEVER_THINK); #else SetNextThink(TICK_NEVER_THINK); #endif } }