mirror of
https://github.com/Gigaslav/HL2Overcharged.git
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1055 lines
31 KiB
C++
1055 lines
31 KiB
C++
// (More) Reallistic simulated bullets
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//
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// This code is originally based from article on Valve Developer Community
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// The original code you can find by this link:
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// http://developer.valvesoftware.com/wiki/Simulated_Bullets
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// NOTENOTE: Tested only on localhost. There maybe a latency errors and others
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// NOTENOTE: The simulation might be strange.
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#include "cbase.h"
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#include "util_shared.h"
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#include "bullet_manager_shotgun.h"
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#include "effect_dispatch_data.h"
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#include "tier0/vprof.h"
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#include "decals.h"
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#include "ai_debug_shared.h"
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#include "baseentity_shared.h"
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#include "IEffects.h"
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#ifdef CLIENT_DLL
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#else
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#include "vehicle_base.h"
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#include "func_break.h"
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#include "waterbullet.h"
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#include "WaterBulletDynamic.h"
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#endif
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CBulletManagerShotgun *g_pBulletManagerShotgun;
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CUtlLinkedList<CSimulatedBulletShotgun*> g_BulletsShotgun;
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#ifdef CLIENT_DLL//-------------------------------------------------
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#include "engine/ivdebugoverlay.h"
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#include "c_te_effect_dispatch.h"
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ConVar g_debug_client_bullets_shotgun("g_debug_client_bullets_shotgun", "0", FCVAR_CHEAT);
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extern void FX_PlayerTracer(Vector& start, Vector& end);
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#else//-------------------------------------------------------------
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#include "te_effect_dispatch.h"
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#include "soundent.h"
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#include "player_pickup.h"
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#include "ilagcompensationmanager.h"
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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.");
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#endif//------------------------------------------------------------
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define MAX_RICO_DOT_ANGLEShotgun 0.15f //Maximum dot allowed for any ricochet
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#define MIN_RICO_SPEED_PERCShotgun 0.55f //Minimum speed percent allowed for any ricochet
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static void BulletSpeedModifierCallbackShotgun(ConVar *var, const char *pOldString)
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{
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if (cvar->FindVar("sv_bullet_speed_modifier_shotgun")->GetFloat() == 0.0f)//var->GetFloat() == 0.0f) //To avoid math exception
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cvar->FindVar("sv_bullet_speed_modifier_shotgun")->Revert();// var->Revert();
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}
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ConVar sv_bullet_speed_modifier_shotgun("sv_bullet_speed_modifier_shotgun", "100.000000", (FCVAR_ARCHIVE | FCVAR_REPLICATED),
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"Density/(This Value) * (Distance Penetrated) = (Change in Speed)",
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((FnChangeCallback_t)BulletSpeedModifierCallbackShotgun));
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static void UnrealRicochetCallbackShotgun(ConVar *var, const char *pOldString)
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{
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if (gpGlobals->maxClients > 1)
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{
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cvar->FindVar("sv_bullet_unrealricochet_shotgun")->Revert(); //var->Revert();
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Msg("Cannot use unreal ricochet in multiplayer game\n");
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}
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if (cvar->FindVar("sv_bullet_unrealricochet_shotgun")->GetBool())//var->GetBool()) //To avoid math exception
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Warning("\nWarning! Enabling unreal ricochet may cause the game crash.\n\n");
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}
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ConVar sv_bullet_unrealricochet_shotgun("sv_bullet_unrealricochet_shotgun", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Unreal ricochet", ((FnChangeCallback_t)UnrealRicochetCallbackShotgun));
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static void BulletStopSpeedCallbackShotgun(ConVar *var, const char *pOldString)
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{
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int val = cvar->FindVar("sv_bullet_stop_speed_shotgun")->GetInt();//var->GetInt();
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if (val<ONE_HIT_MODEShotgun)
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cvar->FindVar("sv_bullet_stop_speed_shotgun")->Revert(); //var->Revert();
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else if (BulletManagerShotgun())
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BulletManagerShotgun()->UpdateBulletStopSpeedShotgun();
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}
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ConVar sv_bullet_stop_speed_shotgun("sv_bullet_stop_speed_shotgun", "40", FCVAR_REPLICATED,
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"Integral speed at which to remove the bullet from the bullet queue\n-1 is butter mode\n-2 is 1 hit mode",
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((FnChangeCallback_t)BulletStopSpeedCallbackShotgun));
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LINK_ENTITY_TO_CLASS(bullet_manager_shotgun, CBulletManagerShotgun);
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//==================================================
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// Purpose: Constructor
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//==================================================
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CSimulatedBulletShotgun::CSimulatedBulletShotgun()
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{
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m_vecOrigin.Init();
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m_vecDirShooting.Init();
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m_flInitialBulletSpeed = m_flBulletSpeed = 0;
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m_flEntryDensity = 0.0f;
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bStuckInWall = false;
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isUnderWaterShotgun = false;
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m_iDamageType = 2;
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}
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//==================================================
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// Purpose: Constructor
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//==================================================
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CSimulatedBulletShotgun::CSimulatedBulletShotgun(FireBulletsInfo_t info, int nDamageType, int nAmmoFlags, Vector newdir, CBaseEntity *pInfictor, CBaseEntity *pAdditionalIgnoreEnt,
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bool bTraceHull
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#ifndef CLIENT_DLL
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, CBaseEntity *pCaller
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#endif
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)
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{
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// Input validation
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Assert(pInfictor);
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#ifndef CLIENT_DLL
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Assert(pCaller);
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#endif
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/*#ifndef CLIENT_DLL
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if (gEntList.FindEntityByClassname(g_pBulletManagerShotgun, g_pBulletManagerShotgun->GetClassname()) != NULL)
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delete gEntList.FindEntityByClassname(g_pBulletManagerShotgun, g_pBulletManagerShotgun->GetClassname());
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#endif*/
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bulletinfo = info; // Setup Fire bullets information here
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p_eInfictor = pInfictor; // Setup inflictor
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isPlayer = p_eInfictor->IsPlayer();
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// Create a list of entities with which this bullet does not collide.
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m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE);
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//Assert(m_pIgnoreList);
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bStuckInWall = false;
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// Don't collide with the entity firing the bullet.
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m_pIgnoreList->AddEntityToIgnore(p_eInfictor);
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// Don't collide with some optionally-specified entity.
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if (pAdditionalIgnoreEnt != NULL)
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m_pIgnoreList->AddEntityToIgnore(pAdditionalIgnoreEnt);
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m_iDamageType = nDamageType;// GetAmmoDef()->DamageType(bulletinfo.m_iAmmoType);
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/*if (p_eInfictor->IsNPC())
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IsPlayer = false;//
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else if (p_eInfictor->IsPlayer())
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IsPlayer = true;*/
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AmmoType = bulletinfo.m_iAmmoType;
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bulletinfo.m_flDamageForceScale = bulletinfo.m_flDamageForceScale * 7.5;////////////////
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pInfictorRemember = p_eInfictor;
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flActualForce = bulletinfo.m_flDamageForceScale;
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//m_szTracerName = (char*)p_eInfictor->GetTracerType();
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// Basic information about the bullet
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m_flInitialBulletSpeed = m_flBulletSpeed = GetAmmoDef()->GetAmmoOfIndex(bulletinfo.m_iAmmoType)->bulletSpeed;
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m_vecDirShooting = newdir;
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if (isPlayer)
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{
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if (p_eInfictor->GetWaterLevel() == 3)
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{
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m_vecOrigin = pInfictor->EyePosition();
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}
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else
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{
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#ifndef CLIENT_DLL
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CBasePlayer *pPlayer = ToBasePlayer(p_eInfictor);
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if (pPlayer)
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{
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if (pPlayer->IsInControl)
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m_vecOrigin = bulletinfo.m_vecSrc;
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else
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m_vecOrigin = pInfictor->EyePosition();
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}
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else
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m_vecOrigin = pInfictor->EyePosition();
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#endif
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//m_vecOrigin = pInfictor->EyePosition();
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//m_vecOrigin = bulletinfo.m_vecSrc;
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}
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}
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else
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{
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m_vecOrigin = bulletinfo.m_vecSrc;
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}
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m_bTraceHull = bTraceHull;
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#ifndef CLIENT_DLL
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m_hCaller = pCaller;
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#endif
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m_flEntryDensity = 0.0f;
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m_vecTraceRay = m_vecOrigin + m_vecDirShooting * m_flBulletSpeed;
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m_flRayLength = m_flInitialBulletSpeed;
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Vector m_vecTraceRay2;
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m_vecTraceRay2 = m_vecOrigin + m_vecDirShooting * info.m_flDistance;
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g_pBulletManagerShotgun->EndPoint = m_vecTraceRay2;
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EndPoint = m_vecTraceRay2;
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trace_t tr;
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if (m_bTraceHull)
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AI_TraceHull(m_vecOrigin, m_vecTraceRay2, Vector(-3, -3, -3), Vector(3, 3, 3), MASK_SHOT_HULL, m_pIgnoreList, &tr);
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else
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AI_TraceLine(m_vecOrigin, m_vecTraceRay2, MASK_SHOT, m_pIgnoreList, &tr);
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trEnd = tr;
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m_vecDirShootingRemember = bulletinfo.m_vecDirShooting;
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int iPlayerDamage = bulletinfo.m_iPlayerDamage;
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pAmmoDef = GetAmmoDef();
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flActualDamage = bulletinfo.m_flDamage;
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//if (tr.m_pEnt)
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{
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if (isPlayer)
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{
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flActualDamage = iPlayerDamage = pAmmoDef->PlrDamage(bulletinfo.m_iAmmoType);
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}
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#ifdef GAME_DLL
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else if (p_eInfictor->GetServerVehicle())
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{
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IServerVehicle *pVehicle = p_eInfictor->GetServerVehicle();
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if (pVehicle != NULL)
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{
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CBaseCombatCharacter *pDriver = pVehicle->GetPassenger();
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if (pDriver && pDriver->IsPlayer())
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{
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flActualDamage = iPlayerDamage;
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}
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}
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//CPropVehicle *pVehicle = reinterpret_cast<CPropVehicle*>(tr.m_pEnt->GetServerVehicle());
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}
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#endif
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else
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flActualDamage = iPlayerDamage = pAmmoDef->NPCDamage(bulletinfo.m_iAmmoType);
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}
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int nActualDamageType = nDamageType;
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if (flActualDamage == 0.0)
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{
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flActualDamage = g_pGameRules->GetAmmoDamage(p_eInfictor, tr.m_pEnt, info.m_iAmmoType);
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}
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else
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{
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nActualDamageType = nDamageType | ((flActualDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB);
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}
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//if (tr.m_pEnt != NULL)
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//flActualDamage = pFireBulletsInfo->m_flDamage;//g_pGameRules->GetAmmoDamage(p_eInfictor, tr.m_pEnt, pFireBulletsInfo->m_iAmmoType);
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m_vecDirShootingRemember = bulletinfo.m_vecDirShooting;
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info2 = new CTakeDamageInfo(pInfictorRemember, bulletinfo.m_pAttacker, flActualDamage, GetDamageType());
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//CTakeDamageInfo dmgInfo(pInfictorRemember, pFireBulletsInfo->m_pAttacker, flActualDamage, GetDamageType());
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CalculateBulletDamageForce(info2, AmmoType, m_vecDirShooting, tr.endpos);
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info2->ScaleDamageForce(flActualForce);
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info2->SetAmmoType(AmmoType);
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isUnderWaterShotgun = false;
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}
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//==================================================
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// Purpose: Deconstructor
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//==================================================
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CSimulatedBulletShotgun::~CSimulatedBulletShotgun()
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{
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delete m_pIgnoreList;
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m_pIgnoreList = NULL;
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delete info2;
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info2 = NULL;
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}
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//==================================================
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// Purpose: Simulates a bullet through a ray of its bullet speed
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//==================================================
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bool CSimulatedBulletShotgun::SimulateBulletShotgun(void)
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{
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VPROF("C_SimulatedBulletShotgun::SimulateBulletShotgun");
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if (!IsFinite(m_flBulletSpeed))
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return false; //prevent a weird crash
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trace_t trace;
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trace = trEnd;
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if (m_flBulletSpeed <= 0) //Avoid errors;
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return false;
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if (!p_eInfictor)
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{
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p_eInfictor = pInfictorRemember;//bulletinfo.m_pAttacker;
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if (!p_eInfictor)
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return false;
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}
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m_flRayLength = m_flBulletSpeed;
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if (!isUnderWaterShotgun)
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{
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m_flBulletSpeed += 0.8f * m_vecDirShooting.z; //TODO: Bullet mass
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}
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/*else
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{
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m_flBulletSpeed *= 0.4f; //TODO: Bullet mass
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}*/
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//m_flBulletSpeed += 0.8f * m_vecDirShooting.z; //TODO: Bullet mass
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m_vecTraceRay = m_vecOrigin + m_vecDirShooting * m_flBulletSpeed;
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if (m_flBulletSpeed <= 0.f)
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return false;
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//m_vecDirShooting.z -= 0.1 / m_flBulletSpeed;//Bullet mass
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#ifdef GAME_DLL
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if (bulletinfo.m_flLatency != 0)
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{
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m_vecTraceRay *= bulletinfo.m_flLatency * 100;
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}
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#endif
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if (!IsInWorldShotgun())
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{
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return false;
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}
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if (bStuckInWall)
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return false;
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if ((pInfictorRemember) && (enginetrace->GetPointContents(m_vecOrigin) & (CONTENTS_WATER | CONTENTS_SLIME)) && m_flBulletSpeed != 0.f)//(!m_bWasInWater)
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{
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/*if (m_flBulletSpeed >= m_flInitialBulletSpeed * 0.7f)
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m_flBulletSpeed = m_flBulletSpeed * 0.9f;*/
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UTIL_Bubbles(m_vecOrigin, m_vecOrigin, 3);
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if (!isUnderWaterShotgun && pInfictorRemember->GetWaterLevel() != 3)
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HandleShotImpactingWaterShotgun(bulletinfo, m_vecOrigin, m_vecOrigin, m_pIgnoreList, &trEnd.endpos, isPlayer);
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}
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bool bulletSpeedCheck;
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bulletSpeedCheck = false;
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//MikeD UTIL_TraceLine or AI_TraceLine affects to SendTraceAttackToTriggers, so be careful
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if (m_bTraceHull)
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AI_TraceHull(m_vecOrigin, m_vecTraceRay, Vector(-1, -1, -1), Vector(1, 1, 1), MASK_SHOT_HULL, m_pIgnoreList, &trace);
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else
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AI_TraceLine(m_vecOrigin, m_vecTraceRay, MASK_SHOT, m_pIgnoreList, &trace);
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#ifdef CLIENT_DLL
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if (g_debug_client_bullets_shotgun.GetBool())
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{
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debugoverlay->AddLineOverlay(trace.startpos, trace.endpos, 255, 0, 0, true, 10.0f);
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}
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#else
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if (g_debug_bullets_shotgun.GetBool())
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{
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NDebugOverlay::Line(trace.startpos, trace.endpos, 255, 255, 255, true, 10.0f);
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}
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// Now hit all triggers along the ray that respond to shots...
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// Clip the ray to the first collided solid returned from traceline
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//if (bulletinfo.m_pAttacker != NULL)
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{
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/*CTakeDamageInfo triggerInfo(p_eInfictor, bulletinfo.m_pAttacker, bulletinfo.m_flDamage, GetDamageTypeShotgun());
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CalculateBulletDamageForce(&triggerInfo, bulletinfo.m_iAmmoType, m_vecDirShooting, trace.endpos);
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triggerInfo.ScaleDamageForce(bulletinfo.m_flDamageForceScale);
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triggerInfo.SetAmmoType(bulletinfo.m_iAmmoType);*/
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BulletManagerShotgun()->SendTraceAttackToTriggersShotgun(*info2, trace.startpos, trace.endpos, m_vecDirShooting);
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}
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#endif/*
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// Now hit all triggers along the ray that respond to shots...
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// Clip the ray to the first collided solid returned from traceline
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////////////////////////////p_eInfictor/////////////bulletinfo.m_pAttacker////////////////////////
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if (p_eInfictor != NULL)
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{
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CTakeDamageInfo triggerInfo(p_eInfictor, bulletinfo.m_pAttacker, bulletinfo.m_flDamage, GetDamageTypeShotgun());
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CalculateBulletDamageForce(&triggerInfo, bulletinfo.m_iAmmoType, m_vecDirShootingShotgun, trace.endpos);
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triggerInfo.ScaleDamageForce(bulletinfo.m_flDamageForceScale);
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triggerInfo.SetAmmoType(bulletinfo.m_iAmmoType);
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BulletManagerShotgun()->SendTraceAttackToTriggersShotgun(triggerInfo, trace.startpos, trace.endpos, m_vecDirShootingShotgun);
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}
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#endif*/
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if (trace.fraction == 1.0f)
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{
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m_vecOrigin += m_vecDirShooting *m_flBulletSpeed; //Do the WAY
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/*CEffectData data;
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data.m_vStart = trace.StartPos;
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data.m_vOrigin = trace.endpos;
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data.m_nDamageType = GetDamageTypeShotgun();
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DispatchEffect("RagdollImpact", data);*/
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return true;
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}
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else
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{
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if (trace.m_pEnt == p_eInfictor) //HACK: Remove bullet if we hit self (for frag grenades)
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return false;
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//if (this != NULL && p_eInfictor != NULL)
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EntityImpactShotgun(trace);
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if (!(trace.surface.flags&SURF_SKY))
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{
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/*if (!m_bWasInWater)
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{
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//if ((trace.m_pEnt == NULL))
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UTIL_ImpactTrace(&trace, NULL);
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delete m_pIgnoreListShotgun;
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return false;
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//UTIL_Remove(g_pBulletManagerShotgun);
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}*/
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if (trace.allsolid)//in solid
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{
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if (!AllSolidShotgun(trace))
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return false;
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m_vecOrigin += m_vecDirShooting * m_flBulletSpeed; //Do the WAY
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bulletSpeedCheck = true;
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}
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else if (trace.fraction != 1.0f)//hit solid
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{
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if (!EndSolidShotgun(trace))
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return false;
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bulletSpeedCheck = true;
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}
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else if (trace.startsolid)//exit solid
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{
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if (!StartSolidShotgun(trace))
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return false;
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m_vecOrigin += m_vecDirShooting * m_flBulletSpeed; //Do the WAY
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bulletSpeedCheck = true;
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}
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else
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{
|
|
//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
|
|
}
|
|
|
|
} |