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sdk_fx_shared.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "sdk_fx_shared.h"
#include "weapon_sdkbase.h"
#ifndef CLIENT_DLL
#include "ilagcompensationmanager.h"
#endif
#ifdef CLIENT_DLL
#include "fx_impact.h"
#include "c_sdk_player.h"
// this is a cheap ripoff from CBaseCombatWeapon::WeaponSound():
void FX_WeaponSound(
int iPlayerIndex,
WeaponSound_t sound_type,
const Vector &vOrigin,
CSDKWeaponInfo *pWeaponInfo )
{
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *shootsound = pWeaponInfo->aShootSounds[ sound_type ];
if ( !shootsound || !shootsound[0] )
return;
CBroadcastRecipientFilter filter; // this is client side only
if ( !te->CanPredict() )
return;
CBaseEntity::EmitSound( filter, iPlayerIndex, shootsound, &vOrigin );
}
class CGroupedSound
{
public:
string_t m_SoundName;
Vector m_vPos;
};
CUtlVector<CGroupedSound> g_GroupedSounds;
// Called by the ImpactSound function.
void ShotgunImpactSoundGroup( const char *pSoundName, const Vector &vEndPos )
{
// Don't play the sound if it's too close to another impact sound.
for ( int i=0; i < g_GroupedSounds.Count(); i++ )
{
CGroupedSound *pSound = &g_GroupedSounds[i];
if ( vEndPos.DistToSqr( pSound->m_vPos ) < 300*300 )
{
if ( Q_stricmp( pSound->m_SoundName, pSoundName ) == 0 )
return;
}
}
// Ok, play the sound and add it to the list.
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, NULL, pSoundName, &vEndPos );
int j = g_GroupedSounds.AddToTail();
g_GroupedSounds[j].m_SoundName = pSoundName;
g_GroupedSounds[j].m_vPos = vEndPos;
}
void StartGroupingSounds()
{
Assert( g_GroupedSounds.Count() == 0 );
SetImpactSoundRoute( ShotgunImpactSoundGroup );
}
void EndGroupingSounds()
{
g_GroupedSounds.Purge();
SetImpactSoundRoute( NULL );
}
#else
#include "sdk_player.h"
#include "te_firebullets.h"
// Server doesn't play sounds anyway.
void StartGroupingSounds() {}
void EndGroupingSounds() {}
void FX_WeaponSound ( int iPlayerIndex,
WeaponSound_t sound_type,
const Vector &vOrigin,
CSDKWeaponInfo *pWeaponInfo ) {};
#endif
// This runs on both the client and the server.
// On the server, it only does the damage calculations.
// On the client, it does all the effects.
void FX_FireBullets(
int iPlayerIndex,
const Vector &vOrigin,
const QAngle &vAngles,
int iWeaponID,
int iMode,
int iSeed,
float flSpread
)
{
bool bDoEffects = true;
#ifdef CLIENT_DLL
C_SDKPlayer *pPlayer = ToSDKPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
#else
CSDKPlayer *pPlayer = ToSDKPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
#endif
const char * weaponAlias = WeaponIDToAlias( iWeaponID );
if ( !weaponAlias )
{
DevMsg("FX_FireBullets: weapon alias for ID %i not found\n", iWeaponID );
return;
}
char wpnName[128];
Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", weaponAlias );
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName );
if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
{
DevMsg("FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", wpnName );
return;
}
CSDKWeaponInfo *pWeaponInfo = static_cast< CSDKWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
#ifdef CLIENT_DLL
// Do the firing animation event.
if ( pPlayer && !pPlayer->IsDormant() )
{
if ( iMode == Primary_Mode )
pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
else
pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY );
}
#else
// if this is server code, send the effect over to client as temp entity
// Dispatch one message for all the bullet impacts and sounds.
TE_FireBullets(
iPlayerIndex,
vOrigin,
vAngles,
iWeaponID,
iMode,
iSeed,
flSpread
);
bDoEffects = false; // no effects on server
#endif
iSeed++;
int iDamage = pWeaponInfo->m_iDamage;
int iAmmoType = pWeaponInfo->iAmmoType;
WeaponSound_t sound_type = SINGLE;
if ( bDoEffects)
{
FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo );
}
// Fire bullets, calculate impacts & effects
if ( !pPlayer )
return;
StartGroupingSounds();
#if !defined (CLIENT_DLL)
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif
for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
{
RandomSeed( iSeed ); // init random system with this seed
// Get circular gaussian spread.
float x, y;
x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
iSeed++; // use new seed for next bullet
pPlayer->FireBullet(
vOrigin,
vAngles,
flSpread,
iDamage,
iAmmoType,
pPlayer,
bDoEffects,
x,y );
}
#if !defined (CLIENT_DLL)
lagcompensation->FinishLagCompensation( pPlayer );
#endif
EndGroupingSounds();
}