diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/sdk/sdk_player_shared.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/sdk/sdk_player_shared.cpp')
| -rw-r--r-- | mp/src/game/shared/sdk/sdk_player_shared.cpp | 320 |
1 files changed, 160 insertions, 160 deletions
diff --git a/mp/src/game/shared/sdk/sdk_player_shared.cpp b/mp/src/game/shared/sdk/sdk_player_shared.cpp index 3d3457b0..f9b49118 100644 --- a/mp/src/game/shared/sdk/sdk_player_shared.cpp +++ b/mp/src/game/shared/sdk/sdk_player_shared.cpp @@ -1,160 +1,160 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-
-#ifdef CLIENT_DLL
-
- #include "c_sdk_player.h"
-
-#else
-
- #include "sdk_player.h"
-
-#endif
-
-#include "gamevars_shared.h"
-#include "takedamageinfo.h"
-#include "effect_dispatch_data.h"
-#include "engine/ivdebugoverlay.h"
-
-ConVar sv_showimpacts("sv_showimpacts", "0", FCVAR_REPLICATED, "Shows client (red) and server (blue) bullet impact point" );
-
-void DispatchEffect( const char *pName, const CEffectData &data );
-
-CWeaponSDKBase* CSDKPlayer::SDKAnim_GetActiveWeapon()
-{
- return GetActiveSDKWeapon();
-}
-
-bool CSDKPlayer::SDKAnim_CanMove()
-{
- return true;
-}
-
-void CSDKPlayer::FireBullet(
- Vector vecSrc, // shooting postion
- const QAngle &shootAngles, //shooting angle
- float vecSpread, // spread vector
- int iDamage, // base damage
- int iBulletType, // ammo type
- CBaseEntity *pevAttacker, // shooter
- bool bDoEffects, // create impact effect ?
- float x, // spread x factor
- float y // spread y factor
- )
-{
- float fCurrentDamage = iDamage; // damage of the bullet at it's current trajectory
- float flCurrentDistance = 0.0; //distance that the bullet has traveled so far
-
- Vector vecDirShooting, vecRight, vecUp;
- AngleVectors( shootAngles, &vecDirShooting, &vecRight, &vecUp );
-
- if ( !pevAttacker )
- pevAttacker = this; // the default attacker is ourselves
-
- // add the spray
- Vector vecDir = vecDirShooting +
- x * vecSpread * vecRight +
- y * vecSpread * vecUp;
-
- VectorNormalize( vecDir );
-
- float flMaxRange = 8000;
-
- Vector vecEnd = vecSrc + vecDir * flMaxRange; // max bullet range is 10000 units
-
- trace_t tr; // main enter bullet trace
-
- UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID|CONTENTS_DEBRIS|CONTENTS_HITBOX, this, COLLISION_GROUP_NONE, &tr );
-
- if ( tr.fraction == 1.0f )
- return; // we didn't hit anything, stop tracing shoot
-
- if ( sv_showimpacts.GetBool() )
- {
-#ifdef CLIENT_DLL
- // draw red client impact markers
- debugoverlay->AddBoxOverlay( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), QAngle( 0, 0, 0), 255,0,0,127, 4 );
-
- if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
- {
- C_BasePlayer *player = ToBasePlayer( tr.m_pEnt );
- player->DrawClientHitboxes( 4, true );
- }
-#else
- // draw blue server impact markers
- NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255,127, 4 );
-
- if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
- {
- CBasePlayer *player = ToBasePlayer( tr.m_pEnt );
- player->DrawServerHitboxes( 4, true );
- }
-#endif
- }
-
- //calculate the damage based on the distance the bullet travelled.
- flCurrentDistance += tr.fraction * flMaxRange;
-
- // damage get weaker of distance
- fCurrentDamage *= pow ( 0.85f, (flCurrentDistance / 500));
-
- int iDamageType = DMG_BULLET | DMG_NEVERGIB;
-
- if( bDoEffects )
- {
- // See if the bullet ended up underwater + started out of the water
- if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
- {
- trace_t waterTrace;
- UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &waterTrace );
-
- if( waterTrace.allsolid != 1 )
- {
- CEffectData data;
- data.m_vOrigin = waterTrace.endpos;
- data.m_vNormal = waterTrace.plane.normal;
- data.m_flScale = random->RandomFloat( 8, 12 );
-
- if ( waterTrace.contents & CONTENTS_SLIME )
- {
- data.m_fFlags |= FX_WATER_IN_SLIME;
- }
-
- DispatchEffect( "gunshotsplash", data );
- }
- }
- else
- {
- //Do Regular hit effects
-
- // Don't decal nodraw surfaces
- if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) )
- {
- CBaseEntity *pEntity = tr.m_pEnt;
- if ( !( !friendlyfire.GetBool() && pEntity && pEntity->IsPlayer() && pEntity->GetTeamNumber() == GetTeamNumber() ) )
- {
- UTIL_ImpactTrace( &tr, iDamageType );
- }
- }
- }
- } // bDoEffects
-
- // add damage to entity that we hit
-
-#ifdef GAME_DLL
- ClearMultiDamage();
-
- CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage, iDamageType );
- CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos );
- tr.m_pEnt->DispatchTraceAttack( info, vecDir, &tr );
-
- TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir );
-
- ApplyMultiDamage();
-#endif
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" + +#ifdef CLIENT_DLL + + #include "c_sdk_player.h" + +#else + + #include "sdk_player.h" + +#endif + +#include "gamevars_shared.h" +#include "takedamageinfo.h" +#include "effect_dispatch_data.h" +#include "engine/ivdebugoverlay.h" + +ConVar sv_showimpacts("sv_showimpacts", "0", FCVAR_REPLICATED, "Shows client (red) and server (blue) bullet impact point" ); + +void DispatchEffect( const char *pName, const CEffectData &data ); + +CWeaponSDKBase* CSDKPlayer::SDKAnim_GetActiveWeapon() +{ + return GetActiveSDKWeapon(); +} + +bool CSDKPlayer::SDKAnim_CanMove() +{ + return true; +} + +void CSDKPlayer::FireBullet( + Vector vecSrc, // shooting postion + const QAngle &shootAngles, //shooting angle + float vecSpread, // spread vector + int iDamage, // base damage + int iBulletType, // ammo type + CBaseEntity *pevAttacker, // shooter + bool bDoEffects, // create impact effect ? + float x, // spread x factor + float y // spread y factor + ) +{ + float fCurrentDamage = iDamage; // damage of the bullet at it's current trajectory + float flCurrentDistance = 0.0; //distance that the bullet has traveled so far + + Vector vecDirShooting, vecRight, vecUp; + AngleVectors( shootAngles, &vecDirShooting, &vecRight, &vecUp ); + + if ( !pevAttacker ) + pevAttacker = this; // the default attacker is ourselves + + // add the spray + Vector vecDir = vecDirShooting + + x * vecSpread * vecRight + + y * vecSpread * vecUp; + + VectorNormalize( vecDir ); + + float flMaxRange = 8000; + + Vector vecEnd = vecSrc + vecDir * flMaxRange; // max bullet range is 10000 units + + trace_t tr; // main enter bullet trace + + UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID|CONTENTS_DEBRIS|CONTENTS_HITBOX, this, COLLISION_GROUP_NONE, &tr ); + + if ( tr.fraction == 1.0f ) + return; // we didn't hit anything, stop tracing shoot + + if ( sv_showimpacts.GetBool() ) + { +#ifdef CLIENT_DLL + // draw red client impact markers + debugoverlay->AddBoxOverlay( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), QAngle( 0, 0, 0), 255,0,0,127, 4 ); + + if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) + { + C_BasePlayer *player = ToBasePlayer( tr.m_pEnt ); + player->DrawClientHitboxes( 4, true ); + } +#else + // draw blue server impact markers + NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255,127, 4 ); + + if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) + { + CBasePlayer *player = ToBasePlayer( tr.m_pEnt ); + player->DrawServerHitboxes( 4, true ); + } +#endif + } + + //calculate the damage based on the distance the bullet travelled. + flCurrentDistance += tr.fraction * flMaxRange; + + // damage get weaker of distance + fCurrentDamage *= pow ( 0.85f, (flCurrentDistance / 500)); + + int iDamageType = DMG_BULLET | DMG_NEVERGIB; + + if( bDoEffects ) + { + // See if the bullet ended up underwater + started out of the water + if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) ) + { + trace_t waterTrace; + UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &waterTrace ); + + if( waterTrace.allsolid != 1 ) + { + CEffectData data; + data.m_vOrigin = waterTrace.endpos; + data.m_vNormal = waterTrace.plane.normal; + data.m_flScale = random->RandomFloat( 8, 12 ); + + if ( waterTrace.contents & CONTENTS_SLIME ) + { + data.m_fFlags |= FX_WATER_IN_SLIME; + } + + DispatchEffect( "gunshotsplash", data ); + } + } + else + { + //Do Regular hit effects + + // Don't decal nodraw surfaces + if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) ) + { + CBaseEntity *pEntity = tr.m_pEnt; + if ( !( !friendlyfire.GetBool() && pEntity && pEntity->IsPlayer() && pEntity->GetTeamNumber() == GetTeamNumber() ) ) + { + UTIL_ImpactTrace( &tr, iDamageType ); + } + } + } + } // bDoEffects + + // add damage to entity that we hit + +#ifdef GAME_DLL + ClearMultiDamage(); + + CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage, iDamageType ); + CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos ); + tr.m_pEnt->DispatchTraceAttack( info, vecDir, &tr ); + + TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir ); + + ApplyMultiDamage(); +#endif +} |