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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include <cliententitylist.h>
#include "ammodef.h"
#include "c_te_effect_dispatch.h"
#include "shot_manipulator.h"
class C_TEHL2MPFireBullets : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEHL2MPFireBullets, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType );
void CreateEffects( void );
public:
int m_iPlayer;
Vector m_vecOrigin;
Vector m_vecDir;
int m_iAmmoID;
int m_iWeaponIndex;
int m_iSeed;
float m_flSpread;
int m_iShots;
bool m_bDoImpacts;
bool m_bDoTracers;
};
class CTraceFilterSkipPlayerAndViewModelOnly : public CTraceFilter
{
public:
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
C_BaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if( pEntity &&
( ( dynamic_cast<C_BaseViewModel *>( pEntity ) != NULL ) ||
( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL ) ) )
{
return false;
}
else
{
return true;
}
}
};
void C_TEHL2MPFireBullets::CreateEffects( void )
{
CAmmoDef* pAmmoDef = GetAmmoDef();
if ( pAmmoDef == NULL )
return;
C_BaseEntity *pEnt = ClientEntityList().GetEnt( m_iPlayer );
if ( pEnt )
{
C_BasePlayer *pPlayer = dynamic_cast<C_BasePlayer *>(pEnt);
if ( pPlayer && pPlayer->GetActiveWeapon() )
{
C_BaseCombatWeapon *pWpn = dynamic_cast<C_BaseCombatWeapon *>( pPlayer->GetActiveWeapon() );
if ( pWpn )
{
int iSeed = m_iSeed;
CShotManipulator Manipulator( m_vecDir );
for (int iShot = 0; iShot < m_iShots; iShot++)
{
RandomSeed( iSeed ); // init random system with this seed
// Don't run the biasing code for the player at the moment.
Vector vecDir = Manipulator.ApplySpread( Vector( m_flSpread, m_flSpread, m_flSpread ) );
Vector vecEnd = m_vecOrigin + vecDir * MAX_TRACE_LENGTH;
trace_t tr;
CTraceFilterSkipPlayerAndViewModelOnly traceFilter;
if( m_iShots > 1 && iShot % 2 )
{
// Half of the shotgun pellets are hulls that make it easier to hit targets with the shotgun.
UTIL_TraceHull( m_vecOrigin, vecEnd, Vector( -3, -3, -3 ), Vector( 3, 3, 3 ), MASK_SHOT, &traceFilter, &tr );
}
else
{
UTIL_TraceLine( m_vecOrigin, vecEnd, MASK_SHOT, &traceFilter, &tr);
}
if ( m_bDoTracers )
{
const char *pTracerName = pWpn->GetTracerType();
CEffectData data;
data.m_vStart = tr.startpos;
data.m_vOrigin = tr.endpos;
data.m_hEntity = pWpn->GetRefEHandle();
data.m_flScale = 0.0f;
data.m_fFlags |= TRACER_FLAG_USEATTACHMENT;
// Stomp the start, since it's not going to be used anyway
data.m_nAttachmentIndex = 1;
if ( pTracerName )
{
DispatchEffect( pTracerName, data );
}
else
{
DispatchEffect( "Tracer", data );
}
}
if ( m_bDoImpacts )
{
pWpn->DoImpactEffect( tr, pAmmoDef->DamageType( m_iAmmoID ) );
}
iSeed++;
}
}
}
}
}
void C_TEHL2MPFireBullets::PostDataUpdate( DataUpdateType_t updateType )
{
if ( m_bDoTracers || m_bDoImpacts )
{
CreateEffects();
}
}
IMPLEMENT_CLIENTCLASS_EVENT( C_TEHL2MPFireBullets, DT_TEHL2MPFireBullets, CTEHL2MPFireBullets );
BEGIN_RECV_TABLE_NOBASE(C_TEHL2MPFireBullets, DT_TEHL2MPFireBullets )
RecvPropVector( RECVINFO( m_vecOrigin ) ),
RecvPropVector( RECVINFO( m_vecDir ) ),
RecvPropInt( RECVINFO( m_iAmmoID ) ),
RecvPropInt( RECVINFO( m_iSeed ) ),
RecvPropInt( RECVINFO( m_iShots ) ),
RecvPropInt( RECVINFO( m_iPlayer ) ),
RecvPropInt( RECVINFO( m_iWeaponIndex ) ),
RecvPropFloat( RECVINFO( m_flSpread ) ),
RecvPropBool( RECVINFO( m_bDoImpacts ) ),
RecvPropBool( RECVINFO( m_bDoTracers ) ),
END_RECV_TABLE()
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