Simplified bullet trace

This commit is contained in:
Kamay Xutax 2024-07-15 21:10:58 +02:00
parent e8ea86f895
commit 94060e8c19
10 changed files with 147 additions and 107 deletions

View file

@ -247,9 +247,7 @@ END_RECV_TABLE()
RecvPropInt ( RECVINFO( m_nWaterLevel ) ),
RecvPropFloat ( RECVINFO( m_flLaggedMovementValue )),
RecvPropArray3 ( RECVINFO_ARRAY(m_vecBulletPositions), RecvPropVector( RECVINFO(m_vecBulletPositions[0])) ),
RecvPropInt(RECVINFO(m_iBulletPositionCount)),
END_RECV_TABLE()
END_RECV_TABLE()
// -------------------------------------------------------------------------------- //
@ -416,8 +414,9 @@ C_BasePlayer::C_BasePlayer() : m_iv_vecViewOffset( "C_BasePlayer::m_iv_vecViewOf
m_pFlashlight = NULL;
m_pCurrentVguiScreen = NULL;
m_pCurrentCommand = NULL;
m_pCurrentVguiScreen = NULL;
static CUserCmd nullcmd;
m_pCurrentCommand = &nullcmd;
m_flPredictionErrorTime = -100;
m_StuckLast = 0;
@ -2132,34 +2131,13 @@ void C_BasePlayer::Simulate()
ResetLatched();
}
if (m_nTickBaseFireBullet <= m_nTickBase && m_nTickBaseFireBullet != -1)
bool shouldShowFireBulletHitbox = m_nTickBaseFireBullet <= m_nTickBase && m_nTickBaseFireBullet != -1;
if (shouldShowFireBulletHitbox)
{
DrawServerHitboxes(60.0f, true);
static ConVarRef cl_showimpacts("cl_showimpacts");
if (cl_showimpacts.GetInt() == 1 || cl_showimpacts.GetInt() == 3)
{
extern float g_bulletDiameter;
for (int i = 0; i < m_iBulletPositionCount; i++)
{
debugoverlay->AddBoxOverlay(m_vecBulletPositions[i],
Vector(-g_bulletDiameter,
-g_bulletDiameter,
-g_bulletDiameter),
Vector(g_bulletDiameter,
g_bulletDiameter,
g_bulletDiameter),
QAngle(0, 0, 0),
0,
0,
255,
127,
60);
}
}
m_nTickBaseFireBullet = -1;
}
}
}
//-----------------------------------------------------------------------------

View file

@ -8,6 +8,7 @@
#ifndef C_BASEPLAYER_H
#define C_BASEPLAYER_H
#ifdef _WIN32
#pragma once
#endif
@ -434,6 +435,7 @@ public:
int m_nButtons;
CUserCmd m_LastCmd;
CUserCmd *m_pCurrentCommand;
// Movement constraints
@ -638,8 +640,6 @@ public:
void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; }
int m_nTickBaseFireBullet;
Vector m_vecBulletPositions[MAX_PLAYER_BULLET_POSITIONS];
int m_iBulletPositionCount;
};
EXTERN_RECV_TABLE(DT_BasePlayer);

View file

@ -168,10 +168,12 @@ public:
public:
virtual float GetPlayerMaxSpeed();
void GetBulletTypeParameters(
int iBulletType,
float &fPenetrationPower,
float &flPenetrationDistance );
float GetBulletDiameter(int iBulletType);
void GetBulletTypeParameters(
int iBulletType,
float &fPenetrationPower,
float &flPenetrationDistance,
float &flBulletDiameter );
void FireBullet(
Vector vecSrc,

View file

@ -763,9 +763,9 @@ void CPrediction::FinishCommand( C_BasePlayer *player )
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "CPrediction::FinishCommand" );
player->m_pCurrentCommand = NULL;
C_BaseEntity::SetPredictionRandomSeed( NULL );
C_BaseEntity::SetPredictionPlayer( NULL );
// player->m_pCurrentCommand = NULL;
//C_BaseEntity::SetPredictionRandomSeed( NULL );
//C_BaseEntity::SetPredictionPlayer( NULL );
#endif
}

View file

@ -50,6 +50,7 @@ public:
ListenForGameEvent( "hostage_killed" );
ListenForGameEvent( "hostage_follows" );
ListenForGameEvent( "player_hurt" );
ListenForGameEvent( "bullet_impact" );
return true;
}
@ -299,7 +300,35 @@ protected:
);
return true;
}
else if ( !Q_strncmp( eventName, "bullet_impact", Q_strlen("bullet_impact") ) )
{
static ConVarRef cl_showimpacts("cl_showimpacts");
if (cl_showimpacts.GetInt() == 1
|| cl_showimpacts.GetInt() == 3)
{
auto x = event->GetFloat("x");
auto y = event->GetFloat("y");
auto z = event->GetFloat("z");
auto flBulletDiameter = event->GetFloat("diameter");
debugoverlay->AddBoxOverlay(Vector(x, y, z),
Vector(-flBulletDiameter,
-flBulletDiameter,
-flBulletDiameter),
Vector(flBulletDiameter,
flBulletDiameter,
flBulletDiameter),
QAngle(0, 0, 0),
0,
0,
255,
127,
60.0f);
}
return true;
}
// unused events:
//hostage_hurt
//bomb_exploded

View file

@ -317,10 +317,12 @@ public:
float lateral_max,
int direction_change );
float GetBulletDiameter(int iBulletType);
void GetBulletTypeParameters(
int iBulletType,
float &fPenetrationPower,
float &flPenetrationDistance );
float &flPenetrationDistance,
float &flBulletDiameter );
// Returns true if the player is allowed to move.
bool CanMove() const;

View file

@ -583,8 +583,9 @@ CBasePlayer::CBasePlayer( )
m_bitsDamageType = 0;
m_bForceOrigin = false;
m_hVehicle = NULL;
m_pCurrentCommand = NULL;
m_hVehicle = NULL;
static CUserCmd nullcmd;
m_pCurrentCommand = &nullcmd;
// Setup our default FOV
m_iDefaultFOV = g_pGameRules->DefaultFOV();
@ -634,7 +635,6 @@ CBasePlayer::CBasePlayer( )
m_flLastUserCommandTime = 0.f;
m_flMovementTimeForUserCmdProcessingRemaining = 0.0f;
m_iBulletPositionCount.Set(0);
}
CBasePlayer::~CBasePlayer( )
@ -7970,8 +7970,6 @@ void CMovementSpeedMod::InputSpeedMod(inputdata_t &data)
SendPropInt ( SENDINFO( m_nWaterLevel ), 2, SPROP_UNSIGNED ),
SendPropFloat ( SENDINFO( m_flLaggedMovementValue ), 0, SPROP_NOSCALE ),
SendPropArray3( SENDINFO_ARRAY3(m_vecBulletPositions), SendPropVector(SENDINFO_ARRAY(m_vecBulletPositions))),
SendPropInt(SENDINFO(m_iBulletPositionCount)),
END_SEND_TABLE()

View file

@ -1210,8 +1210,6 @@ private:
public:
virtual unsigned int PlayerSolidMask( bool brushOnly = false ) const; // returns the solid mask for the given player, so bots can have a more-restrictive set
CNetworkArray(Vector, m_vecBulletPositions, MAX_PLAYER_BULLET_POSITIONS);
CNetworkVar(int, m_iBulletPositionCount);
};
typedef CHandle<CBasePlayer> CBasePlayerHandle;

View file

@ -84,9 +84,9 @@ void CPlayerMove::FinishCommand( CBasePlayer *player )
{
VPROF( "CPlayerMove::FinishCommand" );
player->m_pCurrentCommand = NULL;
CBaseEntity::SetPredictionRandomSeed( NULL );
CBaseEntity::SetPredictionPlayer( NULL );
// player->m_pCurrentCommand = NULL;
// CBaseEntity::SetPredictionRandomSeed( NULL );
// CBaseEntity::SetPredictionPlayer( NULL );
}
//-----------------------------------------------------------------------------

View file

@ -183,20 +183,14 @@ float CCSPlayer::GetPlayerMaxSpeed()
return speed;
}
float g_bulletDiameter = 0.0f;
static constexpr float MMToUnits(float mm)
{
return (mm / 10.f) / 1.905f;
}
void UTIL_ClipTraceToPlayersHull( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *filter, trace_t *tr )
void UTIL_ClipTraceToPlayersHull( float flBulletDiameter, const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *filter, trace_t *tr )
{
trace_t playerTrace;
Ray_t ray;
float smallestFraction = tr->fraction;
const float maxRange = 60.0f;
ray.Init( vecAbsStart, vecAbsEnd , Vector(-g_bulletDiameter, -g_bulletDiameter, -g_bulletDiameter), Vector(g_bulletDiameter, g_bulletDiameter, g_bulletDiameter) );
ray.Init( vecAbsStart, vecAbsEnd , Vector(-flBulletDiameter, -flBulletDiameter, -flBulletDiameter), Vector(flBulletDiameter, flBulletDiameter, flBulletDiameter) );
for ( int k = 1; k <= gpGlobals->maxClients; ++k )
{
@ -227,66 +221,109 @@ void UTIL_ClipTraceToPlayersHull( const Vector& vecAbsStart, const Vector& vecAb
}
}
float CCSPlayer::GetBulletDiameter(int iBulletType)
{
auto MMToUnits = [] (float&& mm)
{
return (mm / 10.f) / 1.905f;
};
if (IsAmmoType(iBulletType, BULLET_PLAYER_50AE))
{
return MMToUnits(13.8f);
}
else if (IsAmmoType(iBulletType, BULLET_PLAYER_762MM))
{
return MMToUnits(7.62f);
}
else if (IsAmmoType(iBulletType, BULLET_PLAYER_556MM)
|| IsAmmoType(iBulletType, BULLET_PLAYER_556MM_BOX))
{
return MMToUnits(5.56f);
}
else if (IsAmmoType(iBulletType, BULLET_PLAYER_338MAG))
{
return MMToUnits(8.6f);
}
else if (IsAmmoType(iBulletType, BULLET_PLAYER_9MM))
{
return MMToUnits(9.f);
}
else if (IsAmmoType(iBulletType, BULLET_PLAYER_BUCKSHOT))
{
return MMToUnits(9.9f);
}
else if (IsAmmoType(iBulletType, BULLET_PLAYER_45ACP))
{
return MMToUnits(11.43f);
}
else if (IsAmmoType(iBulletType, BULLET_PLAYER_357SIG))
{
return MMToUnits(9.f);
}
else if (IsAmmoType(iBulletType, BULLET_PLAYER_57MM))
{
return MMToUnits(5.7f);
}
else
{
Assert(false);
return 0.0f;
}
}
void CCSPlayer::GetBulletTypeParameters(
int iBulletType,
float &fPenetrationPower,
float &flPenetrationDistance )
float &flPenetrationDistance,
float &flBulletDiameter )
{
//MIKETODO: make ammo types come from a script file.
if ( IsAmmoType( iBulletType, BULLET_PLAYER_50AE ) )
{
fPenetrationPower = 30;
flPenetrationDistance = 1000.0;
g_bulletDiameter = MMToUnits(13.8f);
}
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_762MM ) )
{
fPenetrationPower = 39;
flPenetrationDistance = 5000.0;
g_bulletDiameter = MMToUnits(7.62f);
}
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_556MM ) ||
IsAmmoType( iBulletType, BULLET_PLAYER_556MM_BOX ) )
{
fPenetrationPower = 35;
flPenetrationDistance = 4000.0;
g_bulletDiameter = MMToUnits(5.56f);
}
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_338MAG ) )
{
fPenetrationPower = 45;
flPenetrationDistance = 8000.0;
g_bulletDiameter = MMToUnits(8.6f);
}
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_9MM ) )
{
fPenetrationPower = 21;
flPenetrationDistance = 800.0;
g_bulletDiameter = MMToUnits(9.f);
}
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_BUCKSHOT ) )
{
fPenetrationPower = 0;
flPenetrationDistance = 0.0;
g_bulletDiameter = MMToUnits(9.9f);
}
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_45ACP ) )
{
fPenetrationPower = 15;
flPenetrationDistance = 500.0;
g_bulletDiameter = MMToUnits(11.43f);
}
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_357SIG ) )
{
fPenetrationPower = 25;
flPenetrationDistance = 800.0;
g_bulletDiameter = MMToUnits(9.f);
}
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_57MM ) )
{
fPenetrationPower = 30;
flPenetrationDistance = 2000.0;
g_bulletDiameter = MMToUnits(5.7f);
}
else
{
@ -294,7 +331,9 @@ void CCSPlayer::GetBulletTypeParameters(
Assert( false );
fPenetrationPower = 0;
flPenetrationDistance = 0.0;
}
}
flBulletDiameter = GetBulletDiameter(iBulletType);
}
static void GetMaterialParameters( int iMaterial, float &flPenetrationModifier, float &flDamageModifier )
@ -365,16 +404,16 @@ static bool TraceToExit(Vector &start, Vector &dir, Vector &end, float flStepSiz
return false;
}
inline void UTIL_TraceLineIgnoreTwoEntities( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
inline void UTIL_TraceLineIgnoreTwoEntities(float flBulletDiameter, const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
const IHandleEntity *ignore, const IHandleEntity *ignore2, int collisionGroup, trace_t *ptr )
{
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd, Vector(-g_bulletDiameter, -g_bulletDiameter, -g_bulletDiameter), Vector(g_bulletDiameter, g_bulletDiameter, g_bulletDiameter) );
ray.Init( vecAbsStart, vecAbsEnd, Vector(-flBulletDiameter, -flBulletDiameter, -flBulletDiameter), Vector(flBulletDiameter, flBulletDiameter, flBulletDiameter) );
CTraceFilterSkipTwoEntities traceFilter( ignore, ignore2, collisionGroup );
enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
if( r_visualizetraces.GetBool() )
{
NDebugOverlay::SweptBox( ptr->startpos, ptr->endpos, Vector(-g_bulletDiameter, -g_bulletDiameter, -g_bulletDiameter), Vector(g_bulletDiameter, g_bulletDiameter, g_bulletDiameter), QAngle(), 255, 0, 0, true, 100.0f );
NDebugOverlay::SweptBox( ptr->startpos, ptr->endpos, Vector(-flBulletDiameter, -flBulletDiameter, -flBulletDiameter), Vector(flBulletDiameter, flBulletDiameter, flBulletDiameter), QAngle(), 255, 0, 0, true, 100.0f );
}
}
@ -401,15 +440,14 @@ void CCSPlayer::FireBullet(
float flPenetrationPower = 0; // thickness of a wall that this bullet can penetrate
float flPenetrationDistance = 0; // distance at which the bullet is capable of penetrating a wall
float flDamageModifier = 0.5; // default modification of bullets power after they go through a wall.
float flPenetrationModifier = 1.f;
GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance );
float flPenetrationModifier = 1.f;
float flBulletDiameter = 0.0f;
GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance, flBulletDiameter );
if ( !pevAttacker )
pevAttacker = this; // the default attacker is ourselves
int iPenetrationCount = 0;
if ( weapon_accuracy_nospread.GetBool() )
{
xSpread = 0.0f;
@ -464,6 +502,7 @@ void CCSPlayer::FireBullet(
bool bFirstHit = true;
CBasePlayer *lastPlayerHit = NULL;
MDLCACHE_CRITICAL_SECTION();
if ( m_pCurrentCommand->debug_hitboxes == CUserCmd::DEBUG_HITBOXES_ON_BULLET )
{
@ -483,21 +522,21 @@ void CCSPlayer::FireBullet(
}
#endif
}
}
MDLCACHE_CRITICAL_SECTION();
}
while ( fCurrentDamage > 0 )
{
Vector vecEnd = vecSrc + vecDir * flDistance;
trace_t tr; // main enter bullet trace
UTIL_TraceLineIgnoreTwoEntities( vecSrc, vecEnd, CS_MASK_SHOOT|CONTENTS_HITBOX, this, lastPlayerHit, COLLISION_GROUP_NONE, &tr );
UTIL_TraceLineIgnoreTwoEntities(flBulletDiameter, vecSrc, vecEnd, CS_MASK_SHOOT|CONTENTS_HITBOX, this, lastPlayerHit, COLLISION_GROUP_NONE, &tr );
{
CTraceFilterSkipTwoEntities filter( this, lastPlayerHit, COLLISION_GROUP_NONE );
// Check for player hitboxes extending outside their collision bounds
const float rayExtension = 40.0f;
UTIL_ClipTraceToPlayersHull( vecSrc, vecEnd + vecDir * rayExtension, CS_MASK_SHOOT|CONTENTS_HITBOX, &filter, &tr );
UTIL_ClipTraceToPlayersHull(flBulletDiameter, vecSrc, vecEnd + vecDir * rayExtension, CS_MASK_SHOOT|CONTENTS_HITBOX, &filter, &tr );
}
lastPlayerHit = ToBasePlayer(tr.m_pEnt);
@ -512,22 +551,6 @@ void CCSPlayer::FireBullet(
bFirstHit = false;
#ifndef CLIENT_DLL
//
// Propogate a bullet impact event
// @todo Add this for shotgun pellets (which dont go thru here)
//
IGameEvent * event = gameeventmanager->CreateEvent( "bullet_impact" );
if ( event )
{
event->SetInt( "userid", GetUserID() );
event->SetFloat( "x", tr.endpos.x );
event->SetFloat( "y", tr.endpos.y );
event->SetFloat( "z", tr.endpos.z );
gameeventmanager->FireEvent( event );
}
#endif
/************* MATERIAL DETECTION ***********/
surfacedata_t *pSurfaceData = physprops->GetSurfaceData( tr.surface.surfaceProps );
int iEnterMaterial = pSurfaceData->game.material;
@ -549,24 +572,34 @@ void CCSPlayer::FireBullet(
{
#ifdef CLIENT_DLL
// draw red client impact markers
debugoverlay->AddBoxOverlay( tr.endpos, Vector(-g_bulletDiameter,-g_bulletDiameter,-g_bulletDiameter), Vector(g_bulletDiameter,g_bulletDiameter,g_bulletDiameter), QAngle( 0, 0, 0), 255,0,0,127, 60 );
debugoverlay->AddBoxOverlay( tr.endpos, Vector(-flBulletDiameter,-flBulletDiameter,-flBulletDiameter), Vector(flBulletDiameter,flBulletDiameter,flBulletDiameter), QAngle( 0, 0, 0), 255,0,0,127, 60 );
if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
{
C_BasePlayer *player = ToBasePlayer( tr.m_pEnt );
player->DrawClientHitboxes( 60, true );
player->m_nTickBaseFireBullet = int(player->GetTimeBase() / TICK_INTERVAL);
}
}
#else
m_vecBulletPositions.Set(iPenetrationCount, tr.endpos);
iPenetrationCount++;
m_iBulletPositionCount.Set(iPenetrationCount);
if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
{
CBasePlayer *player = ToBasePlayer( tr.m_pEnt );
player->RecordServerHitboxes( this );
}
//
// Propogate a bullet impact event
// @todo Add this for shotgun pellets (which dont go thru here)
//
IGameEvent * event = gameeventmanager->CreateEvent( "bullet_impact" );
if ( event )
{
event->SetFloat( "x", tr.endpos.x );
event->SetFloat( "y", tr.endpos.y );
event->SetFloat("z", tr.endpos.z);
event->SetFloat( "diameter", flBulletDiameter );
gameeventmanager->FireEvent( event );
}
#endif
}
@ -592,7 +625,7 @@ void CCSPlayer::FireBullet(
if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
{
trace_t waterTrace;
UTIL_TraceHull( vecSrc, tr.endpos, Vector(-g_bulletDiameter, -g_bulletDiameter, -g_bulletDiameter), Vector(g_bulletDiameter, g_bulletDiameter, g_bulletDiameter), (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &waterTrace );
UTIL_TraceHull( vecSrc, tr.endpos, Vector(-flBulletDiameter, -flBulletDiameter, -flBulletDiameter), Vector(flBulletDiameter, flBulletDiameter, flBulletDiameter), (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &waterTrace );
if( waterTrace.allsolid != 1 )
{
@ -675,12 +708,12 @@ void CCSPlayer::FireBullet(
// find exact penetration exit
trace_t exitTr;
UTIL_TraceHull( penetrationEnd, tr.endpos, Vector(-g_bulletDiameter, -g_bulletDiameter, -g_bulletDiameter), Vector(g_bulletDiameter, g_bulletDiameter, g_bulletDiameter), CS_MASK_SHOOT|CONTENTS_HITBOX, NULL, &exitTr );
UTIL_TraceHull( penetrationEnd, tr.endpos, Vector(-flBulletDiameter, -flBulletDiameter, -flBulletDiameter), Vector(flBulletDiameter, flBulletDiameter, flBulletDiameter), CS_MASK_SHOOT|CONTENTS_HITBOX, NULL, &exitTr );
if( exitTr.m_pEnt != tr.m_pEnt && exitTr.m_pEnt != NULL )
{
// something was blocking, trace again
UTIL_TraceHull( penetrationEnd, tr.endpos, Vector(-g_bulletDiameter, -g_bulletDiameter, -g_bulletDiameter), Vector(g_bulletDiameter, g_bulletDiameter, g_bulletDiameter), CS_MASK_SHOOT|CONTENTS_HITBOX, exitTr.m_pEnt, COLLISION_GROUP_NONE, &exitTr );
UTIL_TraceHull( penetrationEnd, tr.endpos, Vector(-flBulletDiameter, -flBulletDiameter, -flBulletDiameter), Vector(flBulletDiameter, flBulletDiameter, flBulletDiameter), CS_MASK_SHOOT|CONTENTS_HITBOX, exitTr.m_pEnt, COLLISION_GROUP_NONE, &exitTr );
}
// get material at exit point