Simplified bullet trace
This commit is contained in:
parent
e8ea86f895
commit
94060e8c19
10 changed files with 147 additions and 107 deletions
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@ -247,9 +247,7 @@ END_RECV_TABLE()
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RecvPropInt ( RECVINFO( m_nWaterLevel ) ),
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RecvPropFloat ( RECVINFO( m_flLaggedMovementValue )),
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RecvPropArray3 ( RECVINFO_ARRAY(m_vecBulletPositions), RecvPropVector( RECVINFO(m_vecBulletPositions[0])) ),
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RecvPropInt(RECVINFO(m_iBulletPositionCount)),
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END_RECV_TABLE()
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END_RECV_TABLE()
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// -------------------------------------------------------------------------------- //
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@ -416,8 +414,9 @@ C_BasePlayer::C_BasePlayer() : m_iv_vecViewOffset( "C_BasePlayer::m_iv_vecViewOf
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m_pFlashlight = NULL;
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m_pCurrentVguiScreen = NULL;
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m_pCurrentCommand = NULL;
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m_pCurrentVguiScreen = NULL;
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static CUserCmd nullcmd;
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m_pCurrentCommand = &nullcmd;
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m_flPredictionErrorTime = -100;
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m_StuckLast = 0;
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@ -2132,34 +2131,13 @@ void C_BasePlayer::Simulate()
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ResetLatched();
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}
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if (m_nTickBaseFireBullet <= m_nTickBase && m_nTickBaseFireBullet != -1)
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bool shouldShowFireBulletHitbox = m_nTickBaseFireBullet <= m_nTickBase && m_nTickBaseFireBullet != -1;
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if (shouldShowFireBulletHitbox)
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{
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DrawServerHitboxes(60.0f, true);
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static ConVarRef cl_showimpacts("cl_showimpacts");
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if (cl_showimpacts.GetInt() == 1 || cl_showimpacts.GetInt() == 3)
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{
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extern float g_bulletDiameter;
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for (int i = 0; i < m_iBulletPositionCount; i++)
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{
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debugoverlay->AddBoxOverlay(m_vecBulletPositions[i],
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Vector(-g_bulletDiameter,
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-g_bulletDiameter,
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-g_bulletDiameter),
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Vector(g_bulletDiameter,
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g_bulletDiameter,
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g_bulletDiameter),
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QAngle(0, 0, 0),
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0,
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0,
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255,
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127,
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60);
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}
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}
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m_nTickBaseFireBullet = -1;
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}
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}
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}
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//-----------------------------------------------------------------------------
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@ -8,6 +8,7 @@
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#ifndef C_BASEPLAYER_H
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#define C_BASEPLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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@ -434,6 +435,7 @@ public:
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int m_nButtons;
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CUserCmd m_LastCmd;
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CUserCmd *m_pCurrentCommand;
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// Movement constraints
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@ -638,8 +640,6 @@ public:
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void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; }
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int m_nTickBaseFireBullet;
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Vector m_vecBulletPositions[MAX_PLAYER_BULLET_POSITIONS];
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int m_iBulletPositionCount;
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};
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EXTERN_RECV_TABLE(DT_BasePlayer);
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@ -168,10 +168,12 @@ public:
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public:
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virtual float GetPlayerMaxSpeed();
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void GetBulletTypeParameters(
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int iBulletType,
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float &fPenetrationPower,
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float &flPenetrationDistance );
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float GetBulletDiameter(int iBulletType);
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void GetBulletTypeParameters(
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int iBulletType,
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float &fPenetrationPower,
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float &flPenetrationDistance,
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float &flBulletDiameter );
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void FireBullet(
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Vector vecSrc,
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@ -763,9 +763,9 @@ void CPrediction::FinishCommand( C_BasePlayer *player )
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#if !defined( NO_ENTITY_PREDICTION )
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VPROF( "CPrediction::FinishCommand" );
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player->m_pCurrentCommand = NULL;
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C_BaseEntity::SetPredictionRandomSeed( NULL );
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C_BaseEntity::SetPredictionPlayer( NULL );
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// player->m_pCurrentCommand = NULL;
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//C_BaseEntity::SetPredictionRandomSeed( NULL );
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//C_BaseEntity::SetPredictionPlayer( NULL );
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#endif
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}
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@ -50,6 +50,7 @@ public:
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ListenForGameEvent( "hostage_killed" );
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ListenForGameEvent( "hostage_follows" );
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ListenForGameEvent( "player_hurt" );
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ListenForGameEvent( "bullet_impact" );
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return true;
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}
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@ -299,7 +300,35 @@ protected:
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);
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return true;
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}
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else if ( !Q_strncmp( eventName, "bullet_impact", Q_strlen("bullet_impact") ) )
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{
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static ConVarRef cl_showimpacts("cl_showimpacts");
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if (cl_showimpacts.GetInt() == 1
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|| cl_showimpacts.GetInt() == 3)
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{
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auto x = event->GetFloat("x");
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auto y = event->GetFloat("y");
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auto z = event->GetFloat("z");
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auto flBulletDiameter = event->GetFloat("diameter");
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debugoverlay->AddBoxOverlay(Vector(x, y, z),
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Vector(-flBulletDiameter,
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-flBulletDiameter,
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-flBulletDiameter),
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Vector(flBulletDiameter,
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flBulletDiameter,
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flBulletDiameter),
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QAngle(0, 0, 0),
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0,
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0,
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255,
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127,
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60.0f);
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}
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return true;
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}
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// unused events:
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//hostage_hurt
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//bomb_exploded
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@ -317,10 +317,12 @@ public:
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float lateral_max,
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int direction_change );
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float GetBulletDiameter(int iBulletType);
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void GetBulletTypeParameters(
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int iBulletType,
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float &fPenetrationPower,
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float &flPenetrationDistance );
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float &flPenetrationDistance,
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float &flBulletDiameter );
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// Returns true if the player is allowed to move.
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bool CanMove() const;
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@ -583,8 +583,9 @@ CBasePlayer::CBasePlayer( )
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m_bitsDamageType = 0;
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m_bForceOrigin = false;
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m_hVehicle = NULL;
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m_pCurrentCommand = NULL;
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m_hVehicle = NULL;
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static CUserCmd nullcmd;
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m_pCurrentCommand = &nullcmd;
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// Setup our default FOV
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m_iDefaultFOV = g_pGameRules->DefaultFOV();
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@ -634,7 +635,6 @@ CBasePlayer::CBasePlayer( )
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m_flLastUserCommandTime = 0.f;
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m_flMovementTimeForUserCmdProcessingRemaining = 0.0f;
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m_iBulletPositionCount.Set(0);
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}
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CBasePlayer::~CBasePlayer( )
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@ -7970,8 +7970,6 @@ void CMovementSpeedMod::InputSpeedMod(inputdata_t &data)
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SendPropInt ( SENDINFO( m_nWaterLevel ), 2, SPROP_UNSIGNED ),
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SendPropFloat ( SENDINFO( m_flLaggedMovementValue ), 0, SPROP_NOSCALE ),
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SendPropArray3( SENDINFO_ARRAY3(m_vecBulletPositions), SendPropVector(SENDINFO_ARRAY(m_vecBulletPositions))),
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SendPropInt(SENDINFO(m_iBulletPositionCount)),
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END_SEND_TABLE()
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@ -1210,8 +1210,6 @@ private:
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public:
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virtual unsigned int PlayerSolidMask( bool brushOnly = false ) const; // returns the solid mask for the given player, so bots can have a more-restrictive set
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CNetworkArray(Vector, m_vecBulletPositions, MAX_PLAYER_BULLET_POSITIONS);
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CNetworkVar(int, m_iBulletPositionCount);
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};
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typedef CHandle<CBasePlayer> CBasePlayerHandle;
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@ -84,9 +84,9 @@ void CPlayerMove::FinishCommand( CBasePlayer *player )
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{
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VPROF( "CPlayerMove::FinishCommand" );
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player->m_pCurrentCommand = NULL;
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CBaseEntity::SetPredictionRandomSeed( NULL );
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CBaseEntity::SetPredictionPlayer( NULL );
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// player->m_pCurrentCommand = NULL;
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// CBaseEntity::SetPredictionRandomSeed( NULL );
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// CBaseEntity::SetPredictionPlayer( NULL );
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}
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//-----------------------------------------------------------------------------
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@ -183,20 +183,14 @@ float CCSPlayer::GetPlayerMaxSpeed()
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return speed;
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}
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float g_bulletDiameter = 0.0f;
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static constexpr float MMToUnits(float mm)
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{
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return (mm / 10.f) / 1.905f;
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}
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void UTIL_ClipTraceToPlayersHull( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *filter, trace_t *tr )
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void UTIL_ClipTraceToPlayersHull( float flBulletDiameter, const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *filter, trace_t *tr )
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{
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trace_t playerTrace;
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Ray_t ray;
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float smallestFraction = tr->fraction;
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const float maxRange = 60.0f;
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ray.Init( vecAbsStart, vecAbsEnd , Vector(-g_bulletDiameter, -g_bulletDiameter, -g_bulletDiameter), Vector(g_bulletDiameter, g_bulletDiameter, g_bulletDiameter) );
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ray.Init( vecAbsStart, vecAbsEnd , Vector(-flBulletDiameter, -flBulletDiameter, -flBulletDiameter), Vector(flBulletDiameter, flBulletDiameter, flBulletDiameter) );
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for ( int k = 1; k <= gpGlobals->maxClients; ++k )
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{
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@ -227,66 +221,109 @@ void UTIL_ClipTraceToPlayersHull( const Vector& vecAbsStart, const Vector& vecAb
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}
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}
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float CCSPlayer::GetBulletDiameter(int iBulletType)
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{
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auto MMToUnits = [] (float&& mm)
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{
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return (mm / 10.f) / 1.905f;
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};
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if (IsAmmoType(iBulletType, BULLET_PLAYER_50AE))
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{
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return MMToUnits(13.8f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_762MM))
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{
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return MMToUnits(7.62f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_556MM)
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|| IsAmmoType(iBulletType, BULLET_PLAYER_556MM_BOX))
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{
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return MMToUnits(5.56f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_338MAG))
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{
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return MMToUnits(8.6f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_9MM))
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{
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return MMToUnits(9.f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_BUCKSHOT))
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{
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return MMToUnits(9.9f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_45ACP))
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{
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return MMToUnits(11.43f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_357SIG))
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{
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return MMToUnits(9.f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_57MM))
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{
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return MMToUnits(5.7f);
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}
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else
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{
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Assert(false);
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return 0.0f;
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}
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}
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void CCSPlayer::GetBulletTypeParameters(
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int iBulletType,
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float &fPenetrationPower,
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float &flPenetrationDistance )
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float &flPenetrationDistance,
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float &flBulletDiameter )
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{
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//MIKETODO: make ammo types come from a script file.
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if ( IsAmmoType( iBulletType, BULLET_PLAYER_50AE ) )
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{
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fPenetrationPower = 30;
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flPenetrationDistance = 1000.0;
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g_bulletDiameter = MMToUnits(13.8f);
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_762MM ) )
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{
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fPenetrationPower = 39;
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flPenetrationDistance = 5000.0;
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g_bulletDiameter = MMToUnits(7.62f);
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_556MM ) ||
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IsAmmoType( iBulletType, BULLET_PLAYER_556MM_BOX ) )
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{
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fPenetrationPower = 35;
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flPenetrationDistance = 4000.0;
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g_bulletDiameter = MMToUnits(5.56f);
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_338MAG ) )
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{
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fPenetrationPower = 45;
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flPenetrationDistance = 8000.0;
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g_bulletDiameter = MMToUnits(8.6f);
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_9MM ) )
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{
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fPenetrationPower = 21;
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flPenetrationDistance = 800.0;
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g_bulletDiameter = MMToUnits(9.f);
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_BUCKSHOT ) )
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{
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fPenetrationPower = 0;
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flPenetrationDistance = 0.0;
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g_bulletDiameter = MMToUnits(9.9f);
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_45ACP ) )
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{
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fPenetrationPower = 15;
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flPenetrationDistance = 500.0;
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g_bulletDiameter = MMToUnits(11.43f);
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_357SIG ) )
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{
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fPenetrationPower = 25;
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flPenetrationDistance = 800.0;
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g_bulletDiameter = MMToUnits(9.f);
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_57MM ) )
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{
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fPenetrationPower = 30;
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flPenetrationDistance = 2000.0;
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g_bulletDiameter = MMToUnits(5.7f);
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}
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else
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{
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@ -294,7 +331,9 @@ void CCSPlayer::GetBulletTypeParameters(
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Assert( false );
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fPenetrationPower = 0;
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flPenetrationDistance = 0.0;
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}
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}
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flBulletDiameter = GetBulletDiameter(iBulletType);
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}
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static void GetMaterialParameters( int iMaterial, float &flPenetrationModifier, float &flDamageModifier )
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@ -365,16 +404,16 @@ static bool TraceToExit(Vector &start, Vector &dir, Vector &end, float flStepSiz
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return false;
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}
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inline void UTIL_TraceLineIgnoreTwoEntities( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
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inline void UTIL_TraceLineIgnoreTwoEntities(float flBulletDiameter, const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
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const IHandleEntity *ignore, const IHandleEntity *ignore2, int collisionGroup, trace_t *ptr )
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{
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Ray_t ray;
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ray.Init( vecAbsStart, vecAbsEnd, Vector(-g_bulletDiameter, -g_bulletDiameter, -g_bulletDiameter), Vector(g_bulletDiameter, g_bulletDiameter, g_bulletDiameter) );
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ray.Init( vecAbsStart, vecAbsEnd, Vector(-flBulletDiameter, -flBulletDiameter, -flBulletDiameter), Vector(flBulletDiameter, flBulletDiameter, flBulletDiameter) );
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CTraceFilterSkipTwoEntities traceFilter( ignore, ignore2, collisionGroup );
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enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
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if( r_visualizetraces.GetBool() )
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{
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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 );
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NDebugOverlay::SweptBox( ptr->startpos, ptr->endpos, Vector(-flBulletDiameter, -flBulletDiameter, -flBulletDiameter), Vector(flBulletDiameter, flBulletDiameter, flBulletDiameter), QAngle(), 255, 0, 0, true, 100.0f );
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}
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}
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@ -401,15 +440,14 @@ void CCSPlayer::FireBullet(
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float flPenetrationPower = 0; // thickness of a wall that this bullet can penetrate
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float flPenetrationDistance = 0; // distance at which the bullet is capable of penetrating a wall
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float flDamageModifier = 0.5; // default modification of bullets power after they go through a wall.
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float flPenetrationModifier = 1.f;
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GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance );
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float flPenetrationModifier = 1.f;
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float flBulletDiameter = 0.0f;
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GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance, flBulletDiameter );
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if ( !pevAttacker )
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pevAttacker = this; // the default attacker is ourselves
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int iPenetrationCount = 0;
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if ( weapon_accuracy_nospread.GetBool() )
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{
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xSpread = 0.0f;
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@ -464,6 +502,7 @@ void CCSPlayer::FireBullet(
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bool bFirstHit = true;
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CBasePlayer *lastPlayerHit = NULL;
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MDLCACHE_CRITICAL_SECTION();
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if ( m_pCurrentCommand->debug_hitboxes == CUserCmd::DEBUG_HITBOXES_ON_BULLET )
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{
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@ -483,21 +522,21 @@ void CCSPlayer::FireBullet(
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}
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#endif
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}
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}
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MDLCACHE_CRITICAL_SECTION();
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}
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while ( fCurrentDamage > 0 )
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{
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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
|
||||
|
|
Loading…
Reference in a new issue