Game has now bullet thickness (diameter)

This commit is contained in:
Kamay Xutax 2024-07-15 07:34:28 +02:00
parent e360866bf5
commit ba82e0f107
3 changed files with 77 additions and 19 deletions

View file

@ -4991,7 +4991,7 @@ void C_BaseAnimating::UpdateClientSideAnimation()
} }
} }
ConVar cl_showhitboxes("cl_showhitboxes", "0", FCVAR_CHEAT|FCVAR_DEVELOPMENTONLY); ConVar cl_showhitboxes("cl_showhitboxes", "0", FCVAR_CHEAT);
void C_BaseAnimating::Simulate() void C_BaseAnimating::Simulate()
{ {

View file

@ -5,6 +5,7 @@
//=============================================================================// //=============================================================================//
#include "cbase.h" #include "cbase.h"
#include "debugoverlay_shared.h"
#include "weapon_csbase.h" #include "weapon_csbase.h"
#include "decals.h" #include "decals.h"
#include "cs_gamerules.h" #include "cs_gamerules.h"
@ -180,6 +181,49 @@ float CCSPlayer::GetPlayerMaxSpeed()
return speed; 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 )
{
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) );
for ( int k = 1; k <= gpGlobals->maxClients; ++k )
{
CBasePlayer *player = UTIL_PlayerByIndex( k );
if ( !player || !player->IsAlive() )
continue;
#ifdef CLIENT_DLL
if ( player->IsDormant() )
continue;
#endif // CLIENT_DLL
if ( filter && filter->ShouldHitEntity( player, mask ) == false )
continue;
float range = DistanceToRay( player->WorldSpaceCenter(), vecAbsStart, vecAbsEnd );
if ( range < 0.0f || range > maxRange )
continue;
enginetrace->ClipRayToEntity( ray, mask|CONTENTS_HITBOX, player, &playerTrace );
if ( playerTrace.fraction < smallestFraction )
{
// we shortened the ray - save off the trace
*tr = playerTrace;
smallestFraction = playerTrace.fraction;
}
}
}
void CCSPlayer::GetBulletTypeParameters( void CCSPlayer::GetBulletTypeParameters(
int iBulletType, int iBulletType,
@ -190,48 +234,57 @@ void CCSPlayer::GetBulletTypeParameters(
if ( IsAmmoType( iBulletType, BULLET_PLAYER_50AE ) ) if ( IsAmmoType( iBulletType, BULLET_PLAYER_50AE ) )
{ {
fPenetrationPower = 30; fPenetrationPower = 30;
flPenetrationDistance = 1000.0; flPenetrationDistance = 1000.0;
g_bulletDiameter = MMToUnits(13.8f);
} }
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_762MM ) ) else if ( IsAmmoType( iBulletType, BULLET_PLAYER_762MM ) )
{ {
fPenetrationPower = 39; fPenetrationPower = 39;
flPenetrationDistance = 5000.0; flPenetrationDistance = 5000.0;
g_bulletDiameter = MMToUnits(7.62f);
} }
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_556MM ) || else if ( IsAmmoType( iBulletType, BULLET_PLAYER_556MM ) ||
IsAmmoType( iBulletType, BULLET_PLAYER_556MM_BOX ) ) IsAmmoType( iBulletType, BULLET_PLAYER_556MM_BOX ) )
{ {
fPenetrationPower = 35; fPenetrationPower = 35;
flPenetrationDistance = 4000.0; flPenetrationDistance = 4000.0;
g_bulletDiameter = MMToUnits(5.56f);
} }
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_338MAG ) ) else if ( IsAmmoType( iBulletType, BULLET_PLAYER_338MAG ) )
{ {
fPenetrationPower = 45; fPenetrationPower = 45;
flPenetrationDistance = 8000.0; flPenetrationDistance = 8000.0;
g_bulletDiameter = MMToUnits(8.6f);
} }
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_9MM ) ) else if ( IsAmmoType( iBulletType, BULLET_PLAYER_9MM ) )
{ {
fPenetrationPower = 21; fPenetrationPower = 21;
flPenetrationDistance = 800.0; flPenetrationDistance = 800.0;
g_bulletDiameter = MMToUnits(9.f);
} }
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_BUCKSHOT ) ) else if ( IsAmmoType( iBulletType, BULLET_PLAYER_BUCKSHOT ) )
{ {
fPenetrationPower = 0; fPenetrationPower = 0;
flPenetrationDistance = 0.0; flPenetrationDistance = 0.0;
g_bulletDiameter = MMToUnits(9.9f);
} }
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_45ACP ) ) else if ( IsAmmoType( iBulletType, BULLET_PLAYER_45ACP ) )
{ {
fPenetrationPower = 15; fPenetrationPower = 15;
flPenetrationDistance = 500.0; flPenetrationDistance = 500.0;
g_bulletDiameter = MMToUnits(11.43f);
} }
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_357SIG ) ) else if ( IsAmmoType( iBulletType, BULLET_PLAYER_357SIG ) )
{ {
fPenetrationPower = 25; fPenetrationPower = 25;
flPenetrationDistance = 800.0; flPenetrationDistance = 800.0;
g_bulletDiameter = MMToUnits(9.f);
} }
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_57MM ) ) else if ( IsAmmoType( iBulletType, BULLET_PLAYER_57MM ) )
{ {
fPenetrationPower = 30; fPenetrationPower = 30;
flPenetrationDistance = 2000.0; flPenetrationDistance = 2000.0;
g_bulletDiameter = MMToUnits(5.7f);
} }
else else
{ {
@ -314,12 +367,12 @@ inline void UTIL_TraceLineIgnoreTwoEntities( const Vector& vecAbsStart, const Ve
const IHandleEntity *ignore, const IHandleEntity *ignore2, int collisionGroup, trace_t *ptr ) const IHandleEntity *ignore, const IHandleEntity *ignore2, int collisionGroup, trace_t *ptr )
{ {
Ray_t ray; Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd ); ray.Init( vecAbsStart, vecAbsEnd, Vector(-g_bulletDiameter, -g_bulletDiameter, -g_bulletDiameter), Vector(g_bulletDiameter, g_bulletDiameter, g_bulletDiameter) );
CTraceFilterSkipTwoEntities traceFilter( ignore, ignore2, collisionGroup ); CTraceFilterSkipTwoEntities traceFilter( ignore, ignore2, collisionGroup );
enginetrace->TraceRay( ray, mask, &traceFilter, ptr ); enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
if( r_visualizetraces.GetBool() ) if( r_visualizetraces.GetBool() )
{ {
DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f ); 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 );
} }
} }
@ -350,7 +403,6 @@ void CCSPlayer::FireBullet(
GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance ); GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance );
if ( !pevAttacker ) if ( !pevAttacker )
pevAttacker = this; // the default attacker is ourselves pevAttacker = this; // the default attacker is ourselves
@ -437,7 +489,7 @@ void CCSPlayer::FireBullet(
// Check for player hitboxes extending outside their collision bounds // Check for player hitboxes extending outside their collision bounds
const float rayExtension = 40.0f; const float rayExtension = 40.0f;
UTIL_ClipTraceToPlayers( vecSrc, vecEnd + vecDir * rayExtension, CS_MASK_SHOOT|CONTENTS_HITBOX, &filter, &tr ); UTIL_ClipTraceToPlayersHull( vecSrc, vecEnd + vecDir * rayExtension, CS_MASK_SHOOT|CONTENTS_HITBOX, &filter, &tr );
} }
lastPlayerHit = ToBasePlayer(tr.m_pEnt); lastPlayerHit = ToBasePlayer(tr.m_pEnt);
@ -489,7 +541,7 @@ void CCSPlayer::FireBullet(
if ( sv_showimpacts.GetInt() == 1 || sv_showimpacts.GetInt() == 2 ) if ( sv_showimpacts.GetInt() == 1 || sv_showimpacts.GetInt() == 2 )
{ {
// draw red client impact markers // 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 ); 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, 4 );
if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
{ {
@ -501,7 +553,7 @@ void CCSPlayer::FireBullet(
if ( sv_showimpacts.GetInt() == 1 || sv_showimpacts.GetInt() == 3 ) if ( sv_showimpacts.GetInt() == 1 || sv_showimpacts.GetInt() == 3 )
{ {
// draw blue server impact markers // draw blue server impact markers
NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255,127, 4 ); NDebugOverlay::Box( tr.endpos, Vector(-g_bulletDiameter,-g_bulletDiameter,-g_bulletDiameter), Vector(g_bulletDiameter,g_bulletDiameter,g_bulletDiameter), 0,0,255,127, 4 );
if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() ) if ( tr.m_pEnt && tr.m_pEnt->IsPlayer() )
{ {
@ -532,7 +584,7 @@ void CCSPlayer::FireBullet(
if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) ) if ( enginetrace->GetPointContents( tr.endpos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
{ {
trace_t waterTrace; trace_t waterTrace;
UTIL_TraceLine( vecSrc, tr.endpos, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &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 );
if( waterTrace.allsolid != 1 ) if( waterTrace.allsolid != 1 )
{ {
@ -615,12 +667,12 @@ void CCSPlayer::FireBullet(
// find exact penetration exit // find exact penetration exit
trace_t exitTr; trace_t exitTr;
UTIL_TraceLine( penetrationEnd, tr.endpos, CS_MASK_SHOOT|CONTENTS_HITBOX, NULL, &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 );
if( exitTr.m_pEnt != tr.m_pEnt && exitTr.m_pEnt != NULL ) if( exitTr.m_pEnt != tr.m_pEnt && exitTr.m_pEnt != NULL )
{ {
// something was blocking, trace again // something was blocking, trace again
UTIL_TraceLine( penetrationEnd, tr.endpos, CS_MASK_SHOOT|CONTENTS_HITBOX, exitTr.m_pEnt, COLLISION_GROUP_NONE, &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, exitTr.m_pEnt, COLLISION_GROUP_NONE, &exitTr );
} }
// get material at exit point // get material at exit point

View file

@ -15,6 +15,7 @@
ConVar debug_screenshot_bullet_position("debug_screenshot_bullet_position", "0"); ConVar debug_screenshot_bullet_position("debug_screenshot_bullet_position", "0");
ConVar weapon_accuracy_logging( "weapon_accuracy_logging", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY | FCVAR_ARCHIVE ); ConVar weapon_accuracy_logging( "weapon_accuracy_logging", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY | FCVAR_ARCHIVE );
ConVar weapon_accuracy_noinaccuracy( "weapon_accuracy_noinaccuracy", "0", FCVAR_REPLICATED );
#ifdef CLIENT_DLL #ifdef CLIENT_DLL
@ -119,6 +120,11 @@ void FX_FireBullets(
float flSoundTime float flSoundTime
) )
{ {
if (weapon_accuracy_noinaccuracy.GetBool())
{
fInaccuracy = 0.0f;
}
bool bDoEffects = true; bool bDoEffects = true;
#ifdef CLIENT_DLL #ifdef CLIENT_DLL