Realistic Simulated Bullets: Difference between revisions
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Note:This article based on Simulated Bullets.
Note:This code is incomplete. Feel free to make helpful changes.
Line 907: | Line 907: | ||
===game_shared\baseentity_shared.cpp=== | ===game_shared\baseentity_shared.cpp=== | ||
Replace FireBullets() with following code: | Replace FireBullets() function with following code: | ||
<pre> | <pre> |
Revision as of 13:26, 14 January 2009
Preface
This is a more complete version of Simulated Bullets. Changes:
- Modified algorithm of penetration - Added impacts of water and walls - Added bubbles and tracers - Added entity hit (EntityImpact() function is now complete) - Added ricochet - Speed changes now affects on damage and impact force (but not for NPC or Player) - Removed unused stuff
Undone parts:
- Multiplayer - Invalid tracer position - Tracer types


Procedure
Do the similar procedure from original article (Link above). After do following:
Replace all code with following:
// (More) Reallistic simulated bullets // // This code is originally based from article on Valve Developer Community // The original code you can find by this link: // http://developer.valvesoftware.com/wiki/Simulated_Bullets // NOTENOTE: Tested only on localhost. There maybe a latency errors and others // NOTENOTE: The simulation might be strange. #include "cbase.h" #include "util_shared.h" #include "bullet_manager.h" #include "effect_dispatch_data.h" #include "tier0/vprof.h" #include "decals.h" CBulletManager *g_pBulletManager; CUtlLinkedList<CSimulatedBullet*> g_Bullets; #ifdef CLIENT_DLL//------------------------------------------------- #include "engine/ivdebugoverlay.h" #include "c_te_effect_dispatch.h" ConVar g_debug_client_bullets( "g_debug_client_bullets", "0", FCVAR_CHEAT ); extern void FX_PlayerTracer( Vector& start, Vector& end); #else//------------------------------------------------------------- #include "te_effect_dispatch.h" #include "soundent.h" #include "player_pickup.h" #include "ilagcompensationmanager.h" ConVar g_debug_bullets( "g_debug_bullets", "0", FCVAR_CHEAT, "Debug of bullet simulation\nThe white line shows the bullet trail.\nThe red line shows not passed penetration test.\nThe green line shows passed penetration test. Turn developer mode for more information." ); #endif//------------------------------------------------------------ // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define MAX_RICO_DOT_ANGLE 0.15f //Maximum dot allowed for any ricochet #define MIN_RICO_SPEED_PERC 0.55f //Minimum speed percent allowed for any ricochet static void BulletSpeedModifierCallback(ConVar *var, const char *pOldString) { if(var->GetFloat()==0.0f) //To avoid math exception var->Revert(); } ConVar sv_bullet_speed_modifier( "sv_bullet_speed_modifier", "700.000000", (FCVAR_ARCHIVE | FCVAR_REPLICATED), "Density/(This Value) * (Distance Penetrated) = (Change in Speed)", BulletSpeedModifierCallback ); static void BulletStopSpeedCallback(ConVar *var, const char *pOldString) { int val = var->GetInt(); if(val<ONE_HIT_MODE) var->Revert(); else if(BulletManager()) BulletManager()->UpdateBulletStopSpeed(); } ConVar sv_bullet_stop_speed( "sv_bullet_stop_speed", "40", (FCVAR_ARCHIVE | FCVAR_REPLICATED), "Integral speed at which to remove the bullet from the bullet queue\n-1 is butter mode\n-2 is 1 hit mode", BulletStopSpeedCallback ); LINK_ENTITY_TO_CLASS( bullet_manager, CBulletManager ); //================================================== // Purpose: Constructor //================================================== CSimulatedBullet::CSimulatedBullet() { m_vecOrigin.Init(); m_vecDirShooting.Init(); m_flInitialBulletSpeed = m_flBulletSpeed = 0; m_flEntryDensity = 0.0f; bStuckInWall = false; m_iDamageType = 2; } //================================================== // Purpose: Constructor //================================================== CSimulatedBullet::CSimulatedBullet( FireBulletsInfo_t info,Vector newdir,CBaseEntity *pInfictor, CBaseEntity *pAdditionalIgnoreEnt, bool bTraceHull #ifndef CLIENT_DLL , CBaseEntity *pCaller #endif ) { // Input validation Assert( pInfictor ); #ifndef CLIENT_DLL Assert( pCaller ); #endif bulletinfo = info; // Store Fire bullets information here p_eInfictor = pInfictor; // Store inflictor // Create a list of entities with which this bullet does not collide. m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE); Assert( m_pIgnoreList ); bStuckInWall = false; // Don't collide with the entity firing the bullet. m_pIgnoreList->AddEntityToIgnore(p_eInfictor); // Don't collide with some optionally-specified entity. if(pAdditionalIgnoreEnt!=NULL) m_pIgnoreList->AddEntityToIgnore(pAdditionalIgnoreEnt); m_iDamageType = GetAmmoDef()->DamageType( bulletinfo.m_iAmmoType ); // Basic information about the bullet m_flInitialBulletSpeed = m_flBulletSpeed = GetAmmoDef()->GetAmmoOfIndex(bulletinfo.m_iAmmoType)->bulletSpeed; m_vecDirShooting = newdir; m_vecOrigin = bulletinfo.m_vecSrc; m_bTraceHull = bTraceHull; #ifndef CLIENT_DLL m_hCaller = pCaller; #endif m_flEntryDensity = 0.0f; m_vecTraceRay = m_vecDirShooting * m_flBulletSpeed; m_flRayLength = m_flInitialBulletSpeed; } //================================================== // Purpose: Deconstructor //================================================== CSimulatedBullet::~CSimulatedBullet() { delete m_pIgnoreList; } //================================================== // Purpose: Simulates a bullet through a ray of its bullet speed //================================================== bool CSimulatedBullet::SimulateBullet(void) { VPROF( "C_SimulatedBullet::SimulateBullet" ); if(!IsFinite(m_flBulletSpeed)) return false;//prevent a weird crash trace_t trace; Vector vecTraceStart(m_vecOrigin); if(m_flBulletSpeed <= 0) //Avoid errors; return false; Vector vecTraceRay; if(m_flRayLength==m_flBulletSpeed) { vecTraceRay = m_vecTraceRay; } else { vecTraceRay = m_vecTraceRay = m_vecDirShooting * m_flBulletSpeed; m_flRayLength = m_flBulletSpeed; } m_flBulletSpeed += 0.8f * m_vecDirShooting.z; //TODO: Bullet mass m_vecDirShooting.z -= 0.1 / m_flBulletSpeed; #ifdef GAME_DLL if(bulletinfo.m_flLatency!= 0 ) { vecTraceRay *= bulletinfo.m_flLatency * 100; } #endif if(!bStuckInWall) { m_vecOrigin += vecTraceRay; } if(!IsInWorld()) { return false; } if(!m_bWasInWater) { WaterHit(vecTraceStart,m_vecOrigin); } m_bWasInWater = (UTIL_PointContents(m_vecOrigin)& MASK_WATER )?true:false; if(m_bWasInWater) { m_flBulletSpeed -= m_flBulletSpeed * 0.1; #ifdef GAME_DLL //This is a server stuff UTIL_BubbleTrail(vecTraceStart, m_vecOrigin, 5 ); #endif } #ifndef CLIENT_DLL if(m_bWasInWater) { CEffectData tracerData; tracerData.m_vStart = vecTraceStart; tracerData.m_vOrigin = m_vecOrigin; tracerData.m_fFlags = TRACER_TYPE_WATERBULLET; DispatchEffect( "TracerSound", tracerData ); } #endif UTIL_Tracer( vecTraceStart, m_vecOrigin, p_eInfictor->entindex(), TRACER_DONT_USE_ATTACHMENT, 0.0f, true ); bool bulletSpeedCheck; do { bulletSpeedCheck = false; if(m_bTraceHull) UTIL_TraceHull( vecTraceStart, m_vecOrigin, Vector(-3, -3, -3), Vector(3, 3, 3), MASK_SHOT, m_pIgnoreList, &trace ); else UTIL_TraceLine( vecTraceStart, m_vecOrigin, MASK_SHOT, m_pIgnoreList, &trace ); #ifdef CLIENT_DLL if(g_debug_client_bullets.GetBool()) { debugoverlay->AddLineOverlay( trace.startpos, trace.endpos, 255, 0, 0, true, 10.0f ); } #else if(g_debug_bullets.GetBool()) { NDebugOverlay::Line( trace.startpos, trace.endpos, 255, 255, 255, true, 10.0f ); } // Now hit all triggers along the ray that respond to shots... // Clip the ray to the first collided solid returned from traceline CTakeDamageInfo triggerInfo( p_eInfictor, bulletinfo.m_pAttacker, bulletinfo.m_iDamage, GetDamageType() ); CalculateBulletDamageForce( &triggerInfo, bulletinfo.m_iAmmoType, m_vecDirShooting, trace.endpos ); triggerInfo.ScaleDamageForce( bulletinfo.m_flDamageForceScale ); triggerInfo.SetAmmoType( bulletinfo.m_iAmmoType ); BulletManager()->SendTraceAttackToTriggers( triggerInfo, trace.startpos, trace.endpos, m_vecDirShooting ); #endif EntityImpact(trace); if(!(trace.surface.flags&SURF_SKY)) { if(trace.allsolid)//in solid { if(!AllSolid(trace)) return false; bulletSpeedCheck = true; } else if(trace.fraction!=1.0f)//hit solid { if(!EndSolid(trace)) return false; bulletSpeedCheck = true; } else if(trace.startsolid)//exit solid { if(!StartSolid(trace)) return false; bulletSpeedCheck = true; } else { //don't do a bullet speed check for not touching anything break; } } else { trace.fraction = 0.0f; //Done it! } if(bulletSpeedCheck) { if(m_flBulletSpeed<=BulletManager()->BulletStopSpeed()) { return false; } } if(bStuckInWall) { return false; } else { vecTraceStart = trace.endpos + m_vecDirShooting*1.1; } if(trace.fraction==0.0f) return false; }while(trace.fraction!=1.0f); return true; } //================================================== // Purpose: Simulates when a solid is exited //================================================== bool CSimulatedBullet::StartSolid(trace_t &ptr) { //Vector vecExitPosition = ptr.fractionleftsolid * vecTraceRay + ptr.startpos; float flPenetrationDistance = VectorLength(AbsEntry - AbsExit); switch(BulletManager()->BulletStopSpeed()) { case BUTTER_MODE: { //Do nothing to bullet speed return true; } case ONE_HIT_MODE: { return false; } default: { #ifndef CLIENT_DLL if(g_debug_bullets.GetBool()) { DevMsg("Bullet old speed is: %f\nThe new speed is %f\nThe penetration distance is: %f\n",m_flBulletSpeed,m_flBulletSpeed - flPenetrationDistance * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat(),flPenetrationDistance); } #endif m_flBulletSpeed -= flPenetrationDistance * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat(); #ifndef CLIENT_DLL if(g_debug_bullets.GetBool()) { DevMsg("Bullet speed decreased by %f\n",flPenetrationDistance * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat()); } #endif return true; } } return true; } //================================================== // Purpose: Simulates when a solid is being passed through //================================================== bool CSimulatedBullet::AllSolid(trace_t &ptr) { switch(BulletManager()->BulletStopSpeed()) { case BUTTER_MODE: { //Do nothing to bullet speed return true; } case ONE_HIT_MODE: { return false; } default: { m_flBulletSpeed -= m_flBulletSpeed * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat(); return true; } } return true; } //================================================== // Purpose: Simulate when a surface is hit //================================================== bool CSimulatedBullet::EndSolid(trace_t &ptr) { m_vecEntryPosition = ptr.endpos; #ifndef CLIENT_DLL int soundEntChannel = ( bulletinfo.m_nFlags&FIRE_BULLETS_TEMPORARY_DANGER_SOUND ) ? SOUNDENT_CHANNEL_BULLET_IMPACT : SOUNDENT_CHANNEL_UNSPECIFIED; CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, m_vecEntryPosition, 200, 0.5, p_eInfictor, soundEntChannel ); #endif if(FStrEq(ptr.surface.name,"tools/toolsblockbullets")) { return false; } m_flEntryDensity = physprops->GetSurfaceData(ptr.surface.surfaceProps)->physics.density; trace_t rtr; Vector vecEnd = m_vecEntryPosition + m_vecDirShooting * 32; //32 units //Doing now test of penetration UTIL_TraceLine(m_vecEntryPosition + m_vecDirShooting * 1.1, vecEnd, MASK_SHOT, m_pIgnoreList, &rtr); AbsEntry = m_vecEntryPosition; AbsExit = rtr.startpos; float flPenetrationDistance = VectorLength(AbsEntry - AbsExit); DesiredDistance = 0.0f; surfacedata_t *p_penetrsurf = physprops->GetSurfaceData( ptr.surface.surfaceProps ); switch (p_penetrsurf->game.material) { case CHAR_TEX_WOOD: DesiredDistance = 9.0f; // 9 units in hammer break; case CHAR_TEX_GRATE: DesiredDistance = 6.0f; // 6 units in hammer break; case CHAR_TEX_CONCRETE: DesiredDistance = 4.0f; // 4 units in hammer break; case CHAR_TEX_TILE: DesiredDistance = 5.0f; // 5 units in hammer break; case CHAR_TEX_COMPUTER: DesiredDistance = 5.0f; // 5 units in hammer break; case CHAR_TEX_GLASS: DesiredDistance = 8.0f; // maximum 8 units in hammer. break; case CHAR_TEX_VENT: DesiredDistance = 4.0f; // 4 units in hammer and no more(!) break; case CHAR_TEX_METAL: DesiredDistance = 5.0f; // 2 units in hammer. We cannot penetrate a really 'fat' metal wall. Corners are good. break; case CHAR_TEX_PLASTIC: DesiredDistance = 8.0f; // 8 units in hammer: Plastic can more break; case CHAR_TEX_BLOODYFLESH: DesiredDistance = 16.0f; // 16 units in hammer break; case CHAR_TEX_FLESH: DesiredDistance = 16.0f; // 16 units in hammer break; case CHAR_TEX_DIRT: DesiredDistance = 6.0f; // 6 units in hammer: >4 cm of plaster can be penetrated break; } Vector reflect; float fldot = m_vecDirShooting.Dot( ptr.plane.normal ); //Getting angles from lasttrace if (fldot > -MAX_RICO_DOT_ANGLE && GetBulletSpeedRatio() > MIN_RICO_SPEED_PERC) // We can't do richochet when bullet has lowest speed { if(gpGlobals->maxClients == 1) //Use more simple for multiplayer { m_flBulletSpeed *= (1.0f / -fldot) * random->RandomFloat(0.005,0.1); } else { m_flBulletSpeed *= (1.0f / -fldot) * 0.025; } reflect = m_vecDirShooting + ( ptr.plane.normal * ( fldot*-2.0f ) ); //reflecting if(gpGlobals->maxClients == 1) //Use more simple for multiplayer { reflect[0] += random->RandomFloat( fldot, -fldot ); reflect[1] += random->RandomFloat( fldot, -fldot ); reflect[2] += random->RandomFloat( fldot, -fldot ); } m_vecDirShooting = reflect; m_vecOrigin = (ptr.endpos + m_vecDirShooting*1.1) + m_vecDirShooting * m_flBulletSpeed; } else { if (flPenetrationDistance > DesiredDistance || ptr.IsDispSurface()) { bStuckInWall = true; #ifdef GAME_DLL if(g_debug_bullets.GetBool()) { NDebugOverlay::Line( AbsEntry, AbsExit, 255, 0, 0, true, 10.0f ); if(!ptr.IsDispSurface()) DevMsg("Cannot penetrate surface, The distance(%f) > %f \n",flPenetrationDistance,DesiredDistance); else DevMsg("Displacement penetration was tempolary disabled\n"); } #endif } else { trace_t tr; UTIL_TraceLine(AbsExit + m_vecDirShooting * 1.1 ,AbsEntry,MASK_SHOT,m_pIgnoreList,&tr); UTIL_ImpactTrace( &tr, GetDamageType() ); // On exit #ifdef GAME_DLL if(g_debug_bullets.GetBool()) { NDebugOverlay::Line( AbsEntry, AbsExit, 0, 255, 0, true, 10.0f ); } #endif if(gpGlobals->maxClients == 1) //Use more simple for multiplayer { m_vecDirShooting[0] += (random->RandomFloat( -flPenetrationDistance, flPenetrationDistance ))*0.03; m_vecDirShooting[1] += (random->RandomFloat( -flPenetrationDistance, flPenetrationDistance ))*0.03; m_vecDirShooting[2] += (random->RandomFloat( -flPenetrationDistance, flPenetrationDistance ))*0.03; VectorNormalize(m_vecDirShooting); } m_vecOrigin = AbsExit + m_vecDirShooting * m_flBulletSpeed; } } //Cancel making dust underwater: if(!m_bWasInWater) { UTIL_ImpactTrace( &ptr, GetDamageType() ); } if(BulletManager()->BulletStopSpeed()==ONE_HIT_MODE) { return false; } return true; } //----------------------------------------------------------------------------- // analog of HandleShotImpactingWater //----------------------------------------------------------------------------- bool CSimulatedBullet::WaterHit(const Vector &vecStart,const Vector &vecEnd) { trace_t waterTrace; // Trace again with water enabled UTIL_TraceLine( vecStart, vecEnd, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME), m_pIgnoreList, &waterTrace ); // See if this is the point we entered if ( ( enginetrace->GetPointContents( waterTrace.endpos - Vector(0,0,0.1f) ) & (CONTENTS_WATER|CONTENTS_SLIME) ) == 0 ) return false; int nMinSplashSize = GetAmmoDef()->MinSplashSize(GetAmmoTypeIndex()); int nMaxSplashSize = GetAmmoDef()->MaxSplashSize(GetAmmoTypeIndex()); CEffectData data; data.m_vOrigin = waterTrace.endpos; data.m_vNormal = waterTrace.plane.normal; data.m_flScale = random->RandomFloat( nMinSplashSize, nMaxSplashSize ); if ( waterTrace.contents & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; } DispatchEffect( "gunshotsplash", data ); return true; } //================================================== // Purpose: Entity impact procedure //================================================== void CSimulatedBullet::EntityImpact(trace_t &ptr) { if(bStuckInWall) return; if (ptr.m_pEnt != NULL) { //Hit inflicted once to avoid perfomance errors if(p_eInfictor->IsNPC()) { if (ptr.m_pEnt->IsPlayer()) { if (m_pIgnoreList->ShouldHitEntity(ptr.m_pEnt,MASK_SHOT)) { m_pIgnoreList->AddEntityToIgnore(ptr.m_pEnt); } else { return; } } } if(ptr.m_pEnt == m_hLastHit) return; m_hLastHit = ptr.m_pEnt; float flActualDamage = g_pGameRules->GetAmmoDamage( p_eInfictor, ptr.m_pEnt, bulletinfo.m_iAmmoType ); float flActualForce = bulletinfo.m_flDamageForceScale; if (!ptr.m_pEnt->IsPlayer() || !ptr.m_pEnt->IsNPC()) { //To make it more reallistic float fldot = m_vecDirShooting.Dot( ptr.plane.normal ); //We affecting damage by angle. If we has lower angle of reflection, doing lower damage. flActualDamage *= -fldot; flActualForce *= -fldot; //But we not doing it on the players or NPC's } flActualDamage *= GetBulletSpeedRatio(); //And also affect damage by speed modifications flActualForce *= GetBulletSpeedRatio(); //Slow bullet - bad force... DevMsg("Hit: %s, Damage: %f, Force: %f \n",ptr.m_pEnt->GetClassname(),flActualDamage,flActualForce); CTakeDamageInfo dmgInfo( p_eInfictor, bulletinfo.m_pAttacker, flActualDamage, GetDamageType() ); CalculateBulletDamageForce( &dmgInfo, bulletinfo.m_iAmmoType, m_vecDirShooting, ptr.endpos ); dmgInfo.ScaleDamageForce( flActualForce ); dmgInfo.SetAmmoType( bulletinfo.m_iAmmoType ); ptr.m_pEnt->DispatchTraceAttack( dmgInfo, bulletinfo.m_vecDirShooting, &ptr ); #ifdef GAME_DLL ApplyMultiDamage(); //It's requried if ( GetAmmoDef()->Flags(GetAmmoTypeIndex()) & AMMO_FORCE_DROP_IF_CARRIED ) { // Make sure if the player is holding this, he drops it Pickup_ForcePlayerToDropThisObject( ptr.m_pEnt ); } #endif } } //================================================== // Purpose: Simulates all bullets every centisecond //================================================== #ifndef CLIENT_DLL void CBulletManager::Think(void) #else void CBulletManager::ClientThink(void) #endif { unsigned short iNext=0; for ( unsigned short i=g_Bullets.Head(); i != g_Bullets.InvalidIndex(); i=iNext ) { iNext = g_Bullets.Next( i ); if ( !g_Bullets[i]->SimulateBullet() ) RemoveBullet( i ); } if(g_Bullets.Head()!=g_Bullets.InvalidIndex()) { #ifdef CLIENT_DLL SetNextClientThink( gpGlobals->curtime + 0.01f ); #else SetNextThink( gpGlobals->curtime + 0.01f ); #endif } } //================================================== // Purpose: Called by sv_bullet_stop_speed callback to keep track of resources //================================================== void CBulletManager::UpdateBulletStopSpeed(void) { m_iBulletStopSpeed = sv_bullet_stop_speed.GetInt(); } #ifndef CLIENT_DLL void CBulletManager::SendTraceAttackToTriggers( const CTakeDamageInfo &info, const Vector& start, const Vector& end, const Vector& dir ) { TraceAttackToTriggers(info,start,end,dir); } #endif //================================================== // Purpose: Add bullet to linked list // Handle lag compensation with "prebullet simulation" // Output: Bullet's index (-1 for error) //================================================== int CBulletManager::AddBullet(CSimulatedBullet *pBullet) { if (pBullet->GetAmmoTypeIndex() == -1) { Msg("ERROR: Undefined ammo type!\n"); return -1; } unsigned short index = g_Bullets.AddToTail(pBullet); #ifdef CLIENT_DLL DevMsg( "Client Bullet Created (%i)\n", index); if(g_Bullets.Count()==1) { SetNextClientThink(gpGlobals->curtime + 0.01f); } #else DevMsg( "Bullet Created (%i) LagCompensation %f\n", index, pBullet->bulletinfo.m_flLatency ); if(pBullet->bulletinfo.m_flLatency !=0.0f) pBullet->SimulateBullet(); //Pre-simulation if(g_Bullets.Count()==1) { SetNextThink(gpGlobals->curtime + 0.01f); } #endif return index; } //================================================== // Purpose: Remove the bullet at index from the linked list // Output: Next index //================================================== void CBulletManager::RemoveBullet(int index) { g_Bullets.Next(index); #ifdef CLIENT_DLL DevMsg("Client "); #endif DevMsg( "Bullet Removed (%i)\n", index ); g_Bullets.Remove(index); if(g_Bullets.Count()==0) { #ifdef CLIENT_DLL SetNextClientThink( TICK_NEVER_THINK ); #else SetNextThink( TICK_NEVER_THINK ); #endif } }
Other replacement:
// (More) Reallistic simulated bullets // // This code is originally based from article on Valve Developer Community // The original code you can find by this link: // http://developer.valvesoftware.com/wiki/Simulated_Bullets #include "ammodef.h" #include "takedamageinfo.h" #define BUTTER_MODE -1 #define ONE_HIT_MODE -2 #ifdef CLIENT_DLL//----------------------- class C_BulletManager; extern C_BulletManager *g_pBulletManager; #define CBulletManager C_BulletManager #define CSimulatedBullet C_SimulatedBullet #else//----------------------------------- class CBulletManager; extern CBulletManager *g_pBulletManager; #endif//---------------------------------- inline CBulletManager *BulletManager() { return g_pBulletManager; } extern ConVar g_debug_bullets; class CSimulatedBullet { public: CSimulatedBullet(); CSimulatedBullet( FireBulletsInfo_t info,Vector newdir,CBaseEntity *pInfictor, CBaseEntity *pAdditionalIgnoreEnt, bool bTraceHull #ifndef CLIENT_DLL , CBaseEntity *pCaller #endif ); ~CSimulatedBullet(); inline float GetBulletSpeedRatio(void) //The percent of bullet speed { return m_flBulletSpeed/m_flInitialBulletSpeed; } inline bool IsInWorld(void) const { if (m_vecOrigin.x >= MAX_COORD_INTEGER) return false; if (m_vecOrigin.y >= MAX_COORD_INTEGER) return false; if (m_vecOrigin.z >= MAX_COORD_INTEGER) return false; if (m_vecOrigin.x <= MIN_COORD_INTEGER) return false; if (m_vecOrigin.y <= MIN_COORD_INTEGER) return false; if (m_vecOrigin.z <= MIN_COORD_INTEGER) return false; return true; } bool StartSolid(trace_t &ptr); //Exits solid bool AllSolid(trace_t &ptr); //continues in solid bool EndSolid(trace_t &ptr); //Enters solid bool WaterHit(const Vector &vecStart,const Vector &vecEnd); //Tests water collision bool SimulateBullet(void); //Main function of bullet simulation void EntityImpact(trace_t &ptr); //Impact test inline int GetDamageType(void) const { return m_iDamageType; } inline int GetAmmoTypeIndex(void) const { return bulletinfo.m_iAmmoType; } private: bool m_bTraceHull; //Trace hull? bool m_bWasInWater; CTraceFilterSimpleList *m_pIgnoreList; //already hit #ifndef CLIENT_DLL CUtlVector<CBaseEntity *> m_CompensationConsiderations; //Couldn't resist #endif EHANDLE m_hCaller; EHANDLE m_hLastHit; //Last hit (I think it doesn't work) float m_flBulletSpeed; //The changeable bullet speed float m_flEntryDensity; //Sets when doing penetration test float m_flInitialBulletSpeed; float m_flRayLength; float DesiredDistance; //Sets when doing penetration test bool m_bPenetrated; int m_iDamageType; Vector m_vecDirShooting; //The bullet direction with applied spread Vector m_vecOrigin; //Bullet origin Vector m_vecEntryPosition; //Sets when doing penetration test Vector m_vecTraceRay; Vector AbsEntry; Vector AbsExit; CBaseEntity *p_eInfictor; public: FireBulletsInfo_t bulletinfo; private: bool bStuckInWall; // Indicates bullet }; extern CUtlLinkedList<CSimulatedBullet*> g_Bullets; //Bullet list class CBulletManager : public CBaseEntity { DECLARE_CLASS( CBulletManager, CBaseEntity ); public: ~CBulletManager() { g_Bullets.PurgeAndDeleteElements(); } int AddBullet(CSimulatedBullet *pBullet); #ifdef CLIENT_DLL void ClientThink(void); #else void Think(void); void SendTraceAttackToTriggers( const CTakeDamageInfo &info, const Vector& start, const Vector& end, const Vector& dir ); #endif void RemoveBullet(int index); //Removes bullet. void UpdateBulletStopSpeed(void); //Updates bullet speed int BulletStopSpeed(void) //returns speed that the bullet must be removed { return m_iBulletStopSpeed; } private: int m_iBulletStopSpeed; };
Replace FireBullets() function with following code:
void CBaseEntity::FireBullets( const FireBulletsInfo_t &info ) { // Make sure given a valid bullet type if (info.m_iAmmoType == -1) { DevMsg("ERROR: Undefined ammo type!\n"); return; } static int tracerCount; //trace_t tr; CAmmoDef* pAmmoDef = GetAmmoDef(); int nDamageType = pAmmoDef->DamageType(info.m_iAmmoType); int nAmmoFlags = pAmmoDef->Flags(info.m_iAmmoType); int iPlayerDamage = info.m_iPlayerDamage; if ( iPlayerDamage == 0 ) { if ( nAmmoFlags & AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER ) { iPlayerDamage = pAmmoDef->PlrDamage( info.m_iAmmoType ); } } // the default attacker is ourselves CBaseEntity *pAttacker = info.m_pAttacker ? info.m_pAttacker : this; // Make sure we don't have a dangling damage target from a recursive call if ( g_MultiDamage.GetTarget() != NULL ) { ApplyMultiDamage(); } ClearMultiDamage(); g_MultiDamage.SetDamageType( nDamageType | DMG_NEVERGIB ); // Prediction is only usable on players int iSeed = 0; if ( IsPlayer() ) { iSeed = CBaseEntity::GetPredictionRandomSeed() & 255; } //----------------------------------------------------- // Set up our shot manipulator. //----------------------------------------------------- CShotManipulator Manipulator( info.m_vecDirShooting ); for (int iShot = 0; iShot < info.m_iShots; iShot++) { Vector vecDir; // Prediction is only usable on players if ( IsPlayer() ) { RandomSeed( iSeed ); // init random system with this seed } // If we're firing multiple shots, and the first shot has to be bang on target, ignore spread if ( iShot == 0 && info.m_iShots > 1 && (info.m_nFlags & FIRE_BULLETS_FIRST_SHOT_ACCURATE) ) { vecDir = Manipulator.GetShotDirection(); } else { // Don't run the biasing code for the player at the moment. vecDir = Manipulator.ApplySpread( info.m_vecSpread ); } Vector vecSrc(info.m_vecSrc); bool bTraceHull = ( IsPlayer() && info.m_iShots > 1 && iShot % 2 ); CSimulatedBullet *pBullet = new CSimulatedBullet(info,vecDir,pAttacker,info.m_pAdditionalIgnoreEnt, bTraceHull #ifndef CLIENT_DLL ,this #endif ); BulletManager()->AddBullet(pBullet); iSeed++; } #if defined( HL2MP ) && defined( GAME_DLL ) if ( bDoServerEffects == false ) { TE_HL2MPFireBullets( entindex(), tr.startpos, info.m_vecDirShooting, info.m_iAmmoType, iEffectSeed, info.m_iShots, info.m_vecSpread.x, bDoTracers, bDoImpacts ); } #endif ApplyMultiDamage(); }
cl_dll\c_te_hl2mp_shotgun_shot.cpp
It's undone and not rewritten. Please feel free to do helpful changes for it.
PS: Sorry for my English.