Simulated Bullets
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Preface
Basically, with simulated bullets, the aspects of physics are going to tried to be captured by simulating them in batch simulation code. So far the code is all server-side and is later expected to be client-side simulated with similar code.

createbullet
ingame and that will fire a bullet from your view with a parabola drawn along its path.Body
This code is WIP by ts2do
bullet_manager.h
#include "cbase.h" #include "movevars_shared.h" #include "util_shared.h" #include "bullet_manager.h" ConVar g_debug_bullets( "g_debug_bullets", "0", FCVAR_CHEAT ); CBulletManager *g_pBulletManager; LINK_ENTITY_TO_CLASS( bullet_manager, CBulletManager ); CBulletManager::CBulletManager() { Q_memset( m_rgBullets, 0, MAX_BULLETS ); m_iLastBullet = -1; } CON_COMMAND_F(createbullet,NULL,FCVAR_CHEAT) { Assert(BulletManager()); if(!BulletManager()) return; CBasePlayer *pPlayer = UTIL_GetCommandClient(); if(!pPlayer) return; Vector dir; pPlayer->EyeVectors(&dir); FireBulletsInfo_t info(1,pPlayer->EyePosition(),dir,vec3_origin,0,0); info.m_pAttacker = pPlayer; float lag = gpGlobals->curtime - atof(engine->Cmd_Argv(1)); if(lag<0.0f||lag==gpGlobals->curtime) lag=0.0f; BulletManager()->AddBullet(info,lag); } void CBulletManager::Spawn(void) { Think(); } void CBulletManager::SimulateBullet(int index, float time/*=1.0f 100ths of sec*/) { #define CUR m_rgBullets[index] CUR.m_flBulletTime += time; trace_t trace, trace_back; Vector m_vOldOrigin, m_vTraceStart; m_vOldOrigin = m_vTraceStart = CUR.m_vOrigin; DevMsg("BulletSpeed %f LastDensity %f\n",CUR.m_flBulletSpeed, CUR.m_flLastDensity); CUR.m_vOrigin += CUR.m_Bullet.m_vecDirShooting * CUR.m_flBulletSpeed * time;//in/100th of a sec * 100th of a sec int sentinal=0;//debugging purposes do { UTIL_TraceLine( m_vTraceStart + CUR.m_Bullet.m_vecDirShooting, CUR.m_vOrigin, MASK_SHOT, CUR.m_pIgnoreList, &trace ); DevMsg("%f\n",trace.endpos); if(trace.DidHitNonWorldEntity()) { CUR.m_pIgnoreList->AddEntityToIgnore(trace.m_pEnt); //Do entity impact stuff here } //Do surface impact stuff here UTIL_TraceLine( m_vTraceStart, m_vOldOrigin, MASK_SHOT, CUR.m_pTraceBack, &trace_back ); //Do penetration surface impact stuff here m_vTraceStart = trace.endpos; sentinal++; }while(trace.endpos!=CUR.m_vOrigin&&sentinal<20); if(sentinal==20) DevMsg("INFINITE LOOP SPOTTED!\n"); if(CUR.m_flLastDensity!=0.0f) { if(trace.allsolid) { CUR.m_flBulletSpeed -= GetSpeedMod(index); } else if(trace.surface.name[0]!='*'&&!(trace.surface.flags & SURF_SKY)) {//make sure we didnt hit an invalid (nodraw) or sky material if(trace.startsolid) { CUR.m_flBulletSpeed -= trace.fractionleftsolid * GetSpeedMod(index); CUR.m_flLastDensity = 0.0f; } if( trace.fraction != 1.0f) { CUR.m_flLastDensity = physprops->GetSurfaceData(trace.surface.surfaceProps)->physics.density; } } } #ifndef _DEBUG if(g_debug_bullets.GetBool()) #endif { NDebugOverlay::Line(m_vOldOrigin,CUR.m_vOrigin, 255, 255, 255, true, 10.0f ); NDebugOverlay::Cross3D(CUR.m_vOrigin, 16, 255, 0, 0, true, 10.0f); } if(CUR.m_flBulletSpeed<=0.0f||!IsInWorld(index)) RemoveBullet(index); #undef CUR } void CBulletManager::Think(void) { for(int x=0;x<=m_iLastBullet;x++) { SimulateBullet(x); } SetNextThink( gpGlobals->curtime + 0.01f ); } void CBulletManager::AddBullet(FireBulletsInfo_t &bullet,float lagCompensation) { if(m_iLastBullet==MAX_BULLETS-1)//256 simultaneous bullets in the air is mayhem {//let's do something reckless on bullet mayhem Assert(m_iLastBullet!=MAX_BULLETS-1); Warning("Bullet queue filled (Removing bullet #0)\n"); RemoveBullet(0); } else m_iLastBullet++; DevMsg("Bullet Created (%i) LagCompensation %f\n",m_iLastBullet,lagCompensation); m_rgBullets[m_iLastBullet] = SimulatedBullet_t(bullet,lagCompensation); if(lagCompensation!=0.0f) SimulateBullet(m_iLastBullet, lagCompensation*100); } void CBulletManager::RemoveBullet(int index) { if(m_iLastBullet!=index) { m_rgBullets[index].DeletePointers(); m_rgBullets[index] = m_rgBullets[m_iLastBullet]; DevMsg("Bullet #%i Destroyed; Replacing with #%i\n",index, m_iLastBullet); } else { m_rgBullets[index].DeletePointers(); DevMsg("Bullet #%i Destroyed\n",index); } m_rgBullets[m_iLastBullet] = SimulatedBullet_t(); m_iLastBullet--; } inline bool CBulletManager::IsInWorld(int index) { if (m_rgBullets[index].m_vOrigin.x >= MAX_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.y >= MAX_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.z >= MAX_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.x <= MIN_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.y <= MIN_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.z <= MIN_COORD_INTEGER) return false; return true; } inline float CBulletManager::GetSpeedMod(int index) { return fabs(100.0f-m_rgBullets[index].m_flLastDensity) / 100.0f; }
bullet_manager.cpp
#include "cbase.h" #include "movevars_shared.h" #include "util_shared.h" #include "bullet_manager.h" ConVar g_debug_bullets( "g_debug_bullets", "0", FCVAR_CHEAT ); CBulletManager *g_pBulletManager; LINK_ENTITY_TO_CLASS( bullet_manager, CBulletManager ); CBulletManager::CBulletManager() { Q_memset( m_rgBullets, 0, MAX_BULLETS ); m_iLastBullet = -1; } CON_COMMAND_F(createbullet_s,NULL,FCVAR_CHEAT) { Assert(BulletManager()); if(!BulletManager()) return; CBasePlayer *pPlayer = UTIL_GetCommandClient(); if(!pPlayer) return; Vector dir; pPlayer->EyeVectors(&dir); FireBulletsInfo_t info(1,pPlayer->EyePosition(),dir,vec3_origin,0,0); info.m_pAttacker = pPlayer; float lag = gpGlobals->curtime - atof(engine->Cmd_Argv(1)); if(lag<0.0f) lag=0.0f; BulletManager()->AddBullet(info,lag); } void CBulletManager::Spawn(void) { Think(); } void CBulletManager::SimulateBullet(int index, float time/*=1.0f 100ths of sec*/) { #define CUR m_rgBullets[index] CUR.m_flBulletTime += time; Vector m_vOldOrigin = CUR.m_vOrigin; DevMsg("BulletSpeed %f LastDensity %f\n",CUR.m_flBulletSpeed, CUR.m_flLastDensity); CUR.m_vOrigin += CUR.m_Bullet.m_vecDirShooting * CUR.m_flBulletSpeed * time;//in/100th of a sec * 100th of a sec CTraceFilterSkipTwoEntities traceFilter( CUR.m_Bullet.m_pAttacker, CUR.m_Bullet.m_pAdditionalIgnoreEnt, COLLISION_GROUP_NONE ); trace_t trace; UTIL_TraceLine( m_vOldOrigin, CUR.m_vOrigin, MASK_SHOT, &traceFilter, &trace ); if(trace.m_pEnt) { if(!(CUR.m_pHit).Find(trace.m_pEnt)) { } } if(CUR.m_flLastDensity!=0.0f) { if(trace.allsolid) { CUR.m_flBulletSpeed -= GetSpeedMod(index); } else if(trace.surface.name[0]!='*'&&!(trace.surface.flags & SURF_SKY)) {//make sure we didnt hit an invalid (nodraw) or sky material if(trace.startsolid) { CUR.m_flBulletSpeed -= trace.fractionleftsolid * GetSpeedMod(index); CUR.m_flLastDensity = 0.0f; } if( trace.fraction != 1.0f) { CUR.m_flLastDensity = physprops->GetSurfaceData(trace.surface.surfaceProps)->physics.density; } } } #ifndef _DEBUG if(g_debug_bullets.GetBool()) #endif { NDebugOverlay::Line(m_vOldOrigin,CUR.m_vOrigin, 255, 255, 255, true, 0.25f ); } if(CUR.m_flBulletSpeed<=0.0f||!IsInWorld(index)) RemoveBullet(index); #undef CUR } void CBulletManager::Think(void) { for(int x=0;x<=m_iLastBullet;x++) { SimulateBullet(x); } SetNextThink( gpGlobals->curtime + 0.01f ); } void CBulletManager::AddBullet(FireBulletsInfo_t &bullet,float lagCompensation) { lagCompensation+=0.1f; if(m_iLastBullet==MAX_BULLETS-1)//256 simultaneous bullets in the air is mayhem {//let's do something reckless on bullet mayhem Assert(m_iLastBullet!=MAX_BULLETS-1); Warning("Bullet queue filled (Removing bullet #0)\n"); RemoveBullet(0); } else m_iLastBullet++; DevMsg("Bullet Created (%i) LagCompensation %f\n",m_iLastBullet,lagCompensation); m_rgBullets[m_iLastBullet] = SimulatedBullet_t(bullet,lagCompensation); if(lagCompensation!=0.0f) SimulateBullet(m_iLastBullet, lagCompensation*100); } void CBulletManager::RemoveBullet(int index) { if(m_iLastBullet!=index) { m_rgBullets[index] = m_rgBullets[m_iLastBullet]; DevMsg("Bullet #%i Destroyed; Replacing with #%i\n",index, m_iLastBullet); } else DevMsg("Bullet #%i Destroyed\n",index); m_rgBullets[m_iLastBullet] = SimulatedBullet_t(); m_iLastBullet--; } inline bool CBulletManager::IsInWorld(int index) { if (m_rgBullets[index].m_vOrigin.x >= MAX_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.y >= MAX_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.z >= MAX_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.x <= MIN_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.y <= MIN_COORD_INTEGER) return false; if (m_rgBullets[index].m_vOrigin.z <= MIN_COORD_INTEGER) return false; return true; } inline float CBulletManager::GetSpeedMod(int index) { return fabs(100.0f-m_rgBullets[index].m_flLastDensity) / 100.0f; }
Implementation
bullet_manager entity
gamerules.cpp
Add | #include "bullet_manager.h" |
After | #include "filesystem.h" |
Add | g_pBulletManager = (CBulletManager*)CBaseEntity::Create( "bullet_manager", vec3_origin, vec3_angle ); |
After | g_pPlayerResource = (CPlayerResource*)CBaseEntity::Create( "player_manager", vec3_origin, vec3_angle ); |