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 line drawn along its path.Body
This code is WIP by ts2do
bullet_manager.h
#include "ammodef.h" #define BULLET_SPEED 240//inches per hundredths of a second #define BUTTER_MODE -1 #define ONE_HIT_MODE -2 #ifdef CLIENT_DLL class C_BulletManager; extern C_BulletManager *g_pBulletManager; #define CBulletManager C_BulletManager #else //!CLIENT_DLL class CBulletManager; extern CBulletManager *g_pBulletManager; #endif //CLIENT_DLL inline CBulletManager *BulletManager() { return g_pBulletManager; } extern ConVar g_debug_bullets; class CSimulatedBullet { public: CSimulatedBullet() { m_vecOrigin.Init(); m_vecDirShooting.Init(); m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED; m_flEntryDensity = m_flLagCompensation = 0.0f; m_nFlags = (FireBulletsFlags_t)0; m_iDamage = m_iAmmoType = m_nDamageType = 0; } CSimulatedBullet( CBaseEntity *pCaller, CBaseEntity *pAttacker, CBaseEntity *pAdditionalIgnoreEnt, int ammoType, int damageType, int nFlags, Vector &vecDirShooting, Vector &vecOrigin, int iDamage, float flLagCompensation ) { m_nFlags = (FireBulletsFlags_t)nFlags; m_iAmmoType = ammoType; m_nDamageType = damageType; m_vecOrigin = vecOrigin; m_vecDirShooting = vecDirShooting; m_flInitialBulletSpeed = m_flBulletSpeed = GetAmmoDef()->GetAmmoOfIndex(ammoType)->flFeetPerSecond * 0.12; //m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED; m_flEntryDensity = 0.0f; m_flLagCompensation = 100*flLagCompensation; m_iDamage = iDamage; m_hCaller = pCaller; #ifndef CLIENT_DLL m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE); m_pIgnoreList->AddEntityToIgnore(pAttacker); if(pAdditionalIgnoreEnt!=NULL) m_pIgnoreList->AddEntityToIgnore(pAdditionalIgnoreEnt); #endif m_pTwoEnts = new CTraceFilterSkipTwoEntities(pAttacker,pAdditionalIgnoreEnt,COLLISION_GROUP_NONE); } ~CSimulatedBullet() { #ifndef CLIENT_DLL //leave the compensation considerations because they're entities delete m_pIgnoreList; #endif delete m_pTwoEnts; } inline float BulletSpeedRatio(void) { return m_flBulletSpeed/m_flInitialBulletSpeed; } #ifdef GAME_DLL void EntityImpact(CBaseEntity *pHit); #endif inline bool IsInWorld(void) { 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; } void SimulateBullet(int index,float flTime=1.0f); inline float LagCompensation(void) { return m_flLagCompensation; } inline int AmmoIndex(void) { return m_iAmmoType; } private: bool m_bWasInWater; CTraceFilterSkipTwoEntities *m_pTwoEnts; #ifndef CLIENT_DLL CTraceFilterSimpleList *m_pIgnoreList;//already hit CUtlVector<CBaseEntity *> m_pCompensationConsiderations;//Couldn't resist #endif EHANDLE m_hCaller; FireBulletsFlags_t m_nFlags; float m_flBulletSpeed; float m_flEntryDensity; float m_flInitialBulletSpeed; float m_flLagCompensation; int m_iAmmoType; int m_iDamage; int m_nDamageType; Vector m_vecDirShooting; Vector m_vecOrigin; }; class CBulletManager : public CBaseEntity { DECLARE_CLASS( CBulletManager, CBaseEntity ); public: CUtlVector<CSimulatedBullet*> m_pBullets; CBulletManager(); #ifdef CLIENT_DLL void ClientThink(void); #else void Spawn(void); void Think(void); #endif void AddBullet(CSimulatedBullet *pBullet); void RemoveBullet(int index); };
bullet_manager.cpp
#include "cbase.h" #include "util_shared.h" #include "bullet_manager.h" #include "shot_manipulator.h" #pragma warning(disable:4800) #ifdef CLIENT_DLL ConVar g_cl_debug_bullets( "g_cl_debug_bullets", "0", FCVAR_CHEAT ); C_BulletManager *g_pBulletManager = new C_BulletManager(); #else ConVar g_debug_bullets( "g_debug_bullets", "0", FCVAR_CHEAT ); CBulletManager *g_pBulletManager; #endif LINK_ENTITY_TO_CLASS( bullet_manager, CBulletManager ); CBulletManager::CBulletManager() { Q_memset( m_rgBullets, 0, MAX_BULLETS ); m_iLastBullet = -1; } #ifdef CLIENT_DLL #include "engine/ivdebugoverlay.h" CON_COMMAND_F(createbullet,NULL,FCVAR_CHEAT) { Assert(ClientBulletManager()); if(!ClientBulletManager()) return; Vector dir; g_pLocalPlayer->EyeVectors(&dir); FireBulletsInfo_t info(1,g_pLocalPlayer->EyePosition(),dir,vec3_origin,0,0); info.m_pAttacker = g_pLocalPlayer; engine->ServerCmd(VarArgs("createbullet_s %f\n",gpGlobals->curtime)); ClientBulletManager()->AddBullet(info,0.0f); } #else 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==gpGlobals->curtime) lag=0.0f; BulletManager()->AddBullet(info,lag); } #endif void CBulletManager::Spawn(void) { g_pBulletManager = this; #ifdef CLIENT_DLL ClientThink(); #else Think(); #endif } void CBulletManager::SimulateBullet(int index, float time/*=1.0f 100ths of sec*/) { #define CUR m_rgBullets[index] trace_t trace, trace_back; Vector m_vOldOrigin(CUR.m_vOrigin); Vector m_vTraceStart(CUR.m_vOrigin); DevMsg("BulletSpeed %f\n",CUR.m_flBulletSpeed); Vector vecNewRay = CUR.m_Bullet.m_vecDirShooting * CUR.m_flBulletSpeed * time; CUR.m_vOrigin += vecNewRay;//in/100th of a sec * 100th of a sec bool bInWater = UTIL_PointContents(CUR.m_vOrigin)&MASK_SPLITAREAPORTAL; if(CUR.m_bWasInWater!=bInWater) { #ifdef CLIENT_DLL //TODO: water impact effect //CBaseEntity::HandleShotImpactingWater #endif //CLIENT_DLL } if(bInWater) { #ifdef CLIENT_DLL //TODO: 1 bubble clientside #endif //CLIENT_DLL } CUR.m_bWasInWater = bInWater; Vector vecEntryPosition; Vector vecExitPosition; float flPenetrationDistance = 0.0f; do { UTIL_TraceLine( m_vTraceStart, CUR.m_vOrigin, MASK_SHOT, CUR.m_pTwoEnts, &trace ); if(!(trace.surface.flags&SURF_SKY)) { if(trace.allsolid)//in solid { trace.endpos = CUR.m_vOrigin; trace.fraction = 1.0f; CUR.m_flBulletSpeed -= CUR.m_flBulletSpeed * CUR.m_flEntryDensity / 1000.0f; break; } else if(trace.startsolid)//exit solid { #ifdef CLIENT_DLL //TODO: penetration surface impact stuff #endif //CLIENT_DLL vecExitPosition = trace.fractionleftsolid * vecNewRay + m_vTraceStart; flPenetrationDistance = vecEntryPosition.DistTo(vecExitPosition); CUR.m_flBulletSpeed -= flPenetrationDistance * CUR.m_flEntryDensity / 1000.0f; } else if(trace.fraction!=1.0f)//hit solid { if(FStrEq(trace.surface.name,"tools/toolsblockbullets")) { RemoveBullet(index); return; } #ifdef CLIENT_DLL //TODO: surface impact stuff #endif //CLIENT_DLL CUR.m_flEntryDensity = physprops->GetSurfaceData(trace.surface.surfaceProps)->physics.density; vecEntryPosition = trace.endpos; #ifdef GAME_DLL if(trace.DidHitNonWorldEntity()) { if(CUR.m_pIgnoreList->ShouldHitEntity(trace.m_pEnt,MASK_SHOT)) { CUR.m_pIgnoreList->AddEntityToIgnore(trace.m_pEnt); //TODO: entity impact stuff } } #endif //GAME_DLL } } m_vTraceStart = trace.endpos + CUR.m_Bullet.m_vecDirShooting; }while(trace.endpos!=CUR.m_vOrigin&&CUR.m_flBulletSpeed>0.0f); #ifdef GAME_DLL if(g_debug_bullets.GetBool()) { NDebugOverlay::Line(m_vOldOrigin,CUR.m_vOrigin, 255, 255, 255, true, 10.0f ); } #else //!GAME_DLL if(g_cl_debug_bullets.GetBool()) { debugoverlay->AddLineOverlay(m_vTraceStart, CUR.m_vOrigin, 255, 0, 0, true, 10.0f); } #endif if(CUR.m_flBulletSpeed<=0.0f||!IsInWorld(index)) RemoveBullet(index); #undef CUR } #ifdef CLIENT_DLL void CBulletManager::ClientThink(void) #else void CBulletManager::Think(void) #endif { for(int x=0;x<=m_iLastBullet;x++) { SimulateBullet(x); } #ifdef CLIENT_DLL SetNextClientThink #else SetNextThink #endif ( gpGlobals->curtime + 0.01f ); } void CBulletManager::AddBullet(FireBulletsInfo_t &bullet,float lagCompensation) { if (bullet.m_iAmmoType == -1) { DevMsg("ERROR: Undefined ammo type!\n"); return; } 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); CShotManipulator Manipulator( bullet.m_vecDirShooting ); bullet.m_vecDirShooting = Manipulator.ApplySpread(bullet.m_vecSpread); 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; }
hl2mp_gamerules.cpp
Change GetAmmoDef
to the following:
CAmmoDef *GetAmmoDef() { static CAmmoDef def; static bool bInitted = false; if ( !bInitted ) { bInitted = true; // Name Damage Tracer PlrDmg NPCDmg MaxCarry ft/sec Physics Force Impulse Flags def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 60, 1225, BULLET_IMPULSE(200, 1225), 0 ); def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, 3, 0, 0, 0 ); def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 150, 1225, BULLET_IMPULSE(200, 1225), 0 ); def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 225, 1225, BULLET_IMPULSE(200, 1225), 0 ); def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 12, 5000, BULLET_IMPULSE(800, 5000), 0 ); def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, 0, 0, 10, 8000, BULLET_IMPULSE(800, 8000), 0 ); def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, 0, 0, 30, 1200, BULLET_IMPULSE(400, 1200), 0 ); def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0, 0 ); def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0, 0 ); def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0, 0 ); def.AddAmmoType("slam", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0, 0 ); } return &def; }
As you can see, the bullet speed is derived from the second argument of the bullet impulses.
ammodef.h
Change the Ammo_t
structure to the following:
struct Ammo_t { char *pName; int nDamageType; int eTracerType; float physicsForceImpulse; float flFeetPerSecond; int nMinSplashSize; int nMaxSplashSize; int nFlags; // Values for player/NPC damage and carrying capability // If the integers are set, they override the CVars int pPlrDmg; // CVar for player damage amount int pNPCDmg; // CVar for NPC damage amount int pMaxCarry; // CVar for maximum number can carry const ConVar* pPlrDmgCVar; // CVar for player damage amount const ConVar* pNPCDmgCVar; // CVar for NPC damage amount const ConVar* pMaxCarryCVar; // CVar for maximum number can carry };
Change the first two AddAmmoType
function prototypes to the following:
void AddAmmoType(char const* name, int damageType, int tracerType, int plr_dmg, int npc_dmg, int carry, float ftpersec, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 ); void AddAmmoType(char const* name, int damageType, int tracerType, char const* plr_cvar, char const* npc_var, char const* carry_cvar, float ftpersec, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
ammodef.cpp
Add | float ftpersec, |
Before both | float physicsForceImpulse, |
Add | m_AmmoType[m_nAmmoIndex].flFeetPerSecond = ftpersec; |
After both | m_AmmoType[m_nAmmoIndex].physicsForceImpulse = physicsForceImpulse; |
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 ); |