Simulated Bullets
With simulated bullets, bullets are handled in batches instead of individually. Bullet simulation using individual entities is not the way to go because they can fill up the entity list and are just unconventional. This article details the changes to the HL2MP SDK that will achieve this effect. It will also attempt to create a system that works for maxplayers 1 in the HL2MP SDK for those mods that want to be both. And for the singleplayer only mods, just try doing this with entities instead (you'll have way more control).
This article was the basis for Realistic Simulated Bullets.
Procedure
Create this file and add it to both projects of the solution.
#include "ammodef.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( CBaseEntity *pAttacker, CBaseEntity *pAdditionalIgnoreEnt,
int ammoType, Vector &vecDirShooting, Vector &vecOrigin,
bool bTraceHull
#ifndef CLIENT_DLL
, int nFlags, CBaseEntity *pCaller, int iDamage
#endif
);
~CSimulatedBullet();
inline float BulletSpeedRatio(void)
{
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, Vector &vecNewRay);
bool AllSolid(trace_t &ptr);
bool EndSolid(trace_t &ptr);
#ifdef CLIENT_DLL
bool SimulateBullet(void);
#else
void EntityImpact(trace_t &ptr);
bool SimulateBullet(float flLagCompensation=-1);
#endif
inline int AmmoIndex(void) const
{
return m_iAmmoType;
}
private:
bool m_bTraceHull;
bool m_bWasInWater;
CTraceFilterSkipTwoEntities *m_pTwoEnts;
CTraceFilterSimpleList *m_pIgnoreList;//already hit
#ifndef CLIENT_DLL
CUtlVector<CBaseEntity *> m_CompensationConsiderations;//Couldn't resist
#endif
EHANDLE m_hCaller;
EHANDLE m_hLastHit;
float m_flBulletSpeed;
float m_flEntryDensity;
float m_flInitialBulletSpeed;
float m_flRayLength;
int m_iAmmoType;
#ifndef CLIENT_DLL
int m_iDamage;
FireBulletsFlags_t m_nFlags;
#endif
Vector m_vecDirShooting;
Vector m_vecOrigin;
Vector m_vecEntryPosition;
Vector m_vecTraceRay;
};
extern CUtlLinkedList<CSimulatedBullet*> g_Bullets;
class CBulletManager : public CBaseEntity
{
DECLARE_CLASS( CBulletManager, CBaseEntity );
public:
~CBulletManager()
{
g_Bullets.PurgeAndDeleteElements();
}
#ifdef CLIENT_DLL
void ClientThink(void);
int AddBullet(CSimulatedBullet *pBullet);
#else
void Think(void);
int AddBullet(CSimulatedBullet *pBullet, float flLatency=0.0f);
#endif
unsigned short RemoveBullet(int index);
void UpdateBulletStopSpeed(void);
int BulletStopSpeed(void)
{
return m_iBulletStopSpeed;
}
private:
int m_iBulletStopSpeed;
};
Create this file and add it to both projects of the solution.
#include "cbase.h"
#include "util_shared.h"
#include "bullet_manager.h"
#include "shot_manipulator.h"
#include "tier0/vprof.h"
CBulletManager *g_pBulletManager;
CUtlLinkedList<CSimulatedBullet*> g_Bullets;
#ifdef CLIENT_DLL//-------------------------------------------------
#include "engine/ivdebugoverlay.h"
ConVar g_debug_client_bullets( "g_debug_client_bullets", "0", FCVAR_CHEAT );
extern void FX_PlayerTracer( Vector& start, Vector& end);
#else//-------------------------------------------------------------
#include "soundent.h"
#include "player_pickup.h"
#include "ilagcompensationmanager.h"
ConVar g_debug_bullets( "g_debug_bullets", "0", FCVAR_CHEAT );
#endif//------------------------------------------------------------
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static void BulletSpeedModifierCallback(ConVar *var, const char *pOldString)
{
if(var->GetFloat()==0.0f)
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;
#ifndef CLIENT_DLL
m_nFlags = (FireBulletsFlags_t)0;
m_iDamage = 0;
#endif
m_iAmmoType = 0;
}
//==================================================
// Purpose: Constructor
//==================================================
CSimulatedBullet::CSimulatedBullet( CBaseEntity *pAttacker, CBaseEntity *pAdditionalIgnoreEnt,
int ammoType, Vector &vecDirShooting, Vector &vecOrigin,
bool bTraceHull
#ifndef CLIENT_DLL
, int nFlags, CBaseEntity *pCaller, int iDamage
#endif
)
{
// Input validation
Assert( pAttacker );
#ifndef CLIENT_DLL
Assert( pCaller );
#endif
// Create a list of entities with which this bullet does not collide.
m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE);
Assert( m_pIgnoreList );
// Don't collide with the entity firing the bullet.
m_pIgnoreList->AddEntityToIgnore(pAttacker);
// Don't collide with some optionally-specified entity.
if(pAdditionalIgnoreEnt!=NULL)
m_pIgnoreList->AddEntityToIgnore(pAdditionalIgnoreEnt);
// Not useful yet... may be useful for effects later
//m_pTwoEnts = new CTraceFilterSkipTwoEntities(pAttacker,pAdditionalIgnoreEnt,COLLISION_GROUP_NONE);
// Basic information about the bullet
m_iAmmoType = ammoType;
m_flInitialBulletSpeed = m_flBulletSpeed = GetAmmoDef()->GetAmmoOfIndex(ammoType)->bulletSpeed;
m_vecDirShooting = vecDirShooting;
m_vecOrigin = vecOrigin;
m_bTraceHull = bTraceHull;
#ifndef CLIENT_DLL
m_nFlags = (FireBulletsFlags_t)nFlags;
m_iDamage = iDamage;
m_hCaller = pCaller;
#endif
m_flEntryDensity = 0.0f;
m_vecTraceRay = vecDirShooting * m_flInitialBulletSpeed;
m_flRayLength = m_flInitialBulletSpeed;
}
//==================================================
// Purpose: Deconstructor
//==================================================
CSimulatedBullet::~CSimulatedBullet()
{
delete m_pIgnoreList;
delete m_pTwoEnts;
}
#ifdef CLIENT_DLL
bool FX_AffectRagdolls(Vector vecOrigin, Vector vecStart, int iDamageType);
//==================================================
// Purpose: Simulates a bullet through a ray of its bullet speed
//==================================================
bool C_SimulatedBullet::SimulateBullet(void)
{
VPROF( "C_SimulatedBullet::SimulateBullet" );
#else
bool CSimulatedBullet::SimulateBullet(float flLagCompensation/*=-1 (seconds)*/)
{
VPROF( "CSimulatedBullet::SimulateBullet" );
#endif
if(!IsFinite(m_flBulletSpeed))
return false;//prevent a weird crash
trace_t trace;
Vector vecTraceStart(m_vecOrigin);
Vector vecTraceRay;
if(m_flRayLength==m_flBulletSpeed)
{
vecTraceRay = m_vecTraceRay;
}
else
{
vecTraceRay = m_vecTraceRay = m_vecDirShooting * m_flBulletSpeed;
m_flRayLength = m_flBulletSpeed;
}
#ifdef GAME_DLL
if(flLagCompensation!=-1)
{
vecTraceRay *= flLagCompensation * 100;
}
#endif
m_vecOrigin += vecTraceRay;
bool bInWater = (UTIL_PointContents(m_vecOrigin)&MASK_SPLITAREAPORTAL)==1;
if(!IsInWorld())
{
return false;
}
#ifdef CLIENT_DLL
FX_PlayerTracer( vecTraceStart, m_vecOrigin );
#endif
if(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
}
#ifdef CLIENT_DLL
if(g_debug_client_bullets.GetBool())
{
debugoverlay->AddLineOverlay( vecTraceStart, m_vecOrigin, 255, 0, 0, true, 10.0f );
}
#else
if(g_debug_bullets.GetBool())
{
NDebugOverlay::Line( vecTraceStart, m_vecOrigin, 255, 255, 255, true, 10.0f );
}
#endif
m_bWasInWater = bInWater;
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 );
if(!(trace.surface.flags&SURF_SKY))
{
if(trace.allsolid)//in solid
{
if(!AllSolid(trace))
return false;
bulletSpeedCheck = true;
}
else if(trace.startsolid)//exit solid
{
if(!StartSolid(trace, vecTraceRay))
return false;
bulletSpeedCheck = true;
}
else if(trace.fraction!=1.0f)//hit solid
{
if(!EndSolid(trace))
return false;
bulletSpeedCheck = true;
}
else
{
//don't do a bullet speed check for not touching anything
break;
}
}
if(bulletSpeedCheck)
{
if(m_flBulletSpeed<=BulletManager()->BulletStopSpeed())
{
return false;
}
}
vecTraceStart = trace.endpos + m_vecDirShooting;
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 &vecTraceRay)
{
#ifdef CLIENT_DLL
//TODO: penetration surface impact stuff
#endif //CLIENT_DLL
Vector vecExitPosition = ptr.fractionleftsolid * vecTraceRay + ptr.startpos;
float flPenetrationDistance = m_vecEntryPosition.DistTo(vecExitPosition);
switch(BulletManager()->BulletStopSpeed())
{
case BUTTER_MODE:
{
//Do nothing to bullet speed
break;
}
case ONE_HIT_MODE:
{
return false;
}
default:
{
m_flBulletSpeed -= flPenetrationDistance * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat();
break;
}
}
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
break;
}
case ONE_HIT_MODE:
{
return false;
}
default:
{
m_flBulletSpeed -= m_flBulletSpeed * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat();
break;
}
}
return true;
}
//==================================================
// Purpose: Simulate when a surface is hit
//==================================================
bool CSimulatedBullet::EndSolid(trace_t &ptr)
{
m_vecEntryPosition = ptr.endpos;
#ifndef CLIENT_DLL
int soundEntChannel = ( m_nFlags&FIRE_BULLETS_TEMPORARY_DANGER_SOUND ) ? SOUNDENT_CHANNEL_BULLET_IMPACT : SOUNDENT_CHANNEL_UNSPECIFIED;
CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, m_vecEntryPosition, 200, 0.5, m_hCaller, soundEntChannel );
#endif
if(FStrEq(ptr.surface.name,"tools/toolsblockbullets"))
{
return false;
}
#ifdef CLIENT_DLL
int iDamageType = GetAmmoDef()->DamageType( m_iAmmoType );
FX_AffectRagdolls(ptr.startpos, ptr.endpos, iDamageType);
UTIL_ImpactTrace( &ptr, iDamageType );
#endif //CLIENT_DLL
m_flEntryDensity = physprops->GetSurfaceData(ptr.surface.surfaceProps)->physics.density;
if(ptr.DidHitNonWorldEntity())
{
if(ptr.m_pEnt!=m_hLastHit)
{
if(m_pIgnoreList->ShouldHitEntity(ptr.m_pEnt,MASK_SHOT))
{
DevMsg("Hit: %s\n",ptr.m_pEnt->GetClassname());
#ifndef CLIENT_DLL
EntityImpact(ptr);
#endif
}
}
else
m_pIgnoreList->AddEntityToIgnore(ptr.m_pEnt);
m_hLastHit = ptr.m_pEnt;
}
if(BulletManager()->BulletStopSpeed()==ONE_HIT_MODE)
{
return false;
}
return true;
}
#ifndef CLIENT_DLL
//==================================================
// Purpose: Entity impact procedure
//==================================================
void CSimulatedBullet::EntityImpact(trace_t &ptr)
{
//TODO: entity impact stuff
/*CTakeDamageInfo dmgInfo( this, pAttacker, flActualDamage, nActualDamageType );
CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, vecDir, tr.endpos );
dmgInfo.ScaleDamageForce( info.m_flDamageForceScale );
dmgInfo.SetAmmoType( info.m_iAmmoType );
tr.m_pEnt->DispatchTraceAttack( dmgInfo, vecDir, &tr );*/
if ( GetAmmoDef()->Flags(m_iAmmoType) & AMMO_FORCE_DROP_IF_CARRIED )
{
// Make sure if the player is holding this, he drops it
Pickup_ForcePlayerToDropThisObject( ptr.m_pEnt );
}
}
//==================================================
// Purpose: Simulates all bullets every centisecond
//==================================================
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();
}
//==================================================
// Purpose: Add bullet to linked list
// Handle lag compensation with "prebullet simulation"
// Output: Bullet's index (-1 for error)
//==================================================
#ifdef CLIENT_DLL
int CBulletManager::AddBullet(CSimulatedBullet *pBullet)
#else
int CBulletManager::AddBullet(CSimulatedBullet *pBullet, float flLatency/*=0.0f*/)
#endif
{
if (pBullet->AmmoIndex() == -1)
{
DevMsg("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, flLatency );
if(flLatency!=0.0f)
g_Bullets[index]->SimulateBullet(flLatency);
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
//==================================================
unsigned short CBulletManager::RemoveBullet(int index)
{
unsigned short retVal = 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
}
return retVal;
}
Add | #include "bullet_manager.h"
|
After | #include "KeyValues.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 );
|
Change the Ammo_t
structure to the following:
struct Ammo_t
{
char *pName;
int nDamageType;
int eTracerType;
float physicsForceImpulse;
float bulletSpeed;
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
};
In the CAmmoDef
class, 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 bulletSpeed, 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 bulletSpeed,
float physicsForceImpulse, int nFlags,
int minSplashSize = 4, int maxSplashSize = 8 );
Add | float bulletSpeed,
|
Before both | float physicsForceImpulse,
|
Add | m_AmmoType[m_nAmmoIndex].bulletSpeed = bulletSpeed;
|
Before both | m_AmmoType[m_nAmmoIndex].physicsForceImpulse = physicsForceImpulse;
|
Add | #define BULLET_SPEED(ftpersec) 0.12*ftpersec//inches per centisecond
|
Before | CAmmoDef *GetAmmoDef()
|
Change GetAmmoDef
to the following:
CAmmoDef *GetAmmoDef()
{
static CAmmoDef def;
static bool bInitted = false;
if ( !bInitted )
{
bInitted = true;
// Name Damage Tracer PlrDmg NPCDmg MaxCarry Bulletspeed Physics Force Impulse Flags
def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 60, BULLET_SPEED(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, BULLET_SPEED(1225), BULLET_IMPULSE(200, 1225), 0 );
def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 225, BULLET_SPEED(1225), BULLET_IMPULSE(200, 1225), 0 );
def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 12, BULLET_SPEED(5000), BULLET_IMPULSE(800, 5000), 0 );
def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, 0, 0, 10, BULLET_SPEED(8000), BULLET_IMPULSE(800, 8000), 0 );
def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, 0, 0, 30, BULLET_SPEED(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 ftpersec of the bullet impulses.
Add | #include "bullet_manager.h"
|
After | #include "coordsize.h"
|
Change CBaseEntity::FireBullets
to the following:
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 );
#ifdef GAME_DLL
// bool bDoImpacts = false;
bool bDoTracers = false;
#endif
for (int iShot = 0; iShot < info.m_iShots; iShot++)
{
// bool bHitWater = false;
// bool bHitGlass = false;
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(pAttacker, info.m_pAdditionalIgnoreEnt,
info.m_iAmmoType, vecDir, vecSrc, bTraceHull
#ifndef CLIENT_DLL
, info.m_nFlags, this, info.m_iDamage
#endif
);
#ifdef CLIENT_DLL
BulletManager()->AddBullet(pBullet);
#else
BulletManager()->AddBullet(pBullet, info.m_flLatency);
#endif
iSeed++;
}
#ifdef GAME_DLL
TE_HL2MPFireBullets( pAttacker?pAttacker->entindex():0,
info.m_pAdditionalIgnoreEnt?info.m_pAdditionalIgnoreEnt->entindex():0,
info.m_iAmmoType, info.m_vecSrc, info.m_vecDirShooting, bDoTracers, iEffectSeed, info.m_vecSpread.x, info.m_iShots);
ApplyMultiDamage();
#endif
}
Change the FireBulletsInfo_t structure to the following:
struct FireBulletsInfo_t
{
FireBulletsInfo_t()
{
m_iShots = 1;
m_vecSpread.Init( 0, 0, 0 );
m_flDistance = 8192;
m_iTracerFreq = 4;
m_iDamage = 0;
m_iPlayerDamage = 0;
m_pAttacker = NULL;
m_nFlags = 0;
m_pAdditionalIgnoreEnt = NULL;
m_flDamageForceScale = 1.0f;
#ifdef _DEBUG
m_iAmmoType = -1;
m_vecSrc.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
m_vecDirShooting.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
#endif
m_flLatency = 0.0f;
}
FireBulletsInfo_t( int nShots, const Vector &vecSrc, const Vector &vecDir, const Vector &vecSpread, float flDistance, int nAmmoType )
{
m_iShots = nShots;
m_vecSrc = vecSrc;
m_vecDirShooting = vecDir;
m_vecSpread = vecSpread;
m_flDistance = flDistance;
m_iAmmoType = nAmmoType;
m_iTracerFreq = 4;
m_iDamage = 0;
m_iPlayerDamage = 0;
m_pAttacker = NULL;
m_nFlags = 0;
m_pAdditionalIgnoreEnt = NULL;
m_flDamageForceScale = 1.0f;
m_flLatency = 0.0f;
}
int m_iShots;
Vector m_vecSrc;
Vector m_vecDirShooting;
Vector m_vecSpread;
float m_flDistance;
int m_iAmmoType;
int m_iTracerFreq;
int m_iDamage;
int m_iPlayerDamage; // Damage to be used instead of m_iDamage if we hit a player
int m_nFlags; // See FireBulletsFlags_t
float m_flDamageForceScale;
float m_flLatency;
CBaseEntity *m_pAttacker;
CBaseEntity *m_pAdditionalIgnoreEnt;
};
dlls/player_lagcompensation.cpp
Add the following function to this file:
int GetTargetTick(CBasePlayer *player,CUserCmd *cmd)
{
static CBasePlayer *lastPlayer;
static int lastTarget;
if(player==NULL)
{
lastPlayer = NULL;
lastTarget = 0;
}
if(player==lastPlayer)
return lastTarget;
// Get true latency
lastTarget = 0;
// correct is the amout of time we have to correct game time
float correct = 0.0f;
INetChannelInfo *nci = engine->GetPlayerNetInfo( player->entindex() );
if ( nci )
{
// add network latency
correct+= nci->GetLatency( FLOW_OUTGOING );
}
// calc number of view interpolation ticks - 1
int lerpTicks = TIME_TO_TICKS( player->m_fLerpTime );
// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
correct += TICKS_TO_TIME( lerpTicks );
// check bouns [0,sv_maxunlag]
correct = clamp( correct, 0.0f, sv_maxunlag.GetFloat() );
// correct tick send by player
int targettick = cmd->tick_count - lerpTicks;
// calc difference between tick send by player and our latency based tick
float deltaTime = correct - TICKS_TO_TIME(gpGlobals->tickcount - targettick);
if ( fabs( deltaTime ) > 0.2f )
{
// difference between cmd time and latency is too big > 200ms, use time correction based on latency
// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
targettick = gpGlobals->tickcount - TIME_TO_TICKS( correct );
}
lastPlayer = player;
lastTarget = targettick;
timeRetrieved = gpGlobals->tickcount;
return targettick;
}
In CLagCompensationManager::StartLagCompensation
Replace
// Get true latency
// correct is the amout of time we have to correct game time
float correct = 0.0f;
INetChannelInfo *nci = engine->GetPlayerNetInfo( player->entindex() );
if ( nci )
{
// add network latency
correct+= nci->GetLatency( FLOW_OUTGOING );
}
// calc number of view interpolation ticks - 1
int lerpTicks = TIME_TO_TICKS( player->m_fLerpTime );
// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
correct += TICKS_TO_TIME( lerpTicks );
// check bouns [0,sv_maxunlag]
correct = clamp( correct, 0.0f, sv_maxunlag.GetFloat() );
// correct tick send by player
int targettick = cmd->tick_count - lerpTicks;
// calc difference between tick send by player and our latency based tick
float deltaTime = correct - TICKS_TO_TIME(gpGlobals->tickcount - targettick);
if ( fabs( deltaTime ) > 0.2f )
{
// difference between cmd time and latency is too big > 200ms, use time correction based on latency
// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
targettick = gpGlobals->tickcount - TIME_TO_TICKS( correct );
}
With
int targettick = GetTargetTick(player, cmd);
Add | GetTargetTick(); |
After | BUDGETFLAG_SERVER ); |
dlls/ilagcompensationmanager.h
Add | int GetTargetTick(CBasePlayer *player=NULL,CUserCmd *cmd=NULL);
|
Before | extern ILagCompensationManager *lagcompensation;
|
dlls/hl2mp_dll/hl2mp_player.cpp
Add | #include "ilagcompensationmanager.h"
|
After | #include "SoundEmitterSystem/isoundemittersystembase.h"
|
In CHL2MP_Player::FireBullets
Add | if(gpGlobals->maxClients!=1)
modinfo.m_flLatency = TICKS_TO_TIME(GetTargetTick(this,m_pCurrentCommand));
|
Before | BaseClass::FireBullets( modinfo );
|
Add | #include "bullet_manager.h"
|
After | #include "c_team.h"
|
Add | g_pBulletManager = (C_BulletManager *)CreateEntityByName("bullet_manager");
ClientEntityList().AddNonNetworkableEntity(g_pBulletManager);
|
After | enginesound->SetPlayerDSP( filter, 0, true );
|
dlls\te_hl2mp_shotgun_shot.h
Paste the following into this file:
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TE_HL2MP_SHOTGUN_SHOT_H
#define TE_HL2MP_SHOTGUN_SHOT_H
#ifdef _WIN32
#pragma once
#endif
void TE_HL2MPFireBullets(
int iAttacker,
int iAdditionalIgnoreEnt,
int iAmmoID,
const Vector &vecOrigin,
const Vector &vecDir,
bool bDoTracers,
int iSeed,
float flSpread,
int iShots );
#endif // TE_HL2MP_SHOTGUN_SHOT_H
dlls\te_hl2mp_shotgun_shot.cpp
#include "cbase.h"
#include "basetempentity.h"
#define NUM_BULLET_SEED_BITS 8
//-----------------------------------------------------------------------------
// Purpose: Display's a blood sprite
//-----------------------------------------------------------------------------
class CTEHL2MPFireBullets : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEHL2MPFireBullets, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEHL2MPFireBullets( const char *name );
virtual ~CTEHL2MPFireBullets( void );
public:
CNetworkVar( int, m_iAttacker );
CNetworkVar( int, m_iAdditionalIgnoreEnt );
CNetworkVar( int, m_iAmmoID );
CNetworkVector( m_vecOrigin );
CNetworkVector( m_vecDir );
CNetworkVar( bool, m_bDoTracers );
CNetworkVar( int, m_iSeed );
CNetworkVar( float, m_flSpread );
CNetworkVar( int, m_iShots );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEHL2MPFireBullets::CTEHL2MPFireBullets( const char *name ) :
CBaseTempEntity( name )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEHL2MPFireBullets::~CTEHL2MPFireBullets( void )
{
}
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEHL2MPFireBullets, DT_TEHL2MPFireBullets)
SendPropInt( SENDINFO( m_iAttacker ), 5, SPROP_UNSIGNED ), // max 32 players, see MAX_PLAYERS
SendPropInt( SENDINFO( m_iAdditionalIgnoreEnt ), 16, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iAmmoID ), 5, SPROP_UNSIGNED ),
SendPropVector( SENDINFO( m_vecOrigin ), -1, SPROP_COORD ),
SendPropVector( SENDINFO( m_vecDir ), -1 ),
SendPropBool( SENDINFO( m_bDoTracers ) ),
SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO( m_flSpread ), 10, 0, 0, 1 ),
SendPropInt( SENDINFO( m_iShots ), 5, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton
static CTEHL2MPFireBullets g_TEHL2MPFireBullets( "Shotgun Shot" );
void TE_HL2MPFireBullets(
int iAttacker,
int iAdditionalIgnoreEnt,
int iAmmoID,
const Vector &vecOrigin,
const Vector &vecDir,
bool bDoTracers,
int iSeed,
float flSpread,
int iShots )
{
CRecipientFilter filter;
filter.AddAllPlayers();
filter.UsePredictionRules();
g_TEHL2MPFireBullets.m_iAttacker = iAttacker;
g_TEHL2MPFireBullets.m_iAdditionalIgnoreEnt = iAdditionalIgnoreEnt;
g_TEHL2MPFireBullets.m_iAmmoID = iAmmoID;
g_TEHL2MPFireBullets.m_vecOrigin = vecOrigin;
g_TEHL2MPFireBullets.m_vecDir = vecDir;
g_TEHL2MPFireBullets.m_bDoTracers = bDoTracers;
g_TEHL2MPFireBullets.m_iSeed = iSeed;
g_TEHL2MPFireBullets.m_flSpread = flSpread;
g_TEHL2MPFireBullets.m_iShots = iShots;
Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) );
g_TEHL2MPFireBullets.Create( filter, 0 );
}
cl_dll\c_te_hl2mp_shotgun_shot.cpp
#include "cbase.h"
#include "c_basetempentity.h"
#include <cliententitylist.h>
#include "ammodef.h"
#include "c_te_effect_dispatch.h"
#include "shot_manipulator.h"
#include "bullet_manager.h"
class C_TEHL2MPFireBullets : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEHL2MPFireBullets, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType );
void CreateEffects( void );
public:
int m_iAttacker;
int m_iAdditionalIgnoreEnt;
int m_iAmmoID;
Vector m_vecOrigin;
Vector m_vecDir;
bool m_bDoTracers;
int m_iSeed;
float m_flSpread;
int m_iShots;
};
class CTraceFilterSkipPlayerAndViewModelOnly : public CTraceFilter
{
public:
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
C_BaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if( pEntity &&
( dynamic_cast<C_BaseViewModel *>( pEntity ) != NULL ) ||
( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL ) )
{
return false;
}
else
{
return true;
}
}
};
void C_TEHL2MPFireBullets::CreateEffects( void )
{
CAmmoDef* pAmmoDef = GetAmmoDef();
if ( pAmmoDef == NULL )
return;
C_BaseEntity *pEnt = ClientEntityList().GetEnt( m_iAttacker );
if ( pEnt )
{
C_BaseCombatCharacter *pChar = pEnt->MyCombatCharacterPointer();
if ( pChar && pChar->GetActiveWeapon() )
{
C_BaseCombatWeapon *pWpn = pChar->GetActiveWeapon();
C_BaseEntity *additional = ClientEntityList().GetEnt( m_iAdditionalIgnoreEnt );
if ( pWpn )
{
int iSeed = m_iSeed;
CShotManipulator Manipulator( m_vecDir );
for (int iShot = 0; iShot < m_iShots; iShot++)
{
RandomSeed( iSeed ); // init random system with this seed
// Don't run the biasing code for the player at the moment.
Vector vecDir = Manipulator.ApplySpread( Vector( m_flSpread, m_flSpread, m_flSpread ) );
bool bTraceHull = ( m_iShots > 1 && iShot % 2 );
C_SimulatedBullet *pBullet = new C_SimulatedBullet(pEnt, additional,
m_iAmmoID, vecDir, m_vecOrigin, bTraceHull);
BulletManager()->AddBullet(pBullet);
iSeed++;
}
}
}
}
}
void C_TEHL2MPFireBullets::PostDataUpdate( DataUpdateType_t updateType )
{
CreateEffects();
}
IMPLEMENT_CLIENTCLASS_EVENT( C_TEHL2MPFireBullets, DT_TEHL2MPFireBullets, CTEHL2MPFireBullets );
BEGIN_RECV_TABLE_NOBASE(C_TEHL2MPFireBullets, DT_TEHL2MPFireBullets )
RecvPropInt( RECVINFO( m_iAttacker ) ),
RecvPropInt( RECVINFO( m_iAdditionalIgnoreEnt ) ),
RecvPropInt( RECVINFO( m_iAmmoID ) ),
RecvPropVector( RECVINFO( m_vecOrigin ) ),
RecvPropVector( RECVINFO( m_vecDir ) ),
RecvPropBool( RECVINFO( m_bDoTracers ) ),
RecvPropInt( RECVINFO( m_iSeed ) ),
RecvPropFloat( RECVINFO( m_flSpread ) ),
RecvPropInt( RECVINFO( m_iShots ) ),
END_RECV_TABLE()