Пример #1
0
    public void Rpc_spawn_blood(GameObject[] victim, short[] pox, short[] angle, bool[] isheadshot)
    {
        for (int i = 0; i < victim.Length && victim[i] != null; i++)
        {
            //Decompress coordinates
            float x = pox[i];
            x /= CONSTANTS.SYNC_POS_MUTIPLIER;
            float y = pox[pox.Length / 2 + i];
            y /= CONSTANTS.SYNC_POS_MUTIPLIER;
            Vector2 bleed_pos = new Vector2(x, y);

            //Decompress angle
            float angle_decompressed = CONSTANTS.seed_short_to_float(angle[i], 360);

            victim[i].GetComponent <Body_generic>().bleed(bleed_pos, angle_decompressed, isheadshot[i]);
        }
    }
Пример #2
0
    //This function simulate bullets locally
    public void shoot(GameObject gun_user, short fire_point_x, short fire_point_y, short aim_dir, sbyte[] aim_dir_offset, float lag_prediction = 0)
    {
        Vector2 fire_point = new Vector2(fire_point_x / CONSTANTS.SYNC_POS_MUTIPLIER, fire_point_y / CONSTANTS.SYNC_POS_MUTIPLIER);

        Body_generic user_body = gun_user.GetComponent <Body_generic>();

        if (equip == null)
        {
            equip = GetComponent <Equipable_generic>();
        }
        bool hasAuthority = equip.isServer;

        if (!cvar_watcher.isDedicated() && !Local_precomputation)
        {
            spawn_muzzle();
        }                                                                            //Only spawn muzzle on clients

        float aim_dir_float = CONSTANTS.seed_short_to_float(aim_dir, 360);

        float firecone_maxrange = accuracy + precise;

        if (bullet.tag == "bullet")//Shooting bullet is local authoritative, meaning shooter decides if he hits
        {
            if (aim_dir_offset == null)
            {
                fire_bullet(gun_user, fire_point, aim_dir_float, local_player_protocol(user_body), lag_prediction);
            }
            else
            {
                for (int i = 0; i < aim_dir_offset.Length; i++)
                {
                    float blt_dir = aim_dir_float + CONSTANTS.seed_sbyte_to_float(aim_dir_offset[i], firecone_maxrange);
                    fire_bullet(gun_user, fire_point, blt_dir, local_player_protocol(user_body), lag_prediction);
                }
            }
        }
        else if (bullet.tag == "bullet_laser")//Shooting laser is local authoritative, meaning shooter decides if he hits
        {
            if (aim_dir_offset == null)
            {
                fire_laser(gun_user, fire_point, aim_dir_float, local_player_protocol(user_body));
            }
            else
            {
                for (int i = 0; i < aim_dir_offset.Length; i++)
                {
                    float blt_dir = aim_dir_float + CONSTANTS.seed_sbyte_to_float(aim_dir_offset[i], firecone_maxrange);
                    fire_laser(gun_user, fire_point, blt_dir, local_player_protocol(user_body));
                }
            }
        }
        else if (bullet.tag == "bullet_rocket")//Shooting rocket is server authoritative, meaning server decides if he hits
        {
            if (hasAuthority)
            {
                if (aim_dir_offset == null)
                {
                    fire_rocket(gun_user, fire_point, aim_dir_float, hasAuthority);
                }
                else
                {
                    for (int i = 0; i < aim_dir_offset.Length; i++)
                    {
                        float blt_dir = aim_dir_float + CONSTANTS.seed_sbyte_to_float(aim_dir_offset[i], firecone_maxrange);
                        fire_rocket(gun_user, fire_point, blt_dir, hasAuthority);
                    }
                }
            }
        }
        if (bullet.tag == "bullet_tesla")//This function only runs on local. local simulate path, broadcast path and damage to network
        {
            fire_tesla(gun_user, fire_point, aim_dir_float, local_player_protocol(user_body), null, lag_prediction);
        }
        else if (bullet.tag == "bullet_flame")//Shooting bullet is server authoritative, meaning server decides if he hits
        {
            float blt_dir = aim_dir_float + CONSTANTS.seed_sbyte_to_float(aim_dir_offset[0], firecone_maxrange);
            bullet.transform.rotation = Quaternion.Euler(0, 0, blt_dir - bullet.GetComponent <ParticleSystem>().shape.arc / 2);
            bullet.GetComponent <ParticleSystem>().Emit(burst_shots);
        }
    }