示例#1
0
        public override void FireBullet(Player player, Vector3 origin, Vector3 dir, Vector3 recoil,
                                        int blockDamage, float playerDamage, float maxDist = float.MaxValue)
        {
            Ray ray = new Ray(origin, dir + recoil);
            TerrainRaycastResult result = TerrainPhysics.Raycast(ray, true, maxDist);

            if (result.Intersects)
            {
                result.Chunk.DamageBlock(result.BlockIndex.Value, blockDamage);
                if (DashCMD.GetCVar <bool>("cl_impacts"))
                {
                    debugRenderer.AddBulletImpact(ray.Origin + ray.Direction * result.IntersectionDistance.Value, Color.Red);
                }
            }
        }
示例#2
0
        public override void FireBullet(Player player, Vector3 origin, Vector3 dir, Vector3 recoil,
                                        int damage, float playerDamage, float maxDist = float.MaxValue)
        {
            // Signal server that we fired a bullet at this time
            OurPlayer.ClientSnapshot.BulletSnapshot.EnqueueBullet(new NetworkBullet(origin, Camera.Active.Yaw, Camera.Active.Pitch));

            // Simulate bullet locally if enabled
            if (DashCMD.GetCVar <bool>("cl_impacts"))
            {
                Ray ray = new Ray(origin, dir + recoil);
                TerrainRaycastResult result = TerrainPhysics.Raycast(ray, true, maxDist);

                ClientPlayer hitPlayer   = null;
                float?       hitPlayerAt = null;
                foreach (ClientPlayer otherPlayer in players.Values)
                {
                    if (otherPlayer != player)
                    {
                        if (DashCMD.GetCVar <bool>("cl_impacts"))
                        {
                            debugRenderer.AddPlayerRollback(otherPlayer.Transform.Position, Color.Green);
                        }

                        Ray newRay = new Ray(origin - otherPlayer.Transform.Position, dir);

                        float?dist;
                        if (newRay.Intersects(otherPlayer.GetOrientatedBoundingBox(), out dist))
                        {
                            if (!hitPlayerAt.HasValue || dist.Value < hitPlayerAt.Value)
                            {
                                hitPlayer   = otherPlayer;
                                hitPlayerAt = dist.Value;
                            }
                        }
                    }
                }

                if (result.Intersects && (!hitPlayerAt.HasValue || (hitPlayerAt.Value > result.IntersectionDistance.Value)))
                {
                    debugRenderer.AddBulletImpact(ray.Origin + ray.Direction * result.IntersectionDistance.Value, Color.Red);
                }
                else if (hitPlayerAt.HasValue)
                {
                    debugRenderer.AddBulletImpact(ray.Origin + ray.Direction * hitPlayerAt.Value, Color.Red);
                }
            }
        }
示例#3
0
        public PlayerRaycastResult RaycastPlayer(Vector3 origin, Player player, float maxDist = 2000f)
        {
            Vector3 dir = (player.Transform.Position - origin).Normalize();
            Ray     ray = new Ray(origin, dir);

            TerrainRaycastResult tResult = TerrainPhysics.Raycast(ray, true, maxDist);
            float?dist;
            PhysicsBodyComponent playerPhysics = player.GetComponent <PhysicsBodyComponent>();
            bool hitPlayer = ray.Intersects(playerPhysics.GetCollider(), out dist);

            if (hitPlayer && dist.Value <= maxDist && (!tResult.Intersects || dist.Value < tResult.IntersectionDistance.Value))
            {
                return(new PlayerRaycastResult(ray, true, ray.Origin + ray.Direction * dist.Value, dist, player));
            }
            else
            {
                return(new PlayerRaycastResult(ray));
            }
        }