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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Rifle.h"
#include "WeaponDef.h"
#include "Game/TraceRay.h"
#include "Game/GameHelper.h"
#include "Map/Ground.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Units/Unit.h"
#include "Sim/Features/Feature.h"
#include "System/SpringMath.h"
CR_BIND_DERIVED(CRifle, CWeapon, )
CR_REG_METADATA(CRifle, )
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
void CRifle::FireImpl(const bool scriptCall)
{
float3 dir = (currentTargetPos - weaponMuzzlePos).SafeNormalize();
dir +=
(gsRNG.NextVector() * SprayAngleExperience() + SalvoErrorExperience());
dir.Normalize();
CUnit* hitUnit;
CFeature* hitFeature;
TraceRay::TraceRay(weaponMuzzlePos, dir, range, collisionFlags, owner, hitUnit, hitFeature);
const float impulse = CGameHelper::CalcImpulseScale(*damages, 1.0f);
if (hitUnit != nullptr)
hitUnit->DoDamage(*damages, dir * impulse, owner, weaponDef->id, -1);
else if (hitFeature != nullptr)
hitFeature->DoDamage(*damages, dir * impulse, owner, weaponDef->id, -1);
}
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