193 lines
6.5 KiB
C#
193 lines
6.5 KiB
C#
using System;
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using GTA;
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using GTA.Math;
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using Lidgren.Network;
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using RageCoop.Client.Scripting;
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using RageCoop.Core;
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namespace RageCoop.Client
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{
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internal static class SyncEvents
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{
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#region TRIGGER
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public static void TriggerPedKilled(SyncedPed victim)
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{
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Networking.SendSync(new Packets.PedKilled { VictimID = victim.ID }, ConnectionChannel.SyncEvents);
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}
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public static void TriggerChangeOwner(int vehicleID, int newOwnerID)
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{
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Networking.SendSync(new Packets.OwnerChanged
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{
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ID = vehicleID,
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NewOwnerID = newOwnerID
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}, ConnectionChannel.SyncEvents, NetDeliveryMethod.ReliableOrdered);
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}
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public static void TriggerBulletShot(SyncedPed owner, Vector3 impactPosition)
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{
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var hash = (uint)owner.MainPed.VehicleWeapon;
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if (hash == (uint)VehicleWeaponHash.Invalid)
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hash = (uint)owner.MainPed.Weapons.Current.Hash;
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Networking.SendBullet(owner.ID, hash, impactPosition);
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}
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public static void TriggerNozzleTransform(int vehID, bool hover)
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{
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Networking.SendSync(new Packets.NozzleTransform { VehicleID = vehID, Hover = hover },
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ConnectionChannel.SyncEvents);
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}
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#endregion
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#region HANDLE
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public static ParticleEffectAsset CorePFXAsset = new ParticleEffectAsset("core");
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private static void HandlePedKilled(Packets.PedKilled p)
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{
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EntityPool.GetPedByID(p.VictimID)?.MainPed?.Kill();
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}
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private static void HandleOwnerChanged(Packets.OwnerChanged p)
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{
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var v = EntityPool.GetVehicleByID(p.ID);
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if (v == null) return;
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v.OwnerID = p.NewOwnerID;
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v.SetLastSynced(true);
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v.Position = v.MainVehicle.Position;
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v.Quaternion = v.MainVehicle.Quaternion;
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}
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private static void HandleNozzleTransform(Packets.NozzleTransform p)
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{
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EntityPool.GetVehicleByID(p.VehicleID)?.MainVehicle?.SetNozzleAngel(p.Hover ? 1 : 0);
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}
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private static void HandleBulletShot(int ownerID, uint weaponHash, Vector3 end)
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{
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var c = EntityPool.GetPedByID(ownerID);
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var p = c?.MainPed;
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if (p == null)
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{
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return;
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// p = Game.Player.Character;
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// Main.Logger.Warning("Failed to find owner for bullet");
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}
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var damage = (int)p.GetWeaponDamage(weaponHash);
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// Some weapon hash has some firing issue, so we need to replace it with known good ones
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weaponHash = WeaponUtil.GetWeaponFix(weaponHash);
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// Request asset for muzzle flash
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if (!CorePFXAsset.IsLoaded) CorePFXAsset.Request();
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// Request asset for materialising the bullet
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var asset = new WeaponAsset(weaponHash);
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if (!asset.IsLoaded) asset.Request();
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bool isVeh = p.VehicleWeapon != VehicleWeaponHash.Invalid;
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var bone = c.GetMuzzleBone(isVeh);
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World.ShootBullet(bone.Position, end, p, asset, damage);
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World.CreateParticleEffectNonLooped(CorePFXAsset,
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!isVeh && p.Weapons.Current.Components.GetSuppressorComponent().Active
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? "muz_pistol_silencer"
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: ((WeaponHash)weaponHash).GetFlashFX(isVeh), bone.Position, isVeh ? bone.GetRotation() : bone.Owner.Rotation);
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}
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public static void HandleEvent(PacketType type, NetIncomingMessage msg)
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{
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switch (type)
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{
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case PacketType.BulletShot:
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{
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var p = msg.GetPacket<Packets.BulletShot>();
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HandleBulletShot(p.OwnerID, p.WeaponHash, p.EndPosition);
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break;
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}
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case PacketType.OwnerChanged:
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{
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HandleOwnerChanged(msg.GetPacket<Packets.OwnerChanged>());
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}
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break;
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case PacketType.PedKilled:
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{
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HandlePedKilled(msg.GetPacket<Packets.PedKilled>());
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}
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break;
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case PacketType.NozzleTransform:
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{
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HandleNozzleTransform(msg.GetPacket<Packets.NozzleTransform>());
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break;
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}
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}
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Networking.Peer.Recycle(msg);
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}
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#endregion
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#region CHECK EVENTS
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public static void Check(SyncedPed c)
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{
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var subject = c.MainPed;
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// Check bullets
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if (subject.IsShooting && !subject.IsUsingProjectileWeapon())
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{
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var i = 0;
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// Some weapon is not instant hit, so we may need to wait a few ticks to get the impact position
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bool getBulletImpact()
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{
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var endPos = subject.LastWeaponImpactPosition;
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// Impact found
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if (endPos != default)
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{
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TriggerBulletShot(c, endPos);
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return true;
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}
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// Not found, but it's shot from a vehicle
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if (subject.VehicleWeapon != VehicleWeaponHash.Invalid)
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{
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var b = c.GetMuzzleBone(true);
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TriggerBulletShot(c, b.Position + b.ForwardVector * 200);
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return true;
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}
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// Get impact in next tick
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if (++i <= 5) return false;
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// Exceeded maximum wait of 5 ticks, return (inaccurate) aim coordinate
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endPos = subject.GetAimCoord();
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TriggerBulletShot(c, endPos);
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return true;
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}
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if (!getBulletImpact()) API.QueueAction(getBulletImpact);
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}
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}
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public static void Check(SyncedVehicle v)
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{
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if (v.MainVehicle == null || !v.MainVehicle.HasNozzle()) return;
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if (v.LastNozzleAngle == 1 && v.MainVehicle.GetNozzleAngel() != 1)
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TriggerNozzleTransform(v.ID, false);
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else if (v.LastNozzleAngle == 0 && v.MainVehicle.GetNozzleAngel() != 0) TriggerNozzleTransform(v.ID, true);
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v.LastNozzleAngle = v.MainVehicle.GetNozzleAngel();
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}
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#endregion
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}
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} |