//------------------------------------------------------------------------------
// Purpose : Drop a window pane entity
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CBreakableSurface::DropPane(int nWidth, int nHeight)
{
	// Check parameter range
	if (nWidth < 0  || nWidth  >= m_nNumWide) return;
	if (nHeight < 0 || nHeight >= m_nNumHigh) return;

	if (!IsBroken(nWidth,nHeight))
	{
		BreakPane(nWidth,nHeight);

		QAngle vAngles;
		VectorAngles(-1*m_vNormal,vAngles);
		
		Vector vWidthDir,vHeightDir;
		AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir);
		Vector vBreakPos	= m_vCorner + 
								(nWidth*vWidthDir*m_flPanelWidth) + 
								(nHeight*vHeightDir*m_flPanelHeight);

		CreateShards(vBreakPos, vAngles, vec3_origin, vec3_origin,
						WINDOW_PANEL_SIZE,	WINDOW_PANEL_SIZE,
						WINDOW_SMALL_SHARD_SIZE);

		DamageSound();

		CWindowPane *pPane = CWindowPane::CreateWindowPane(vBreakPos, vAngles);
		if (pPane)
		{
			pPane->SetLocalAngularVelocity( RandomAngle(-120,120) );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CAntlionGrub::CreateNugget( void )
{
	CGrubNugget *pNugget = (CGrubNugget *) CreateEntityByName( "item_grubnugget" );
	if ( pNugget == NULL )
		return;

	Vector vecOrigin;
	Vector vecForward;
	GetAttachment( LookupAttachment( "glow" ), vecOrigin, &vecForward );

	// Find out what size to make this nugget!
	int nDenomination = GetNuggetDenomination();
	pNugget->SetDenomination( nDenomination );
	
	pNugget->SetAbsOrigin( vecOrigin );
	pNugget->SetAbsAngles( RandomAngle( 0, 360 ) );
	DispatchSpawn( pNugget );

	IPhysicsObject *pPhys = pNugget->VPhysicsGetObject();
	if ( pPhys )
	{
		Vector vecForward;
		GetVectors( &vecForward, NULL, NULL );
		
		Vector vecVelocity = RandomVector( -35.0f, 35.0f ) + ( vecForward * -RandomFloat( 50.0f, 75.0f ) );
		AngularImpulse vecAngImpulse = RandomAngularImpulse( -100.0f, 100.0f );

		pPhys->AddVelocity( &vecVelocity, &vecAngImpulse );
	}
}
Beispiel #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::SecondaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	//Must have ammo
	if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) )
	{
		SendWeaponAnim( ACT_VM_DRYFIRE );
		BaseClass::WeaponSound( EMPTY );
		m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
		return;
	}

	if( m_bInReload )
		m_bInReload = false;

	// MUST call sound before removing a round from the clip of a CMachineGun
	BaseClass::WeaponSound( WPN_DOUBLE );

	Vector vecSrc = pPlayer->Weapon_ShootPosition();
	Vector	vecThrow;
	// Don't autoaim on grenade tosses
	AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
	VectorScale( vecThrow, 1000.0f, vecThrow );
	
#ifndef CLIENT_DLL
	//Create the grenade
	CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, vec3_angle, pPlayer );
	pGrenade->SetAbsVelocity( vecThrow );

	pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
	pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); 
	pGrenade->SetThrower( GetOwner() );
	pGrenade->SetDamage( SMG1_GRENADE_DAMAGE );
	pGrenade->SetDamageRadius( SMG1_GRENADE_RADIUS );

	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON );

	// Register a muzzleflash for the AI.
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );	
#endif

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );
	
	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	// Decrease ammo
	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );

	// Can shoot again immediately
	m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;

	// Can blow up after a short delay (so have time to release mouse button)
	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
}
Beispiel #4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::SecondaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	//Must have ammo
	if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) )
	{
		SendWeaponAnim( ACT_VM_DRYFIRE );
		BaseClass::WeaponSound( EMPTY );
		m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
		return;
	}

	if( m_bInReload )
		m_bInReload = false;

	// MUST call sound before removing a round from the clip of a CMachineGun
	BaseClass::WeaponSound( WPN_DOUBLE );

	pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE );

	Vector vecSrc = pPlayer->Weapon_ShootPosition();
	Vector	vecThrow;
	// Don't autoaim on grenade tosses
	AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
	VectorScale( vecThrow, 1000.0f, vecThrow );
	
	//Create the grenade
	QAngle angles;
	VectorAngles( vecThrow, angles );
	CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, angles, pPlayer );
	pGrenade->SetAbsVelocity( vecThrow );

	pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
	pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); 
	pGrenade->SetThrower( GetOwner() );
	pGrenade->SetDamage( sk_plr_dmg_smg1_grenade.GetFloat() );

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	// Decrease ammo
	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );

	// Can shoot again immediately
	m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;

	// Can blow up after a short delay (so have time to release mouse button)
	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;

	// Register a muzzleflash for the AI.
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );	
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CNPC_CombineShot::Event_Killed(const CTakeDamageInfo &info)
{
	// Don't bother if we've been told not to, or the player has a megaphyscannon
	if ( combine_shot_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
	{
		BaseClass::Event_Killed( info );
		return;
	}

	CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );

	if ( !pPlayer )
	{
		CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ;
		if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() )
		{
			pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() );
		}
	}

	if ( pPlayer != NULL )
	{
		CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);

		// Attempt to drop health
		if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) )
		{
			DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pHL2GameRules->NPC_DroppedHealth();
		}
		
		if ( HasSpawnFlags( SF_COMBINE_NO_GRENADEDROP ) == false )
		{
			// Attempt to drop a grenade
			if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
			{
				DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
				pHL2GameRules->NPC_DroppedGrenade();
			}
		}
	}

	BaseClass::Event_Killed( info );
}
Beispiel #6
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void HunterDamageCallback( const CEffectData &data )
{
	CSmartPtr<CSimple3DEmitter> pGlassEmitter = CSimple3DEmitter::Create( "HunterDamage" );
	if ( pGlassEmitter == NULL )
		return;

	pGlassEmitter->SetSortOrigin( data.m_vOrigin );

	// Handle increased scale
	const float flMaxSpeed = 400.0f;
	const float flMinSpeed = 50.0f;
	float flAngularSpray = 1.0f;

	// Setup our collision information
	pGlassEmitter->m_ParticleCollision.Setup( data.m_vOrigin, &data.m_vNormal, flAngularSpray, flMinSpeed, flMaxSpeed, 600.0f, 0.2f );

	Vector	dir, end;

	int	numFlecks = 32;

	Particle3D *pFleckParticle;
	Vector spawnOffset;

	//Dump out flecks
	for ( int i = 0; i < numFlecks; i++ )
	{
		spawnOffset = data.m_vOrigin + RandomVector( -32.0f, 32.0f );
		pFleckParticle = (Particle3D *) pGlassEmitter->AddParticle( sizeof(Particle3D), g_Mat_Fleck_Antlion[random->RandomInt(0,1)], spawnOffset );

		if ( pFleckParticle == NULL )
			break;

		pFleckParticle->m_flLifeRemaining	= random->RandomFloat( 2.0f, 3.0f );

		dir[0] = data.m_vNormal[0] + random->RandomFloat( -flAngularSpray, flAngularSpray );
		dir[1] = data.m_vNormal[1] + random->RandomFloat( -flAngularSpray, flAngularSpray );
		dir[2] = data.m_vNormal[2] + random->RandomFloat( -flAngularSpray, flAngularSpray );

		pFleckParticle->m_uchSize		= random->RandomInt( 3, 8 );

		pFleckParticle->m_vecVelocity	= dir * random->RandomFloat( flMinSpeed, flMaxSpeed);

		pFleckParticle->m_vAngles		= RandomAngle( 0, 360 );
		pFleckParticle->m_flAngSpeed	= random->RandomFloat( -800, 800 );

		unsigned char color = 255;
		pFleckParticle->m_uchFrontColor[0]	= color;
		pFleckParticle->m_uchFrontColor[1]	= color;
		pFleckParticle->m_uchFrontColor[2]	= color;
		pFleckParticle->m_uchBackColor[0]	= color * 0.25f;
		pFleckParticle->m_uchBackColor[1]	= color * 0.25f;
		pFleckParticle->m_uchBackColor[2]	= color * 0.25f;
	}
}
bool CDirector_Manager::AddBoss(const Vector &vecPosition)
{
	// No se ha podido acceder al Director.
	if ( !Director() )
		return false;

	// No es posible crear un jefe aquí.
	if ( !CanMake(vecPosition) )
		return false;

	// Creamos un jefe de la lista.
	const char *pBossName	= GetBossClass();
	CAI_BaseNPC *pBoss		= (CAI_BaseNPC *)CreateEntityByName(pBossName);

	QAngle angles = RandomAngle(0, 360);
	angles.x = 0.0;
	angles.z = 0.0;	
	pBoss->SetAbsAngles(angles);

	// Establecemos la ubicación de creación.
	pBoss->SetAbsOrigin(vecPosition);

	// Debe caer al suelo y desaparecer.
	pBoss->AddSpawnFlags(SF_NPC_FALL_TO_GROUND);
	UTIL_DropToFloor(pBoss, MASK_SOLID);

	ConVarRef director_debug("director_debug");

	// Marcamos al nodo afortunado.
	if ( director_debug.GetBool() )
		NDebugOverlay::Box(vecPosition, -Vector(15, 15, 15), Vector(15, 15, 15), 223, 1, 1, 10, 3.0f);

	DispatchSpawn(pBoss);
	pBoss->SetOwnerEntity(Director());
	DispatchActivate(pBoss);

	// ¡¡NO CAMBIAR!!
	pBoss->SetName(MAKE_STRING(BOSS_NAME));

	// Al parecer se atoro en una pared.
	if ( !PostSpawn(pBoss) )
		return false;

	DevMsg("[MANAGER] Se ha creado un JEFE. \r\n");

	++Director()->BossSpawned;
	Director()->BossPendient = false;
	Director()->ChildsKilled = 0;

	return true;
}
//-----------------------------------------------------------------------------
// Purpose: Create a resource chunk
//-----------------------------------------------------------------------------
CResourceChunk *CResourceChunk::Create( bool bProcessed, const Vector &vecOrigin, const Vector &vecVelocity )
{
	CResourceChunk *pChunk = (CResourceChunk*)CreateEntityByName("resource_chunk");

	UTIL_SetOrigin( pChunk, vecOrigin );
	pChunk->m_bIsProcessed = bProcessed;
	pChunk->m_bBeingCollected = false;
	pChunk->Spawn();
	pChunk->SetAbsVelocity( vecVelocity );
	pChunk->SetLocalAngularVelocity( RandomAngle( -100, 100 ) );
	pChunk->SetLocalAngles( vec3_angle );

	return pChunk;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::SecondaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	//Must have ammo
	if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 )
	{
		SendWeaponAnim( ACT_VM_DRYFIRE );
		BaseClass::WeaponSound( EMPTY );
		m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
		return;
	}

	// MUST call sound before removing a round from the clip of a CMachineGun
	BaseClass::WeaponSound( DOUBLE );

	Vector vecSrc = pPlayer->Weapon_ShootPosition();
	Vector vecThrow = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ) * 1000.0f;
	
	//Create the grenade
	CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, vec3_angle, pPlayer );
	pGrenade->SetAbsVelocity( vecThrow );

	pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
	pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY ); 
	pGrenade->SetOwner( GetOwner() );
	pGrenade->SetDamage( sk_plr_dmg_ar2_grenade.GetFloat() );

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	// Decrease ammo
	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );

	// Can shoot again immediately
	m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;

	// Can blow up after a short delay (so have time to release mouse button)
	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;

	// Register a muzzleflash for the AI.
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );	
}
// Атака зажигательными гранатами. Отключена. Для включения см. комментарий в ф-ции Spawn()
// See the function and the and of npc_cremator.h
void CNPC_Cremator::ThrowIncendiaryGrenade( void )
{
	Vector vecStart;
	GetAttachment( "anim_attachment_LH", vecStart );

	Vector forward, up, right, vecThrow;

	GetVectors( &forward, &right, &up );
	vecThrow = forward * 450 + up * 175 + right * random->RandomFloat(-15, 5);
	
	CGrenadeIncendiary *pIncendiary = (CGrenadeIncendiary*)Create( "grenade_incendiary", vecStart, vec3_angle, this );

	pIncendiary->SetAbsVelocity( vecThrow );
	pIncendiary->SetGravity( 1.5f );
	pIncendiary->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
	pIncendiary->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); 
}
///------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
CWindowPane* CWindowPane::CreateWindowPane( const Vector &vecOrigin, const QAngle &vecAngles )
{
	CWindowPane *pGlass = (CWindowPane*)CreateEntityByName( "window_pane" );
	if ( !pGlass )
	{
		Msg( "NULL Ent in CreateWindowPane!\n" );
		return NULL;
	}

	if ( pGlass->edict() )
	{
		pGlass->SetLocalOrigin( vecOrigin );
		pGlass->SetLocalAngles( vecAngles );
		pGlass->Spawn();
		pGlass->SetTouch(&CWindowPane::PaneTouch);
		pGlass->SetLocalAngularVelocity( RandomAngle(-50,50) );
		pGlass->m_nBody = random->RandomInt(0,2);
	}
	return pGlass;
}
void Bot_FlipOut( CPluginBot *pBot, CBotCmd &cmd )
{
	if ( bot_flipout.GetInt() > 0 && !pBot->m_PlayerInfo->IsDead() )
	{
		if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
		{
			cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
		}

		if ( bot_flipout.GetInt() >= 2 )
		{
			QAngle angOffset = RandomAngle( -1, 1 );

			pBot->m_LastAngles += angOffset;

			for ( int i = 0 ; i < 2; i++ )
			{
				if ( fabs( pBot->m_LastAngles[ i ] - pBot->m_ForwardAngle[ i ] ) > 15.0f )
				{
					if ( pBot->m_LastAngles[ i ] > pBot->m_ForwardAngle[ i ] )
					{
						pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] + 15;
					}
					else
					{
						pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] - 15;
					}
				}
			}

			pBot->m_LastAngles[ 2 ] = 0;

			pBot->m_BotInterface->SetLocalAngles( pBot->m_LastAngles );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void FX_GlassImpact( const Vector &pos, const Vector &normal )
{
	VPROF_BUDGET( "FX_GlassImpact", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
	CSmartPtr<CSimple3DEmitter> pGlassEmitter = CSimple3DEmitter::Create( "FX_GlassImpact" );
	pGlassEmitter->SetSortOrigin( pos );

	Vector vecColor;
	engine->ComputeLighting( pos, NULL, true, vecColor );

	// HACK: Blend a little toward white to match the materials...
	VectorLerp( vecColor, Vector( 1, 1, 1 ), 0.3, vecColor );

	float flShardSize	= random->RandomFloat( 2.0f, 6.0f );

	unsigned char color[3] = { 200, 200, 210 };

	// ---------------------
	// Create glass shards
	// ----------------------

	int numShards = random->RandomInt( 2, 4 );

	for ( int i = 0; i < numShards; i++ )
	{
		Particle3D *pParticle;
		
		pParticle = (Particle3D *) pGlassEmitter->AddParticle( sizeof(Particle3D), g_Mat_Fleck_Glass[random->RandomInt(0,1)], pos );

		if ( pParticle )
		{
			pParticle->m_flLifeRemaining	= random->RandomFloat(GLASS_SHARD_MIN_LIFE,GLASS_SHARD_MAX_LIFE);

			pParticle->m_vecVelocity[0]		= ( normal[0] + random->RandomFloat( -0.8f, 0.8f ) ) * random->RandomFloat( GLASS_SHARD_MIN_SPEED, GLASS_SHARD_MAX_SPEED );
			pParticle->m_vecVelocity[1]		= ( normal[1] + random->RandomFloat( -0.8f, 0.8f ) ) * random->RandomFloat( GLASS_SHARD_MIN_SPEED, GLASS_SHARD_MAX_SPEED );
			pParticle->m_vecVelocity[2]		= ( normal[2] + random->RandomFloat( -0.8f, 0.8f ) ) * random->RandomFloat( GLASS_SHARD_MIN_SPEED, GLASS_SHARD_MAX_SPEED );

			pParticle->m_uchSize			= flShardSize + random->RandomFloat(-0.5*flShardSize,0.5*flShardSize);
			pParticle->m_vAngles			= RandomAngle( 0, 360 );
			pParticle->m_flAngSpeed			= random->RandomFloat(-800,800);

			pParticle->m_uchFrontColor[0]	= (byte)(color[0] * vecColor.x);
			pParticle->m_uchFrontColor[1]	= (byte)(color[1] * vecColor.y);
			pParticle->m_uchFrontColor[2]	= (byte)(color[2] * vecColor.z);
			pParticle->m_uchBackColor[0]	= (byte)(color[0] * vecColor.x);
			pParticle->m_uchBackColor[1]	= (byte)(color[1] * vecColor.y);
			pParticle->m_uchBackColor[2]	= (byte)(color[2] * vecColor.z);
		}
	}

	pGlassEmitter->m_ParticleCollision.Setup( pos, &normal, GLASS_SHARD_NOISE, GLASS_SHARD_MIN_SPEED, GLASS_SHARD_MAX_SPEED, GLASS_SHARD_GRAVITY, GLASS_SHARD_DAMPING );

	color[0] = 64;
	color[1] = 64;
	color[2] = 92;

	// ---------------------------
	// Dust
	// ---------------------------

	Vector	dir;
	Vector	offset = pos + ( normal * 2.0f );
	float	colorRamp;

	SimpleParticle newParticle;

	for ( int i = 0; i < 4; i++ )
	{
		newParticle.m_Pos = offset;

		newParticle.m_flLifetime= 0.0f;
		newParticle.m_flDieTime	= random->RandomFloat( 0.1f, 0.25f );
		
		dir[0] = normal[0] + random->RandomFloat( -0.8f, 0.8f );
		dir[1] = normal[1] + random->RandomFloat( -0.8f, 0.8f );
		dir[2] = normal[2] + random->RandomFloat( -0.8f, 0.8f );

		newParticle.m_uchStartSize	= random->RandomInt( 1, 4 );
		newParticle.m_uchEndSize	= newParticle.m_uchStartSize * 8;

		newParticle.m_vecVelocity	= dir * random->RandomFloat( 8.0f, 16.0f )*(i+1);
		newParticle.m_vecVelocity[2] -= random->RandomFloat( 16.0f, 32.0f )*(i+1);

		newParticle.m_uchStartAlpha	= random->RandomInt( 128, 255 );
		newParticle.m_uchEndAlpha	= 0;
		
		newParticle.m_flRoll		= random->RandomFloat( 0, 360 );
		newParticle.m_flRollDelta	= random->RandomFloat( -1, 1 );

		colorRamp = random->RandomFloat( 0.5f, 1.25f );

		newParticle.m_uchColor[0] = MIN( 1.0f, color[0]*colorRamp )*255.0f;
		newParticle.m_uchColor[1] = MIN( 1.0f, color[1]*colorRamp )*255.0f;
		newParticle.m_uchColor[2] = MIN( 1.0f, color[2]*colorRamp )*255.0f;

		AddSimpleParticle( &newParticle, g_Mat_BloodPuff[0] );
	}

	//
	// Bullet hole capper
	//
	newParticle.m_Pos = offset;

	newParticle.m_flLifetime		= 0.0f;
	newParticle.m_flDieTime		= random->RandomFloat( 1.0f, 1.5f );

	dir[0] = normal[0] + random->RandomFloat( -0.8f, 0.8f );
	dir[1] = normal[1] + random->RandomFloat( -0.8f, 0.8f );
	dir[2] = normal[2] + random->RandomFloat( -0.8f, 0.8f );

	newParticle.m_uchStartSize	= random->RandomInt( 4, 8 );
	newParticle.m_uchEndSize		= newParticle.m_uchStartSize * 4.0f;

	newParticle.m_vecVelocity = dir * random->RandomFloat( 2.0f, 8.0f );
	newParticle.m_vecVelocity[2] = random->RandomFloat( -2.0f, 2.0f );

	newParticle.m_uchStartAlpha	= random->RandomInt( 32, 64 );
	newParticle.m_uchEndAlpha	= 0;
	
	newParticle.m_flRoll			= random->RandomFloat( 0, 360 );
	newParticle.m_flRollDelta	= random->RandomFloat( -2, 2 );

	colorRamp = random->RandomFloat( 0.5f, 1.25f );

	newParticle.m_uchColor[0] = MIN( 1.0f, color[0]*colorRamp )*255.0f;
	newParticle.m_uchColor[1] = MIN( 1.0f, color[1]*colorRamp )*255.0f;
	newParticle.m_uchColor[2] = MIN( 1.0f, color[2]*colorRamp )*255.0f;

	AddSimpleParticle( &newParticle, g_Mat_DustPuff[0] );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CTDP_NPC_CombineS::Event_Killed( const CTakeDamageInfo &info )
{
	// Don't bother if we've been told not to, or the player has a megaphyscannon
/*	if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
	{
		BaseClass::Event_Killed( info );
		return;
	}*/

	CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );

	if ( pPlayer != NULL )
	{
		// Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
		if( IsElite() )
		{
			CBaseEntity *pItem = DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );

			if ( pItem )
			{
				IPhysicsObject *pObj = pItem->VPhysicsGetObject();

				if ( pObj )
				{
					Vector			vel		= RandomVector( -64.0f, 64.0f );
					AngularImpulse	angImp	= RandomAngularImpulse( -300.0f, 300.0f );

					vel[2] = 0.0f;
					pObj->AddVelocity( &vel, &angImp );
				}

				if( info.GetDamageType() & DMG_DISSOLVE )
				{
					CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);

					if( pAnimating )
					{
						pAnimating->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
					}
				}
			}
		}

		//CTDPGameRules *pTDPGameRules = static_cast<CTDPGameRules *>(g_pGameRules);

		// Attempt to drop health
		/*if ( pTDPGameRules->NPC_ShouldDropHealth( pPlayer ) )
		{
			DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pTDPGameRules->NPC_DroppedHealth();
		}*/
		
		// Attempt to drop a grenade
		/*if ( pTDPGameRules->NPC_ShouldDropGrenade( pPlayer ) )
		{
			DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pTDPGameRules->NPC_DroppedGrenade();
		}*/
	}

	BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
// Purpose: Run this Bot's AI for one frame.
//-----------------------------------------------------------------------------
void Bot_Think( CBaseTFPlayer *pBot )
{
	// Hack to make Bots use Menus
	if ( pBot->m_pCurrentMenu == gMenus[MENU_CLASS] )
	{
		int iClass = g_iNextBotClass;
		if ( iClass == -1 )
			iClass = random->RandomInt( 1, TFCLASS_CLASS_COUNT );

		pBot->m_pCurrentMenu->Input( pBot, iClass );
	}
	else if ( bot_changeclass.GetInt() && bot_changeclass.GetInt() != pBot->PlayerClass() )
	{
		pBot->m_pCurrentMenu = gMenus[MENU_CLASS];
		pBot->m_pCurrentMenu->Input( pBot, bot_changeclass.GetInt() );
	}

	// Make sure we stay being a bot
	pBot->AddFlag( FL_FAKECLIENT );

	botdata_t *botdata = &g_BotData[ ENTINDEX( pBot->pev ) - 1 ];

	QAngle vecViewAngles;
	float forwardmove = 0.0;
	float sidemove = botdata->sidemove;
	float upmove = 0.0;
	unsigned short buttons = 0;
	byte  impulse = 0;
	float frametime = gpGlobals->frametime;

	vecViewAngles = pBot->GetLocalAngles();


	// Create some random values
	if ( pBot->IsAlive() && (pBot->GetSolid() == SOLID_BBOX) )
	{
		trace_t trace;

		// Stop when shot
		if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) )
		{
			if ( pBot->m_iHealth == 100 )
			{
				forwardmove = 600 * ( botdata->backwards ? -1 : 1 );
				if ( botdata->sidemove != 0.0f )
				{
					forwardmove *= random->RandomFloat( 0.1, 1.0f );
				}
			}
			else
			{
				forwardmove = 0;
			}
		}

		// Only turn if I haven't been hurt
		if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_iHealth == 100 )
		{
			Vector vecEnd;
			Vector forward;

			QAngle angle;
			float angledelta = 15.0;

			int maxtries = (int)360.0/angledelta;

			if ( botdata->lastturntoright )
			{
				angledelta = -angledelta;
			}

			angle = pBot->GetLocalAngles();

			Vector vecSrc;
			while ( --maxtries >= 0 )
			{
				AngleVectors( angle, &forward );

				vecSrc = pBot->GetLocalOrigin() + Vector( 0, 0, 36 );

				vecEnd = vecSrc + forward * 10;

				UTIL_TraceHull( vecSrc, vecEnd, VEC_HULL_MIN, VEC_HULL_MAX, 
					MASK_PLAYERSOLID, pBot, COLLISION_GROUP_NONE, &trace );

				if ( trace.fraction == 1.0 )
				{
					if ( gpGlobals->curtime < botdata->nextturntime )
					{
						break;
					}
				}

				angle.y += angledelta;

				if ( angle.y > 180 )
					angle.y -= 360;
				else if ( angle.y < -180 )
					angle.y += 360;

				botdata->nextturntime = gpGlobals->curtime + 2.0;
				botdata->lastturntoright = random->RandomInt( 0, 1 ) == 0 ? true : false;

				botdata->forwardAngle = angle;
				botdata->lastAngles = angle;

			}


			if ( gpGlobals->curtime >= botdata->nextstrafetime )
			{
				botdata->nextstrafetime = gpGlobals->curtime + 1.0f;

				if ( random->RandomInt( 0, 5 ) == 0 )
				{
					botdata->sidemove = -600.0f + 1200.0f * random->RandomFloat( 0, 2 );
				}
				else
				{
					botdata->sidemove = 0;
				}
				sidemove = botdata->sidemove;

				if ( random->RandomInt( 0, 20 ) == 0 )
				{
					botdata->backwards = true;
				}
				else
				{
					botdata->backwards = false;
				}
			}

			pBot->SetLocalAngles( angle );
			vecViewAngles = angle;
		}

		// Is my team being forced to defend?
		if ( bot_defend.GetInt() == pBot->GetTeamNumber() )
		{
			buttons |= IN_ATTACK2;
		}
		// If bots are being forced to fire a weapon, see if I have it
		else if ( bot_forcefireweapon.GetString() )
		{
			CBaseCombatWeapon *pWeapon = pBot->Weapon_OwnsThisType( bot_forcefireweapon.GetString() );
			if ( pWeapon )
			{
				// Switch to it if we don't have it out
				CBaseCombatWeapon *pActiveWeapon = pBot->GetActiveWeapon();
				// Is it a twohandedweapon? If so, get the left weapon
				CWeaponTwoHandedContainer *pContainer = dynamic_cast< CWeaponTwoHandedContainer * >( pActiveWeapon );
				if ( pContainer )
				{
					pActiveWeapon = pContainer->GetLeftWeapon();
				}

				// Switch?
				if ( pActiveWeapon != pWeapon )
				{
					pBot->Weapon_Switch( pWeapon );
				}
				else
				{
					// Start firing
					// Some weapons require releases, so randomise firing
					if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
					{
						buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
					}
				}
			}
		}

		if ( bot_flipout.GetInt() )
		{
			if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
			{
				buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
			}
		}
	}
	else
	{
		// Wait for Reinforcement wave
		if ( !pBot->IsAlive() )
		{
			// Try hitting my buttons occasionally
			if ( random->RandomInt( 0, 100 ) > 80 )
			{
				// Respawn the bot
				if ( random->RandomInt( 0, 1 ) == 0 )
				{
					buttons |= IN_JUMP;
				}
				else
				{
					buttons = 0;
				}
			}
		}
	}

	if ( bot_flipout.GetInt() >= 2 )
	{

		QAngle angOffset = RandomAngle( -1, 1 );

		botdata->lastAngles += angOffset;

		for ( int i = 0 ; i < 2; i++ )
		{
			if ( fabs( botdata->lastAngles[ i ] - botdata->forwardAngle[ i ] ) > 15.0f )
			{
				if ( botdata->lastAngles[ i ] > botdata->forwardAngle[ i ] )
				{
					botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] + 15;
				}
				else
				{
					botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] - 15;
				}
			}
		}

		botdata->lastAngles[ 2 ] = 0;

		pBot->SetLocalAngles( botdata->lastAngles );
	}

	// Fix up the m_fEffects flags
	pBot->PostClientMessagesSent();

	RunPlayerMove( pBot, pBot->GetLocalAngles(), forwardmove, sidemove, upmove, buttons, impulse, frametime );
}
Beispiel #16
0
bool CASW_Spawn_Manager::SpawnRandomShieldbug()
{
    int iNumNodes = g_pBigAINet->NumNodes();
    if ( iNumNodes < 6 )
        return false;

    int nHull = HULL_WIDE_SHORT;
    CUtlVector<CASW_Open_Area*> aAreas;
    for ( int i = 0; i < 6; i++ )
    {
        CAI_Node *pNode = NULL;
        int nTries = 0;
        while ( nTries < 5 && ( !pNode || pNode->GetType() != NODE_GROUND ) )
        {
            pNode = g_pBigAINet->GetNode( RandomInt( 0, iNumNodes ) );
            nTries++;
        }

        if ( pNode )
        {
            CASW_Open_Area *pArea = FindNearbyOpenArea( pNode->GetOrigin(), HULL_MEDIUMBIG );
            if ( pArea && pArea->m_nTotalLinks > 30 )
            {
                // test if there's room to spawn a shieldbug at that spot
                if ( ValidSpawnPoint( pArea->m_pNode->GetPosition( nHull ), NAI_Hull::Mins( nHull ), NAI_Hull::Maxs( nHull ), true, false ) )
                {
                    aAreas.AddToTail( pArea );
                }
                else
                {
                    delete pArea;
                }
            }
        }
        // stop searching once we have 3 acceptable candidates
        if ( aAreas.Count() >= 3 )
            break;
    }

    // find area with the highest connectivity
    CASW_Open_Area *pBestArea = NULL;
    for ( int i = 0; i < aAreas.Count(); i++ )
    {
        CASW_Open_Area *pArea = aAreas[i];
        if ( !pBestArea || pArea->m_nTotalLinks > pBestArea->m_nTotalLinks )
        {
            pBestArea = pArea;
        }
    }

    if ( pBestArea )
    {
        CBaseEntity *pAlien = SpawnAlienAt( "asw_shieldbug", pBestArea->m_pNode->GetPosition( nHull ), RandomAngle( 0, 360 ) );
        IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>( pAlien );
        if ( pSpawnable )
        {
            pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL);
        }
        aAreas.PurgeAndDeleteElements();
        return true;
    }

    aAreas.PurgeAndDeleteElements();
    return false;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent )
{
	switch( pEvent->event )
	{
		case BSQUID_AE_SPIT:
		{
			Vector vSpitPos;
			GetAttachment("mouth", vSpitPos);
			vSpitPos.z += 40.0f;
			Vector	vTarget;

			// If our enemy is looking at us and far enough away, lead him
			if (HasCondition(COND_ENEMY_FACING_ME) && UTIL_DistApprox(GetAbsOrigin(), GetEnemy()->GetAbsOrigin()) > (40 * 12))
			{
				UTIL_PredictedPosition(GetEnemy(), 0.5f, &vTarget);
				vTarget.z = GetEnemy()->GetAbsOrigin().z;
			}
			else
			{
				// Otherwise he can't see us and he won't be able to dodge
				vTarget = GetEnemy()->BodyTarget(vSpitPos, true);
			}

			vTarget[2] += random->RandomFloat(0.0f, 32.0f);

			// Try and spit at our target
			Vector vecToss;
			if (GetSpitVector(vSpitPos, vTarget, &vecToss) == false)
			{
				DevMsg("GetSpitVector( vSpitPos, vTarget, &vecToss ) == false\n");
				// Now try where they were
				if (GetSpitVector(vSpitPos, m_vSavePosition, &vecToss) == false)
				{
					DevMsg("GetSpitVector( vSpitPos, m_vSavePosition, &vecToss ) == false\n");
					// Failing that, just shoot with the old velocity we calculated initially!
					vecToss = m_vecSaveSpitVelocity;
				}
			}

			// Find what our vertical theta is to estimate the time we'll impact the ground
			Vector vecToTarget = (vTarget - vSpitPos);
			VectorNormalize(vecToTarget);
			float flVelocity = VectorNormalize(vecToss);
			float flCosTheta = DotProduct(vecToTarget, vecToss);
			float flTime = (vSpitPos - vTarget).Length2D() / (flVelocity * flCosTheta);

			// Emit a sound where this is going to hit so that targets get a chance to act correctly
			CSoundEnt::InsertSound(SOUND_DANGER, vTarget, (15 * 12), flTime, this);

			// Don't fire again until this volley would have hit the ground (with some lag behind it)
			SetNextAttack(gpGlobals->curtime + flTime + random->RandomFloat(0.5f, 2.0f));

			for (int i = 0; i < 6; i++)
			{
				CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateEntityByName("grenade_spit");
				pGrenade->SetAbsOrigin(vSpitPos);
				pGrenade->SetAbsAngles(vec3_angle);
				DispatchSpawn(pGrenade);
				pGrenade->SetThrower(this);
				pGrenade->SetOwnerEntity(this);

				if (i == 0)
				{
					pGrenade->SetSpitSize(SPIT_LARGE);
					pGrenade->SetAbsVelocity(vecToss * flVelocity);
				}
				else
				{
					pGrenade->SetAbsVelocity((vecToss + RandomVector(-0.035f, 0.035f)) * flVelocity);
					pGrenade->SetSpitSize(random->RandomInt(SPIT_SMALL, SPIT_MEDIUM));
				}

				// Tumble through the air
				pGrenade->SetLocalAngularVelocity(QAngle(random->RandomFloat(-250, -500),
					random->RandomFloat(-250, -500),
					random->RandomFloat(-250, -500)));

			}

			for (int i = 0; i < 8; i++)
			{
				DispatchParticleEffect("blood_impact_yellow_01", vSpitPos + RandomVector(-12.0f, 12.0f), RandomAngle(0, 360));
			}

			EmitSound("NPC_Antlion.PoisonShoot");
		}
		break;

		case BSQUID_AE_BITE:
		{
		// SOUND HERE!
			CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH );
			if ( pHurt )
			{
				Vector forward, up;
				AngleVectors( GetAbsAngles(), &forward, NULL, &up );
				pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) );
				pHurt->SetGroundEntity( NULL );
			}
		}
		break;

		case BSQUID_AE_WHIP_SND:
		{
			EmitSound( "NPC_Bullsquid.TailWhip" );
			break;
		}

/*
		case BSQUID_AE_TAILWHIP:
		{
			CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB );
			if ( pHurt ) 
			{
				Vector right, up;
				AngleVectors( GetAbsAngles(), NULL, &right, &up );

				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( 20, 0, -20 ) );
			
				pHurt->ApplyAbsVelocityImpulse( 100 * (up+2*right) );
			}
		}
		break;
*/

		case BSQUID_AE_BLINK:
		{
			// close eye. 
			m_nSkin = 1;
		}
		break;

		case BSQUID_AE_HOP:
		{
			float flGravity = GetCurrentGravity();

			// throw the squid up into the air on this frame.
			if ( GetFlags() & FL_ONGROUND )
			{
				SetGroundEntity( NULL );
			}

			// jump 40 inches into the air
			Vector vecVel = GetAbsVelocity();
			vecVel.z += sqrt( flGravity * 2.0 * 40 );
			SetAbsVelocity( vecVel );
		}
		break;

		case BSQUID_AE_THROW:
			{
				// squid throws its prey IF the prey is a client. 
				CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 );


				if ( pHurt )
				{
					pHurt->ViewPunch( QAngle(20,0,-20) );
							
					// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
					UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START );

					// If the player, throw him around
					if ( pHurt->IsPlayer())
					{
						Vector forward, up;
						AngleVectors( GetLocalAngles(), &forward, NULL, &up );
						pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 );
					}
					// If not the player see if has bullsquid throw interatcion
					else
					{
						CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt );
						if (pVictim)
						{
							if ( pVictim->DispatchInteraction( g_interactionBullsquidThrow, NULL, this ) )
							{
								Vector forward, up;
								AngleVectors( GetLocalAngles(), &forward, NULL, &up );
								pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 );
							}
						}
					}
				}
			}
		break;

		default:
			BaseClass::HandleAnimEvent( pEvent );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CNPC_CombineAce::Event_Killed( const CTakeDamageInfo &info )
{
	if (!(g_Language.GetInt() == LANGUAGE_GERMAN || UTIL_IsLowViolence()) && info.GetDamageType() & (DMG_BLAST | DMG_CRUSH) && !(info.GetDamageType() & (DMG_DISSOLVE)) && !PlayerHasMegaPhysCannon())
	{
		Vector vecDamageDir = info.GetDamageForce();
		SpawnBlood(GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage());
		DispatchParticleEffect("headshotspray", GetAbsOrigin(), GetAbsAngles(), this);
		EmitSound("Gore.Headshot");
		float flFadeTime = 25.0;

		CGib::SpawnSpecificGibs(this, 1, 750, 1500, "models/gibs/soldier_ace_head.mdl", flFadeTime);

		Vector vecRagForce;
		vecRagForce.x = random->RandomFloat(-400, 400);
		vecRagForce.y = random->RandomFloat(-400, 400);
		vecRagForce.z = random->RandomFloat(0, 250);

		Vector vecRagDmgForce = (vecRagForce + vecDamageDir);

		CBaseEntity *pLeftArmGib = CreateRagGib("models/gibs/soldier_ace_left_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pLeftArmGib)
		{
			color32 color = pLeftArmGib->GetRenderColor();
			pLeftArmGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pRightArmGib = CreateRagGib("models/gibs/soldier_ace_right_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pRightArmGib)
		{
			color32 color = pRightArmGib->GetRenderColor();
			pRightArmGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pTorsoGib = CreateRagGib("models/gibs/soldier_ace_torso.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pTorsoGib)
		{
			color32 color = pTorsoGib->GetRenderColor();
			pTorsoGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pPelvisGib = CreateRagGib("models/gibs/soldier_ace_pelvis.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pPelvisGib)
		{
			color32 color = pPelvisGib->GetRenderColor();
			pPelvisGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pLeftLegGib = CreateRagGib("models/gibs/soldier_ace_left_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pLeftLegGib)
		{
			color32 color = pLeftLegGib->GetRenderColor();
			pLeftLegGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pRightLegGib = CreateRagGib("models/gibs/soldier_ace_right_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pRightLegGib)
		{
			color32 color = pRightLegGib->GetRenderColor();
			pRightLegGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		//now add smaller gibs.
		CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p3.mdl", flFadeTime);
		CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p4.mdl", flFadeTime);

		if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0)
		{
			pArmor->Remove();
			DropItem("item_shield", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360));
		}

		Vector forceVector = CalcDamageForceVector(info);

		// Drop any weapon that I own
		if (VPhysicsGetObject())
		{
			Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass();
			Weapon_Drop(m_hActiveWeapon, NULL, &weaponForce);
		}
		else
		{
			Weapon_Drop(m_hActiveWeapon);
		}

		if (info.GetAttacker()->IsPlayer())
		{
			((CSingleplayRules*)GameRules())->NPCKilled(this, info);
		}

		UTIL_Remove(this);
		SetThink(NULL);
		return;
	}

	// Don't bother if we've been told not to, or the player has a megaphyscannon
	if ( combine_ace_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
	{
		BaseClass::Event_Killed( info );
		return;
	}

	SetEyeState(ACE_EYE_DEAD);

	if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0)
	{
		pArmor->Remove();
	}

	CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );

	if ( !pPlayer )
	{
		CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ;
		if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() )
		{
			pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() );
		}
	}

	if ( pPlayer != NULL )
	{
		// Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
#ifdef HL2_EPISODIC
		if (HasSpawnFlags(SF_COMBINE_NO_AR2DROP) == false)
#endif
		{
			if (FClassnameIs(GetActiveWeapon(), "weapon_ar2"))
			{
				CBaseEntity *pItem = DropItem("item_ammo_ar2_altfire", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360));

				if (pItem)
				{
					IPhysicsObject *pObj = pItem->VPhysicsGetObject();

					if (pObj)
					{
						Vector			vel = RandomVector(-64.0f, 64.0f);
						AngularImpulse	angImp = RandomAngularImpulse(-300.0f, 300.0f);

						vel[2] = 0.0f;
						pObj->AddVelocity(&vel, &angImp);
					}

					if (info.GetDamageType() & DMG_DISSOLVE)
					{
						CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);

						if (pAnimating)
						{
							pAnimating->Dissolve(NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL);
						}
					}
					else
					{
						WeaponManager_AddManaged(pItem);
					}
				}
			}
			else if (FClassnameIs(GetActiveWeapon(), "weapon_smg1"))
			{
				CBaseEntity *pItem = DropItem("item_ammo_smg1_grenade", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360));

				if (pItem)
				{
					IPhysicsObject *pObj = pItem->VPhysicsGetObject();

					if (pObj)
					{
						Vector			vel = RandomVector(-64.0f, 64.0f);
						AngularImpulse	angImp = RandomAngularImpulse(-300.0f, 300.0f);

						vel[2] = 0.0f;
						pObj->AddVelocity(&vel, &angImp);
					}

					if (info.GetDamageType() & DMG_DISSOLVE)
					{
						CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);

						if (pAnimating)
						{
							pAnimating->Dissolve(NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL);
						}
					}
					else
					{
						WeaponManager_AddManaged(pItem);
					}
				}
			}
		}

		CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);

		// Attempt to drop health
		if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) )
		{
			DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pHL2GameRules->NPC_DroppedHealth();
		}

		if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0)
		{
			DropItem("item_shield", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360));
		}
	}

	BaseClass::Event_Killed( info );
}
Vector3 RandomMover::VectorChange(void)
{
    return AngleToVector(RandomAngle(), Random::Number(mMoveSpeed / 16, mMoveSpeed));
}
Beispiel #20
0
bool CASW_Spawn_Manager::SpawnRandomParasitePack( int nParasites )
{
	int iNumNodes = g_pBigAINet->NumNodes();
	if ( iNumNodes < 6 )
		return false;

	int nHull = HULL_TINY;
	CUtlVector<CASW_Open_Area*> aAreas;
	for ( int i = 0; i < 6; i++ )
	{
		CAI_Node *pNode = NULL;
		int nTries = 0;
		while ( nTries < 5 && ( !pNode || pNode->GetType() != NODE_GROUND ) )
		{
			pNode = g_pBigAINet->GetNode( RandomInt( 0, iNumNodes ) );
			nTries++;
		}

		if ( pNode )
		{
			CASW_Open_Area *pArea = FindNearbyOpenArea( pNode->GetOrigin(), HULL_MEDIUMBIG );
			if ( pArea && pArea->m_nTotalLinks > 30 )
			{
				// test if there's room to spawn a shieldbug at that spot
				if ( ValidSpawnPoint( pArea->m_pNode->GetPosition( nHull ), NAI_Hull::Mins( nHull ), NAI_Hull::Maxs( nHull ), true, false ) )
				{
					aAreas.AddToTail( pArea );
				}
				else
				{
					delete pArea;
				}
			}
		}
		// stop searching once we have 3 acceptable candidates
		if ( aAreas.Count() >= 3 )
			break;
	}

	// find area with the highest connectivity
	CASW_Open_Area *pBestArea = NULL;
	for ( int i = 0; i < aAreas.Count(); i++ )
	{
		CASW_Open_Area *pArea = aAreas[i];
		if ( !pBestArea || pArea->m_nTotalLinks > pBestArea->m_nTotalLinks )
		{
			pBestArea = pArea;
		}
	}

	if ( pBestArea )
	{
		for ( int i = 0; i < nParasites; i++ )
		{
			// raise the position by 12 units, a workaround for parasites
			// falling through displacements
			CBaseEntity *pAlien = SpawnAlienAt( "asw_parasite", pBestArea->m_pNode->GetPosition( nHull )  + Vector(0.f, 0.f, 12.f), RandomAngle( 0, 360 ) );
			IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>( pAlien );
			if ( pSpawnable )
			{
				pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL);
			}
			if ( asw_director_debug.GetBool() && pAlien )
			{
				Msg( "Spawned parasite at %f %f %f\n", pAlien->GetAbsOrigin() );
				NDebugOverlay::Cross3D( pAlien->GetAbsOrigin(), 8.0f, 255, 0, 0, true, 20.0f );
			}
		}
		aAreas.PurgeAndDeleteElements();
		return true;
	}

	aAreas.PurgeAndDeleteElements();
	return false;
}
//=========================================================
// Crea un hijo en la ubicación especificada.
//=========================================================
bool CDirector_Manager::AddChild(const Vector &vecPosition, int flag)
{
	// No se ha podido acceder al Director.
	if ( !Director() )
		return false;

	// No es posible crear un hijo aquí.
	if ( !CanMake(vecPosition) )
		return false;

	// Creamos un hijo de la lista.
	const char *pChildName	= GetChildClass();
	CAI_BaseNPC *pChild		= (CAI_BaseNPC *)CreateEntityByName(pChildName);

	QAngle angles = RandomAngle(0, 360);
	angles.x = 0.0;
	angles.z = 0.0;	
	pChild->SetAbsAngles(angles);

	// Establecemos la ubicación de creación.
	pChild->SetAbsOrigin(vecPosition);

	// Debe caer al suelo y desaparecer.
	pChild->AddSpawnFlags(SF_NPC_FALL_TO_GROUND);
	pChild->AddSpawnFlags(SF_NPC_FADE_CORPSE);

	UTIL_DropToFloor(pChild, MASK_SOLID);

	ConVarRef director_debug("director_debug");

	DispatchSpawn(pChild);
	pChild->SetOwnerEntity(Director());
	DispatchActivate(pChild);

	// ¡¡NO CAMBIAR!!
	pChild->SetName(MAKE_STRING(CHILD_NAME));

	// Sin colisiones.
	if ( flag == SPAWN_NO_COLLISION || flag == SPAWN_NO_COLLISION_AND_POWERFUL )
	{
		pChild->SetCollisionGroup(COLLISION_GROUP_SPECIAL_NPC);
		Vector vecOriginRadius;

		if ( Director()->Status == PANIC && RandomInt(0, 4) == 2 )
			pChild->SetCollisionGroup(COLLISION_GROUP_NPC);

		// Intentamos crearlo en un radio de 100
		if ( CAI_BaseNPC::FindSpotForNPCInRadius(&vecOriginRadius, vecPosition, pChild, 150, false) )
		{
			// Evitamos que se mueva por debajo del suelo.
			vecOriginRadius.z = vecPosition.z;

			// Movemos hacia esta ubicación.
			pChild->SetAbsOrigin(vecOriginRadius);

			// Marcamos al nodo afortunado. (Naranja)
			if ( director_debug.GetBool() )
				NDebugOverlay::Box(vecOriginRadius, -Vector(10, 10, 10), Vector(10, 10, 10), 255, 128, 0, 10, 20.0f);
		}
	}

	// Poderoso.
	if ( flag == SPAWN_POWERFUL || flag == SPAWN_NO_COLLISION_AND_POWERFUL )
	{
		int moreHealth = 3;

		// Normal: 5 más de salud.
		if ( InGameRules()->IsSkillLevel(SKILL_MEDIUM) ) 
			moreHealth = 5;

		// Dificil: 8 más de salud.
		if ( InGameRules()->IsSkillLevel(SKILL_HARD) )
			moreHealth = 8;

		// Más rápido.
		pChild->SetAddAccel(40);

		// Establecemos la nueva salud.
		pChild->SetMaxHealth(pChild->GetMaxHealth() + moreHealth);
		pChild->SetHealth(pChild->GetMaxHealth());

		// Seleccionamos al jugador más cercano.
		float flDistance = 0.0f;
		CIN_Player *pPlayer = UTIL_GetNearestInPlayer(pChild->GetAbsOrigin(), flDistance);

		if ( pPlayer )
		{
			// Le decimos que su nuevo enemigo es el jugador y le damos la ubicación de este.
			pChild->SetEnemy(pPlayer);
			pChild->UpdateEnemyMemory(pPlayer, pPlayer->GetAbsOrigin());
		}
	}

	// Al parecer se atoro en una pared.
	if ( !PostSpawn(pChild) )
	{
		// Marcamos al nodo desafortunado. (Negro)
		if ( director_debug.GetBool() )
			NDebugOverlay::Box(vecPosition, -Vector(10, 10, 10), Vector(10, 10, 10), 0, 0, 0, 10, 3.0f);

		return false;
	}

	// Marcamos al nodo afortunado. (Rojo)
	if ( director_debug.GetBool() )
		NDebugOverlay::Box(vecPosition, -Vector(10, 10, 10), Vector(10, 10, 10), 223, 1, 1, 10, 3.0f);

	DevMsg("[MANAGER] Se ha creado <%s> (faltan %i) \r\n", pChildName, Director()->SpawnQueue);
	++Director()->ChildsSpawned;

	return true;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
	case EVENT_WEAPON_SMG1:
		{
			Vector vecShootOrigin, vecShootDir;
			QAngle angDiscard;

			// Support old style attachment point firing
			if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard)))
			{
				vecShootOrigin = pOperator->Weapon_ShootPosition();
			}

			CAI_BaseNPC *npc = pOperator->MyNPCPointer();
			ASSERT( npc != NULL );
			vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );

			FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
		}
		break;

	case EVENT_WEAPON_AR2_ALTFIRE:
		{
			CAI_BaseNPC *npc = pOperator->MyNPCPointer();

			Vector vecShootOrigin, vecShootDir;
			vecShootOrigin = pOperator->Weapon_ShootPosition();
			//vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );

			//Checks if it can fire the grenade
			WeaponRangeAttack2Condition();

			Vector vecThrow = m_vecTossVelocity;

			//If on the rare case the vector is 0 0 0, cancel for avoid launching the grenade without speed
			//This should be on WeaponRangeAttack2Condition(), but for some unknown reason return CASE_NONE
			//doesn't stop the launch
			if (vecThrow == Vector(0, 0, 0))
			{
				break;
			}

			CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create("grenade_ar2", vecShootOrigin, vec3_angle, npc);
			pGrenade->SetAbsVelocity(vecThrow);
			pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400)); //tumble in air
			pGrenade->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);

			pGrenade->SetThrower(GetOwner());

			pGrenade->SetGravity(0.5); // lower gravity since grenade is aerodynamic and engine doesn't know it.

			pGrenade->SetDamage(sk_plr_dmg_smg1_grenade.GetFloat());

			if (g_pGameRules->IsSkillLevel(SKILL_HARD))
			{
				m_flNextGrenadeCheck = gpGlobals->curtime + RandomFloat(2,3);
			}
			else if (g_pGameRules->IsSkillLevel(SKILL_VERYHARD))
			{
				m_flNextGrenadeCheck = gpGlobals->curtime + RandomFloat(1.5,2);
			}
			else if (g_pGameRules->IsSkillLevel(SKILL_NIGHTMARE))
			{
				m_flNextGrenadeCheck = gpGlobals->curtime + RandomFloat(1,1.5);
			}
			else
			{
				m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
			}

			m_iClip2--;
		}
		break;

	default:
		BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
		break;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CNPC_CombineS::Event_Killed( const CTakeDamageInfo &info )
{
	// Don't bother if we've been told not to, or the player has a megaphyscannon
	if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
	{
		BaseClass::Event_Killed( info );
		return;
	}

	CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );

	if ( !pPlayer )
	{
		CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ;
		if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() )
		{
			pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() );
		}
	}

	if ( pPlayer != NULL )
	{
		// Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
		if( IsElite() )
		{
#ifdef HL2_EPISODIC
			if ( HasSpawnFlags( SF_COMBINE_NO_AR2DROP ) == false )
#endif
			{
				CBaseEntity *pItem = DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );

				if ( pItem )
				{
					IPhysicsObject *pObj = pItem->VPhysicsGetObject();

					if ( pObj )
					{
						Vector			vel		= RandomVector( -64.0f, 64.0f );
						AngularImpulse	angImp	= RandomAngularImpulse( -300.0f, 300.0f );

						vel[2] = 0.0f;
						pObj->AddVelocity( &vel, &angImp );
					}

					if( info.GetDamageType() & DMG_DISSOLVE )
					{
						CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);

						if( pAnimating )
						{
							pAnimating->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
						}
					}
					else
					{
						WeaponManager_AddManaged( pItem );
					}
				}
			}
		}

		CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);

		// Attempt to drop health
		if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) )
		{
			DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pHL2GameRules->NPC_DroppedHealth();
		}
		
		if ( HasSpawnFlags( SF_COMBINE_NO_GRENADEDROP ) == false )
		{
			// Attempt to drop a grenade
			if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
			{
				DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
				pHL2GameRules->NPC_DroppedGrenade();
			}
		}
	}

	BaseClass::Event_Killed( info );
}
Beispiel #24
0
void CASW_Spawn_Manager::PrespawnAlienAtRandomNode(const char *szAlienClass, const int iNumAliens, const int iHull, const Vector &playerStartPos, const int iNumNodes)
{
	for (int i = 0; i < iNumAliens; ++i)
	{
		CAI_Node *pNode = NULL;
		for (int k = 0; k < 30; ++k)
		{
			int node_id = RandomInt(0, iNumNodes - 1);
			pNode = g_pBigAINet->GetNode(node_id);
			if (!pNode || pNode->GetType() != NODE_GROUND)
				continue;
			else if (pNode->GetOrigin().DistToSqr(playerStartPos) < 1000 * 1000)
			{
				continue;
			}

			if (ValidSpawnPoint(pNode->GetPosition(iHull), NAI_Hull::Mins(iHull), NAI_Hull::Maxs(iHull), true, false))
			{
				// Raise the end position a little up off the floor, place the npc and drop him down
				CBaseEntity *pAlien = SpawnAlienAt(szAlienClass, pNode->GetPosition(iHull) + Vector(0.f, 0.f, 12.f), RandomAngle(0, 360));
				IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>(pAlien);
				if (pSpawnable)
				{
					pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL);
				}
				if (asw_director_debug.GetBool() && pAlien)
				{
					Msg("Spawned alien at %f %f %f\n", pAlien->GetAbsOrigin());
					NDebugOverlay::Cross3D(pAlien->GetAbsOrigin(), 8.0f, 255, 0, 0, true, 20.0f);
				}
				if (pAlien)
					break;
			}
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CNPC_CombineS::Event_Killed( const CTakeDamageInfo &info )
{
	if (!(g_Language.GetInt() == LANGUAGE_GERMAN || UTIL_IsLowViolence()) && info.GetDamageType() & (DMG_BLAST | DMG_CRUSH) && !(info.GetDamageType() & (DMG_DISSOLVE)) && !PlayerHasMegaPhysCannon())
	{
		Vector vecDamageDir = info.GetDamageForce();
		SpawnBlood(GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage());
		DispatchParticleEffect("headshotspray", GetAbsOrigin(), GetAbsAngles(), this);
		EmitSound("Gore.Headshot");
		float flFadeTime = 25.0;

		CGib::SpawnSpecificGibs(this, 1, 750, 1500, "models/gibs/soldier_head.mdl", flFadeTime);
		
		Vector vecRagForce;
		vecRagForce.x = random->RandomFloat(-400, 400);
		vecRagForce.y = random->RandomFloat(-400, 400);
		vecRagForce.z = random->RandomFloat(0, 250);

		Vector vecRagDmgForce = (vecRagForce + vecDamageDir);

		CBaseEntity *pLeftArmGib = CreateRagGib("models/gibs/soldier_left_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pLeftArmGib)
		{ 
			color32 color = pLeftArmGib->GetRenderColor();
			pLeftArmGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pRightArmGib = CreateRagGib("models/gibs/soldier_right_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pRightArmGib)
		{
			color32 color = pRightArmGib->GetRenderColor();
			pRightArmGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pTorsoGib = CreateRagGib("models/gibs/soldier_torso.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pTorsoGib)
		{
			color32 color = pTorsoGib->GetRenderColor();
			pTorsoGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pPelvisGib = CreateRagGib("models/gibs/soldier_pelvis.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pPelvisGib)
		{
			color32 color = pPelvisGib->GetRenderColor();
			pPelvisGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pLeftLegGib = CreateRagGib("models/gibs/soldier_left_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pLeftLegGib)
		{
			color32 color = pLeftLegGib->GetRenderColor();
			pLeftLegGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pRightLegGib = CreateRagGib("models/gibs/soldier_right_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pRightLegGib)
		{
			color32 color = pRightLegGib->GetRenderColor();
			pRightLegGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		//now add smaller gibs.
		CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p3.mdl", flFadeTime);
		CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p4.mdl", flFadeTime);

		Vector forceVector = CalcDamageForceVector(info);

		// Drop any weapon that I own
		if (VPhysicsGetObject())
		{
			Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass();
			Weapon_Drop(m_hActiveWeapon, NULL, &weaponForce);
		}
		else
		{
			Weapon_Drop(m_hActiveWeapon);
		}

		if (info.GetAttacker()->IsPlayer())
		{
			((CSingleplayRules*)GameRules())->NPCKilled(this, info);
		}

		UTIL_Remove(this);
		SetThink(NULL);
		return;
	}

	// Don't bother if we've been told not to, or the player has a megaphyscannon
	if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
	{
		BaseClass::Event_Killed( info );
		return;
	}

	CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );

	if ( !pPlayer )
	{
		CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ;
		if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() )
		{
			pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() );
		}
	}

	if ( pPlayer != NULL )
	{
		CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);

		// Attempt to drop health
		if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) )
		{
			DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pHL2GameRules->NPC_DroppedHealth();
		}
		
		if ( HasSpawnFlags( SF_COMBINE_NO_GRENADEDROP ) == false )
		{
			// Attempt to drop a grenade
			if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
			{
				DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
				pHL2GameRules->NPC_DroppedGrenade();
			}
		}
	}

	BaseClass::Event_Killed( info );
}