Beispiel #1
0
void CLeech::Killed(entvars_t *pevAttacker, int iGib)
{
	Vector			vecSplatDir;
	TraceResult		tr;

	//ALERT(at_aiconsole, "Leech: killed\n");
	// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
	CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
	if (pOwner)
		pOwner->DeathNotice(pev);

	// When we hit the ground, play the "death_end" activity
	if ( pev->waterlevel )
	{
		pev->angles.z = 0;
		pev->angles.x = 0;
		pev->origin.z += 1;
		pev->avelocity = g_vecZero;
		if ( RANDOM_LONG( 0, 99 ) < 70 )
			pev->avelocity.y = RANDOM_LONG( -720, 720 );

		pev->gravity = 0.02;
		ClearBits(pev->flags, FL_ONGROUND);
		SetActivity( ACT_DIESIMPLE );
	}
	else
		SetActivity( ACT_DIEFORWARD );
	
	pev->movetype = MOVETYPE_TOSS;
	pev->takedamage = DAMAGE_NO;
	SetThink( &CLeech::DeadThink );
}
Beispiel #2
0
/*
============
Killed
============
*/
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib )
{
	unsigned int	cCount = 0;
	BOOL			fDone = FALSE;

	CBaseEntity* theBaseEntity = CBaseEntity::Instance(pevAttacker->owner);
	if(!theBaseEntity)
	{
		theBaseEntity = CBaseEntity::Instance(pevAttacker);
	}
	ASSERT(theBaseEntity);
	theBaseEntity->AwardKill(this->pev);
	
	if ( HasMemory( bits_MEMORY_KILLED ) )
	{
		if ( ShouldGibMonster( iGib ) )
			CallGibMonster();
		return;
	}

	Remember( bits_MEMORY_KILLED );

	// clear the deceased's sound channels.(may have been firing or reloading when killed)
	EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/null.wav", 1, ATTN_NORM);
	m_IdealMonsterState = MONSTERSTATE_DEAD;
	// Make sure this condition is fired too (TakeDamage breaks out before this happens on death)
	SetConditions( bits_COND_LIGHT_DAMAGE );
	
	// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
	CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
	if ( pOwner )
	{
		pOwner->DeathNotice( pev );
	}

	if	( ShouldGibMonster( iGib ) )
	{
		CallGibMonster();
		return;
	}
	else if ( pev->flags & FL_MONSTER )
	{
		SetTouch( NULL );
		BecomeDead();
	}
	
	// don't let the status bar glitch for players.with <0 health.
	if (pev->health < -99)
	{
		pev->health = 0;
	}
	
	//pev->enemy = ENT( pevAttacker );//why? (sjb)
	
	m_IdealMonsterState = MONSTERSTATE_DEAD;

}
//-----------------------------------------------------------------------------
// Purpose: Marks the entity for deletion
//-----------------------------------------------------------------------------
void CBaseHelicopter::DelayedKillThink( )
{
	// tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
	CBaseEntity *pOwner = GetOwnerEntity();
	if ( pOwner )
	{
		pOwner->DeathNotice( this );
		SetOwnerEntity( NULL );
	}

	UTIL_Remove( this );
}
Beispiel #4
0
//=========================================================
// Killed.
//=========================================================
void CRoach :: Killed( entvars_t *pevAttacker, int iGib )
{
	pev->solid = SOLID_NOT;

	//random sound
	if ( RANDOM_LONG(0,4) == 1 )
	{
		EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "roach/rch_die.wav", 0.8, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) );
	}
	else
	{
		EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_smash.wav", 0.7, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) );
	}
	
	CSoundEnt::InsertSound ( bits_SOUND_WORLD, pev->origin, 128, 1 );

	CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
	if ( pOwner )
	{
		pOwner->DeathNotice( pev );
	}
	UTIL_Remove( this );
}