//-----------------------------------------------------------------------------
// Purpose: Spawns this entitye
//-----------------------------------------------------------------------------
void CTFFlameEntity::Spawn( void )
{
	BaseClass::Spawn();

	// don't collide with anything, we do our own collision detection in our think method
	SetSolid( SOLID_NONE );
	SetSolidFlags( FSOLID_NOT_SOLID );
	SetCollisionGroup( COLLISION_GROUP_NONE );
	// move noclip: update position from velocity, that's it
	SetMoveType( MOVETYPE_NOCLIP, MOVECOLLIDE_DEFAULT );
	AddEFlags( EFL_NO_WATER_VELOCITY_CHANGE );

	float flBoxSize = tf_flamethrower_boxsize.GetFloat();
	CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwnerEntity(), flBoxSize, mult_flame_size );
	UTIL_SetSize( this, -Vector( flBoxSize, flBoxSize, flBoxSize ), Vector( flBoxSize, flBoxSize, flBoxSize ) );

	// Setup attributes.
	m_takedamage = DAMAGE_NO;
	m_vecInitialPos = GetAbsOrigin();
	m_vecPrevPos = m_vecInitialPos;
	m_flTimeRemove = gpGlobals->curtime + ( tf_flamethrower_flametime.GetFloat() * random->RandomFloat( 0.9, 1.1 ) );
	m_hLauncher = dynamic_cast<CTFFlameThrower *>( GetOwnerEntity() );
	
	// Setup the think function.
	SetThink( &CTFFlameEntity::FlameThink );
	SetNextThink( gpGlobals->curtime );
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBaseRocket *CTFBaseRocket::Create( CBaseEntity *pWeapon, const char *pszClassname, const Vector &vecOrigin,
                                      const QAngle &vecAngles, CBaseEntity *pOwner )
{
    CTFBaseRocket *pRocket = static_cast<CTFBaseRocket*>( CBaseEntity::CreateNoSpawn( pszClassname, vecOrigin, vecAngles, pOwner ) );
    if ( !pRocket )
        return NULL;

    // Set firing weapon.
    pRocket->SetLauncher( pWeapon );

    // Spawn.
    DispatchSpawn( pRocket );

    float flGravity = 0.0f;
    CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flGravity, mod_rocket_gravity );
    if ( flGravity )
    {
        pRocket->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
        pRocket->SetGravity( flGravity );
    }

    // Setup the initial velocity.
    Vector vecForward, vecRight, vecUp;
    AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );

    float flVelocity = 1100.0f;
    CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flVelocity, mult_projectile_speed );

    Vector vecVelocity = vecForward * flVelocity;
    pRocket->SetAbsVelocity( vecVelocity );
    pRocket->SetupInitialTransmittedGrenadeVelocity( vecVelocity );

    // Setup the initial angles.
    QAngle angles;
    VectorAngles( vecVelocity, angles );
    pRocket->SetAbsAngles( angles );

    // Set team.
    pRocket->ChangeTeam( pOwner->GetTeamNumber() );

    return pRocket;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CParticleProperty::UpdateControlPoint( ParticleEffectList_t *pEffect, int iPoint, bool bInitializing )
{
	ParticleControlPoint_t *pPoint = &pEffect->pControlPoints[iPoint];

	if ( !pPoint->hEntity.Get() )
	{
		if ( pPoint->iAttachType == PATTACH_WORLDORIGIN && bInitializing )
		{
			pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, Vector(1,0,0), Vector(0,1,0), Vector(0,0,1) );
			pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, pPoint->vecOriginOffset );
			pEffect->pParticleEffect->SetSortOrigin( pPoint->vecOriginOffset );
		}

		pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, NULL );
		return;
	}

	// Only update non-follow particles when we're initializing, 
	// unless we're parented to something, in which case we should always update
	if ( !bInitializing && !pPoint->hEntity->GetMoveParent() && (pPoint->iAttachType == PATTACH_ABSORIGIN || pPoint->iAttachType == PATTACH_POINT ) )
		return;

	if ( pPoint->iAttachType == PATTACH_CUSTOMORIGIN )
		return;

	Vector vecOrigin, vecForward, vecRight, vecUp;

	float flOffset = 0.0f;
	bool bUsingHeadOrigin = false;

#ifdef TF_CLIENT_DLL

	CBaseEntity *pWearable = (CBaseEntity*) pPoint->hEntity.Get();
	if ( pWearable && dynamic_cast<IHasAttributes*>( pWearable ) && !pWearable->IsPlayer() )
	{
		C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();
		if ( pAnimating )
		{
			int bUseHeadOrigin = 0;
			CALL_ATTRIB_HOOK_INT_ON_OTHER( pPoint->hEntity.Get(), bUseHeadOrigin, particle_effect_use_head_origin );
			if ( bUseHeadOrigin > 0 )
			{
				int iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "bip_head" );
				if ( iBone < 0 )
				{
					iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "prp_helmet" );
					if ( iBone < 0 )
					{
						iBone = Studio_BoneIndexByName( pAnimating->GetModelPtr(), "prp_hat" );
					}
				}
				if ( iBone >= 0 )
				{
					bUsingHeadOrigin = true;
					const matrix3x4_t headBone = pAnimating->GetBone( iBone );
					MatrixVectors( headBone, &vecForward, &vecRight, &vecUp );
					MatrixPosition( headBone, vecOrigin );

					CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPoint->hEntity.Get(), flOffset, particle_effect_vertical_offset );
				}
			}
		}
	}
#endif

	if ( !bUsingHeadOrigin )
	{
		switch ( pPoint->iAttachType )
		{
		case PATTACH_POINT:
		case PATTACH_POINT_FOLLOW:
			{
				C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();

				Assert( pAnimating );
				if ( pAnimating )
				{
					matrix3x4_t attachmentToWorld;

					if ( !pAnimating->GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
					{
						// try C_BaseAnimating if attach point is not on the weapon
						if ( !pAnimating->C_BaseAnimating::GetAttachment( pPoint->iAttachmentPoint, attachmentToWorld ) )
						{
							Warning( "Cannot update control point %d for effect '%s'.\n", pPoint->iAttachmentPoint, pEffect->pParticleEffect->GetEffectName() );
							attachmentToWorld = pAnimating->RenderableToWorldTransform();
						}
					}

					VMatrix vMat(attachmentToWorld);
					MatrixTranslate( vMat, pPoint->vecOriginOffset );
					MatrixVectors( vMat.As3x4(), &vecForward, &vecRight, &vecUp );
					MatrixPosition( vMat.As3x4(), vecOrigin );

					if ( pEffect->pParticleEffect->m_pDef->IsViewModelEffect() )
					{
						FormatViewModelAttachment( vecOrigin, true );
					}
				}
			}
			break;

		case PATTACH_ABSORIGIN:
		case PATTACH_ABSORIGIN_FOLLOW:
		default:
			{
				vecOrigin = pPoint->hEntity->GetAbsOrigin() + pPoint->vecOriginOffset;
				pPoint->hEntity->GetVectors( &vecForward, &vecRight, &vecUp );
			}
			break;

		case PATTACH_ROOTBONE_FOLLOW:
			{
				C_BaseAnimating *pAnimating = pPoint->hEntity->GetBaseAnimating();

				Assert( pAnimating );
				if ( pAnimating )
				{
					matrix3x4_t rootBone;
					if ( pAnimating->GetRootBone( rootBone ) )
					{
						MatrixVectors( rootBone, &vecForward, &vecRight, &vecUp );
						MatrixPosition( rootBone, vecOrigin );
					}
				}
			}
			break;
		}
	}

	Vector vecForcedOriginOffset( 0, 0, flOffset );
	pEffect->pParticleEffect->SetControlPointOrientation( pPoint->iControlPoint, vecForward, vecRight, vecUp );
	pEffect->pParticleEffect->SetControlPointEntity( pPoint->iControlPoint, pPoint->hEntity );
	pEffect->pParticleEffect->SetControlPoint( pPoint->iControlPoint, vecOrigin + vecForcedOriginOffset );
	pEffect->pParticleEffect->SetSortOrigin( vecOrigin + vecForcedOriginOffset);
}
Ejemplo n.º 4
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFBaseRocket::GetRadius( void )
{
    float flRadius = TF_ROCKET_RADIUS;
    CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_hLauncher.Get(), flRadius, mult_explosion_radius );
    return flRadius;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
float CTFWeaponBaseGrenadeProj::GetDamageRadius( void )
{
	float flRadius = BaseClass::GetDamageRadius();
	CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_hLauncher.Get(), flRadius, mult_explosion_radius );
	return flRadius;
}