//------------------------------------------------------------------------------
// Pow!
//------------------------------------------------------------------------------
void CQUAGrenadeHelicopter::DoExplosion( const Vector &vecOrigin, const Vector &vecVelocity )
{
	ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), this, 75.0, 
		275.0, (SF_ENVEXPLOSION_NOSPARKS|SF_ENVEXPLOSION_NODLIGHTS|SF_ENVEXPLOSION_NODECAL|SF_ENVEXPLOSION_NOFIREBALL|SF_ENVEXPLOSION_NOPARTICLES), 
		55000.0 );

	if ( GetShakeAmplitude() )
	{
		UTIL_ScreenShake( GetAbsOrigin(), GetShakeAmplitude(), 150.0, 1.0, GetShakeRadius(), SHAKE_START );
	}

	CEffectData data;

	// If we're under water do a water explosion
	if ( GetWaterLevel() != 0 && (GetWaterType() & CONTENTS_WATER) )
	{
		data.m_vOrigin = WorldSpaceCenter();
		data.m_flMagnitude = 128;
		data.m_flScale = 128;
		data.m_fFlags = 0;
		DispatchEffect( "WaterSurfaceExplosion", data );
	}
	else
	{
		// Otherwise do a normal explosion
		data.m_vOrigin = GetAbsOrigin();
		DispatchEffect( "HelicopterMegaBomb", data );
	}

	UTIL_Remove( this );
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: Makes a splash when the player transitions between water states
//-----------------------------------------------------------------------------
void CSDKPlayer::Splash( void )
{
	CEffectData data;
	data.m_fFlags = 0;
	data.m_vOrigin = GetAbsOrigin();
	data.m_vNormal = Vector(0,0,1);
	data.m_vAngles = QAngle( 0, 0, 0 );
	
	if ( GetWaterType() & CONTENTS_SLIME )
	{
		data.m_fFlags |= FX_WATER_IN_SLIME;
	}

	float flSpeed = GetAbsVelocity().Length();
	if ( flSpeed < 300 )
	{
		data.m_flScale = random->RandomFloat( 10, 12 );
		DispatchEffect( "waterripple", data );
	}
	else
	{
		data.m_flScale = random->RandomFloat( 6, 8 );
		DispatchEffect( "watersplash", data );
	}
}
Ejemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_PropJeep::CreateRipple( const Vector &vecPosition )
{
	// Ripple data.
	CEffectData	data;
	data.m_fFlags = 0;
	data.m_vOrigin = vecPosition;
	data.m_vNormal.Init( 0.0f, 0.0f, 1.0f );
	VectorAngles( data.m_vNormal, data.m_vAngles );
	data.m_flScale = 10.0f + random->RandomFloat( 0, 2 );
	if ( GetWaterType() & CONTENTS_SLIME )
	{
		data.m_fFlags |= FX_WATER_IN_SLIME;
	}

	// Create the ripple.
	DispatchEffect( "waterripple", data );
}
Ejemplo n.º 4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBasePlayer::UpdateUnderwaterState( void )
{
	if ( GetWaterLevel() == WL_Eyes )
	{
		if ( IsPlayerUnderwater() == false )
		{
			SetPlayerUnderwater( true );
		}
		return;
	}

	if ( IsPlayerUnderwater() )
	{
		SetPlayerUnderwater( false );
	}

	if ( GetWaterLevel() == 0 )
	{
		if ( GetFlags() & FL_INWATER )
		{
#ifndef CLIENT_DLL
			if ( m_iHealth > 0 && IsAlive() )
			{
				EmitSound( "Player.Wade" );
			}
#endif
			RemoveFlag( FL_INWATER );
		}
	}
	else if ( !(GetFlags() & FL_INWATER) )
	{
#ifndef CLIENT_DLL
		// player enter water sound
		if (GetWaterType() == CONTENTS_WATER)
		{
			EmitSound( "Player.Wade" );
		}
#endif

		AddFlag( FL_INWATER );
	}
}
Ejemplo n.º 5
0
/*
===========
WaterMove
============
*/
void CBasePlayer::WaterMove()
{
	if( GetMoveType() == MOVETYPE_NOCLIP )
		return;

	if( GetHealth() < 0 )
		return;

	if( GetWaterLevel() != WATERLEVEL_HEAD )
	{
		// not underwater

		// play 'up for air' sound
		if( pev->air_finished < gpGlobals->time )
			EMIT_SOUND( this, CHAN_VOICE, "player/pl_wade1.wav", 1, ATTN_NORM );
		else if( pev->air_finished < gpGlobals->time + 9 )
			EMIT_SOUND( this, CHAN_VOICE, "player/pl_wade2.wav", 1, ATTN_NORM );

		pev->air_finished = gpGlobals->time + PLAYER_SWIM_AIRTIME;
		SetDamage( 2 );

		// if we took drowning damage, give it back slowly
		if( m_idrowndmg > m_idrownrestored )
		{
			// set drowning damage bit.  hack - dmg_drownrecover actually
			// makes the time based damage code 'give back' health over time.
			// make sure counter is cleared so we start count correctly.

			// NOTE: this actually causes the count to continue restarting
			// until all drowning damage is healed.

			m_bitsDamageType |= DMG_DROWNRECOVER;
			m_bitsDamageType &= ~DMG_DROWN;
			m_rgbTimeBasedDamage[ itbd_DrownRecover ] = 0;
		}

	}
	else
	{	// fully under water
		// stop restoring damage while underwater
		m_bitsDamageType &= ~DMG_DROWNRECOVER;
		m_rgbTimeBasedDamage[ itbd_DrownRecover ] = 0;

		if( pev->air_finished < gpGlobals->time )		// drown!
		{
			if( pev->pain_finished < gpGlobals->time )
			{
				// take drowning damage
				SetDamage( GetDamage() + 1 );
				if( GetDamage() > 5 )
					SetDamage( 5 );
				TakeDamage( CWorld::GetInstance(), CWorld::GetInstance(), GetDamage(), DMG_DROWN );
				pev->pain_finished = gpGlobals->time + 1;

				// track drowning damage, give it back when
				// player finally takes a breath

				m_idrowndmg += GetDamage();
			}
		}
		else
		{
			m_bitsDamageType &= ~DMG_DROWN;
		}
	}

	if( !GetWaterLevel() )
	{
		if( GetFlags().Any( FL_INWATER ) )
		{
			GetFlags().ClearFlags( FL_INWATER );
		}
		return;
	}

	// make bubbles

	const int air = ( int ) ( pev->air_finished - gpGlobals->time );
	if( !RANDOM_LONG( 0, 0x1f ) && RANDOM_LONG( 0, PLAYER_SWIM_AIRTIME - 1 ) >= air )
	{
		switch( RANDOM_LONG( 0, 3 ) )
		{
		case 0:	EMIT_SOUND( this, CHAN_BODY, "player/pl_swim1.wav", 0.8, ATTN_NORM ); break;
		case 1:	EMIT_SOUND( this, CHAN_BODY, "player/pl_swim2.wav", 0.8, ATTN_NORM ); break;
		case 2:	EMIT_SOUND( this, CHAN_BODY, "player/pl_swim3.wav", 0.8, ATTN_NORM ); break;
		case 3:	EMIT_SOUND( this, CHAN_BODY, "player/pl_swim4.wav", 0.8, ATTN_NORM ); break;
		}
	}

	if( GetWaterType() == CONTENTS_LAVA )		// do damage
	{
		if( GetDamageTime() < gpGlobals->time )
			TakeDamage( CWorld::GetInstance(), CWorld::GetInstance(), 10 * GetWaterLevel(), DMG_BURN );
	}
	else if( GetWaterType() == CONTENTS_SLIME )		// do damage
	{
		SetDamageTime( gpGlobals->time + 1 );
		TakeDamage( CWorld::GetInstance(), CWorld::GetInstance(), 4 * GetWaterLevel(), DMG_ACID );
	}

	if( !GetFlags().Any( FL_INWATER ) )
	{
		GetFlags() |= FL_INWATER;
		SetDamageTime( 0 );
	}
}
Ejemplo n.º 6
0
void CBasePlayer::PostThink()
{
	if( g_fGameOver )
		goto pt_end;         // intermission or finale

	if( !IsAlive() )
		goto pt_end;

	// Handle Tank controlling
	if( m_pTank != NULL )
	{
		// if they've moved too far from the gun,  or selected a weapon, unuse the gun
		if( m_pTank->OnControls( this ) && !HasWeaponModelName() )
		{
			m_pTank->Use( this, this, USE_SET, 2 );	// try fire the gun
		}
		else
		{  // they've moved off the platform
			m_pTank->Use( this, this, USE_OFF, 0 );
			m_pTank = NULL;
		}
	}

	// do weapon stuff
	ItemPostFrame();

	// check to see if player landed hard enough to make a sound
	// falling farther than half of the maximum safe distance, but not as far a max safe distance will
	// play a bootscrape sound, and no damage will be inflicted. Fallling a distance shorter than half
	// of maximum safe distance will make no sound. Falling farther than max safe distance will play a 
	// fallpain sound, and damage will be inflicted based on how far the player fell

	if( GetFlags().Any( FL_ONGROUND ) && ( GetHealth() > 0 ) && m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD )
	{
		// ALERT ( at_console, "%f\n", m_flFallVelocity );

		if( GetWaterType() == CONTENTS_WATER )
		{
			// Did he hit the world or a non-moving entity?
			// BUG - this happens all the time in water, especially when 
			// BUG - water has current force
			//CBaseEntity* pEntity = GetGroundEntity();
			//if ( !pEntity || pEntity->GetAbsVelocity().z == 0 )
			//	EMIT_SOUND( this, CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM);
		}
		else if( m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED )
		{
			// after this point, we start doing damage

			float flFallDamage = g_pGameRules->FlPlayerFallDamage( this );

			if( flFallDamage > GetHealth() )
			{//splat
			 // note: play on item channel because we play footstep landing on body channel
				EMIT_SOUND( this, CHAN_ITEM, "common/bodysplat.wav", 1, ATTN_NORM );
			}

			if( flFallDamage > 0 )
			{
				TakeDamage( CWorld::GetInstance(), CWorld::GetInstance(), flFallDamage, DMG_FALL );
				Vector vecPunchAngle = GetPunchAngle();
				vecPunchAngle.x = 0;
				SetPunchAngle( vecPunchAngle );
			}
		}

		if( IsAlive() )
		{
			SetAnimation( PLAYER_WALK );
		}
	}

	if( GetFlags().Any( FL_ONGROUND ) )
	{
		if( m_flFallVelocity > 64 && !g_pGameRules->IsMultiplayer() )
		{
			CSoundEnt::InsertSound( bits_SOUND_PLAYER, GetAbsOrigin(), m_flFallVelocity, 0.2 );
			// ALERT( at_console, "fall %f\n", m_flFallVelocity );
		}
		m_flFallVelocity = 0;
	}

	// select the proper animation for the player character	
	if( IsAlive() )
	{
		if( !GetAbsVelocity().x && !GetAbsVelocity().y )
			SetAnimation( PLAYER_IDLE );
		else if( ( GetAbsVelocity().x || GetAbsVelocity().y ) && ( GetFlags().Any( FL_ONGROUND ) ) )
			SetAnimation( PLAYER_WALK );
		else if( GetWaterLevel() > WATERLEVEL_FEET )
			SetAnimation( PLAYER_WALK );
	}

	StudioFrameAdvance();
	CheckPowerups( this );

	UpdatePlayerSound();

pt_end:
#if defined( CLIENT_WEAPONS )
	// Decay timers on weapons
	// go through all of the weapons and make a list of the ones to pack
	for( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
	{
		if( m_rgpPlayerItems[ i ] )
		{
			CBasePlayerWeapon *pPlayerItem = m_rgpPlayerItems[ i ];

			while( pPlayerItem )
			{
				if( pPlayerItem->IsPredicted() )
				{
					pPlayerItem->m_flNextPrimaryAttack = max( pPlayerItem->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0f );
					pPlayerItem->m_flNextSecondaryAttack = max( pPlayerItem->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001f );

					if( pPlayerItem->m_flTimeWeaponIdle != 1000 )
					{
						pPlayerItem->m_flTimeWeaponIdle = max( pPlayerItem->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001f );
					}

					if( pPlayerItem->pev->fuser1 != 1000 )
					{
						pPlayerItem->pev->fuser1 = max( pPlayerItem->pev->fuser1 - gpGlobals->frametime, -0.001f );
					}

					pPlayerItem->DecrementTimers( gpGlobals->frametime );

					// Only decrement if not flagged as NO_DECREMENT
					//					if ( gun->m_flPumpTime != 1000 )
					//	{
					//		gun->m_flPumpTime	= max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 );
					//	}

				}

				pPlayerItem = pPlayerItem->m_pNext;
			}
		}
	}

	m_flNextAttack -= gpGlobals->frametime;
	if( m_flNextAttack < -0.001 )
		m_flNextAttack = -0.001;

	if( m_flNextAmmoBurn != 1000 )
	{
		m_flNextAmmoBurn -= gpGlobals->frametime;

		if( m_flNextAmmoBurn < -0.001 )
			m_flNextAmmoBurn = -0.001;
	}

	if( m_flAmmoStartCharge != 1000 )
	{
		m_flAmmoStartCharge -= gpGlobals->frametime;

		if( m_flAmmoStartCharge < -0.001 )
			m_flAmmoStartCharge = -0.001;
	}
#endif

	// Track button info so we can detect 'pressed' and 'released' buttons next frame
	m_afButtonLast = GetButtons().Get();
}