Example #1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : CBaseCombatCharacter
//-----------------------------------------------------------------------------
CBaseCombatCharacter *CBaseGrenade::GetThrower( void )
{
	CBaseCombatCharacter *pResult = ToBaseCombatCharacter( m_hThrower );
	if ( !pResult && GetOwnerEntity() != NULL )
	{
		pResult = ToBaseCombatCharacter( GetOwnerEntity() );
	}
	return pResult;
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: Override so give correct ammo
// Input  : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CWeaponMolotov::MolotovTouch( CBaseEntity *pOther )
{
	// ---------------------------------------------------
	//  First give weapon to touching entity if allowed
	// ---------------------------------------------------
	BaseClass::DefaultTouch(pOther);

	// ----------------------------------------------------
	//  Give molotov ammo if touching client
	// ----------------------------------------------------
	if (pOther->GetFlags() & FL_CLIENT)
	{
		// ------------------------------------------------
		//  If already owned weapon of this type remove me
		// ------------------------------------------------
		CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
		CWeaponMolotov* oldWeapon = (CWeaponMolotov*)pBCC->Weapon_OwnsThisType( GetClassname() );
		if (oldWeapon != this)
		{
			UTIL_Remove( this );
		}
		else
		{
			pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
			SetThink (NULL);
		}
	}
}
Example #3
0
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon_SLAM::CanAttachSLAM( void )
{
	CBaseCombatCharacter *pOwner  = GetOwner();
	if (!pOwner)
	{
		return false;
	}

	Vector vecSrc	 = pOwner->Weapon_ShootPosition( );
	Vector vecAiming = pOwner->BodyDirection2D( );

	trace_t tr;

	Vector	vecEnd = vecSrc + (vecAiming * 42);
	UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
	
	if (tr.fraction < 1.0)
	{
		// Don't attach to a living creature
		if (tr.m_pEnt)
		{
			CBaseEntity *pEntity = tr.m_pEnt;
			CBaseCombatCharacter *pBCC		= ToBaseCombatCharacter( pEntity );
			if (pBCC)
			{
				return false;
			}
		}
		return true;
	}
	else
	{
		return false;
	}
}
Example #4
0
//-----------------------------------------------------------------------------
// Purpose: Override so give correct ammo
// Input  : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SlamTouch( CBaseEntity *pOther )
{
	CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );

	// Can I even pick stuff up?
	if ( pBCC && !pBCC->IsAllowedToPickupWeapons() )
		return;

	// ---------------------------------------------------
	//  First give weapon to touching entity if allowed
	// ---------------------------------------------------
	BaseClass::DefaultTouch(pOther);

	// ----------------------------------------------------
	//  Give slam ammo if touching client
	// ----------------------------------------------------
	if (pOther->GetFlags() & FL_CLIENT)
	{
		// ------------------------------------------------
		//  If already owned weapon of this type remove me
		// ------------------------------------------------
		CWeapon_SLAM* oldWeapon = (CWeapon_SLAM*)pBCC->Weapon_OwnsThisType( GetClassname() );
		if (oldWeapon != this)
		{
			UTIL_Remove( this );
		}
		else
		{
			pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
			SetThink(NULL);
		}
	}
}
Example #5
0
//Pose la mine sur son support une fois l'animation terminée
void CWeaponMine::FinishAttach( void ){
	CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() );
	if (!pOwner)
		return;

	Vector vecSrc, vecAiming;
	vecSrc = pOwner->EyePosition();
	QAngle angles = pOwner->GetLocalAngles();
	AngleVectors( angles, &vecAiming );
	trace_t tr;
	UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 60), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
	
	if (tr.fraction < 1.0)
	{		
		if (tr.m_pEnt)
		{
			//On attache pas la mine sur une entité vivante
			CBaseEntity *pEntity = tr.m_pEnt;
			CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
			if (pBCC){
				m_bAttachMine  = false;
				m_bNeedReload = true;
				return;
			}

#ifndef CLIENT_DLL
			//On vérifie qu'il n 'y a pas déjà une mine sur le support visé
			CBaseEntity* pResult = gEntList.FindEntityByClassname(NULL,"npc_mine");
			while (pResult)
			{
				if((pResult->GetAbsOrigin() - tr.endpos).Length() < MINE_DISTANCE){
					m_bAttachMine  = false;
					m_bNeedReload = true;
					return;
				}

				pResult = gEntList.FindEntityByClassname(pResult,"npc_mine");
			}

			if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
			{
				QAngle angles;
				VectorAngles(tr.plane.normal, angles);
				angles.x += 90;

				CBaseEntity *pEnt = CBaseEntity::Create( "npc_mine", tr.endpos + tr.plane.normal * 3, angles, NULL );
				CNPCMine *pMine = (CNPCMine *)pEnt;
				pMine->m_hOwner = GetOwner();
				ChooseMineColor(pMine);
				pMine->AttachToEntity( pEntity );

				pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
			}
#endif
		}
	}

	m_bAttachMine  = false;
	m_bNeedReload = true;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &inputdata - 
//-----------------------------------------------------------------------------
void CPropVehiclePrisonerPod::InputEnterVehicleImmediate( inputdata_t &inputdata )
{
	if ( m_bEnterAnimOn )
		return;

	// Try the activator first & use them if they are a player.
	CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator );
	if ( pPassenger == NULL )
	{
		// Activator was not a player, just grab the nearest player. // AI Patch Addition.
pPassenger = UTIL_GetNearestPlayer(GetAbsOrigin()); // AI Patch Addition.
		if ( pPassenger == NULL )
			return;
	}

	CBasePlayer *pPlayer = ToBasePlayer( pPassenger );
	if ( pPlayer != NULL )
	{
		if ( pPlayer->IsInAVehicle() )
		{
			// Force the player out of whatever vehicle they are in.
			pPlayer->LeaveVehicle();
		}
		
		pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER );
	}
	else
	{
		// NPCs are not currently supported - jdw
		Assert( 0 );
	}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input  : &inputdata -
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputEnterVehicleImmediate( inputdata_t &inputdata )
{
    if ( m_bEnterAnimOn )
        return;

    // Try the activator first & use them if they are a player.
    CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator );
    if ( pPassenger == NULL )
    {
        // Activator was not a player, just grab the singleplayer player.
        pPassenger = UTIL_PlayerByIndex( 1 );
        if ( pPassenger == NULL )
            return;
    }

    CBasePlayer *pPlayer = ToBasePlayer( pPassenger );
    if ( pPlayer != NULL )
    {
        if ( pPlayer->IsInAVehicle() )
        {
            // Force the player out of whatever vehicle they are in.
            pPlayer->LeaveVehicle();
        }

        pPlayer->GetInVehicle( GetServerVehicle(), VEHICLE_ROLE_DRIVER );
    }
    else
    {
        // NPCs not supported yet - jdw
        Assert( 0 );
    }
}
Example #8
0
void CWeaponMine::MineTouch( CBaseEntity *pOther )
{
#ifdef GAME_DLL
	CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
	if ( pBCC && !pBCC->IsAllowedToPickupWeapons() )
		return;
#endif

	BaseClass::DefaultTouch(pOther);
}
void CTripmineGrenade::BeamBreakThink( void  )
{
	// See if I can go solid yet (has dropper moved out of way?)
	if (IsSolidFlagSet( FSOLID_NOT_SOLID ))
	{
		trace_t tr;
		Vector	vUpBit = GetAbsOrigin();
		vUpBit.z += 5.0;

		UTIL_TraceEntity( this, GetAbsOrigin(), vUpBit, MASK_SHOT, &tr );
		if ( !tr.startsolid && (tr.fraction == 1.0) )
		{
			RemoveSolidFlags( FSOLID_NOT_SOLID );
		}
	}

	trace_t tr;

	// NOT MASK_SHOT because we want only simple hit boxes
	UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );

	// ALERT( at_console, "%f : %f\n", tr.flFraction, m_flBeamLength );

	// respawn detect. 
	if ( !m_pBeam )
	{
		MakeBeam( );
		if ( tr.m_pEnt )
			m_hOwner = tr.m_pEnt;	// reset owner too
	}


	CBaseEntity *pEntity = tr.m_pEnt;
	CBaseCombatCharacter *pBCC  = ToBaseCombatCharacter( pEntity );

	bool bAttachMoved = false;
	if ( m_bAttached && m_hAttachEntity.Get() != NULL )
	{
		if ( m_hAttachEntity.Get()->GetAbsOrigin() != m_vAttachedPosition )
			bAttachMoved = true;
	}

	// Also blow up if the attached entity goes away, ie: a crate
	if (pBCC || fabs( m_flBeamLength - tr.fraction ) > 0.001 || ( m_bAttached && m_hAttachEntity.Get() == NULL) || bAttachMoved )
	{
		m_iHealth = 0;
		if (m_pConstraint)
			m_pConstraint->Deactivate();

		Event_Killed( CTakeDamageInfo( (CBaseEntity*)m_hOwner, this, 100, GIB_NORMAL ) );
		return;
	}

	SetNextThink( gpGlobals->curtime + 0.05f );
}
bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
{
	// Get the entity because the weapon doesn't have the right angles.
	C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
	if ( pEnt )
	{
		if ( pEnt == C_BasePlayer::GetLocalPlayer() )
		{
			vAngles = pEnt->EyeAngles();
		}
		else
		{
			vAngles = pEnt->GetRenderAngles();	
		}
	}
	else
	{
		vAngles.Init();
	}

	C_BasePlayer *player = ToBasePlayer( pEnt );
	bool bUseViewModel = false;
	if ( C_BasePlayer::IsLocalPlayer( pEnt ) )
	{
		ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( pEnt );
		bUseViewModel = !player->ShouldDrawLocalPlayer();
	}

	QAngle vDummy;
	if ( IsActiveByLocalPlayer() && bUseViewModel )
	{
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
			{
				return true;
			}
		}
	}
	else
	{
		// Thirdperson
		int iAttachment = LookupAttachment( "muzzle" );
		if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
		{
			return true;
		}
	}

	vOrigin = GetRenderOrigin();
	return false;
}
//-----------------------------------------------------------------------------
// Purpose: Determine if we can jump to be on the enemy's vehicle
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline bool CAI_PassengerBehaviorZombie::CanBeOnEnemyVehicle( void )
{
	CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( GetOuter()->GetEnemy() );
	if ( pEnemy != NULL )
	{
		IServerVehicle *pVehicle = pEnemy->GetVehicle();
		if ( pVehicle && pVehicle->NPC_HasAvailableSeat( GetRoleName() ) )
			return true;
	}

	return false;
}
Example #12
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &position - 
//			&angles - 
//			&velocity - 
//			&angVelocity - 
//			*owner - 
// Output : CBaseGrenade
//-----------------------------------------------------------------------------
CGrenadeBugBait *BugBaitGrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const QAngle &angVelocity, CBaseEntity *owner )
{
	CGrenadeBugBait *pGrenade = (CGrenadeBugBait *) CBaseEntity::Create( "npc_grenade_bugbait", position, angles, owner );
	
	if ( pGrenade != NULL )
	{
		pGrenade->SetLocalAngularVelocity( angVelocity );
		pGrenade->SetAbsVelocity( velocity );
		pGrenade->SetThrower( ToBaseCombatCharacter( owner ) );
	}

	return pGrenade;
}
Example #13
0
CBaseGrenade *Fraggrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, float timer, bool combineSpawned )
{
	// Don't set the owner here, or the player can't interact with grenades he's thrown
	CGrenadeFrag *pGrenade = (CGrenadeFrag *)CBaseEntity::Create( "npc_grenade_frag", position, angles, pOwner );
	
	pGrenade->SetTimer( timer, timer - 1.5f );
	pGrenade->SetVelocity( velocity, angVelocity );
	pGrenade->SetThrower( ToBaseCombatCharacter( pOwner ) );
	pGrenade->m_takedamage = DAMAGE_EVENTS_ONLY;
	pGrenade->SetCombineSpawned( combineSpawned );

	return pGrenade;
}
Example #14
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CBaseGrenade *HopWire_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, float timer )
{
	CGrenadeHopwire *pGrenade = (CGrenadeHopwire *) CBaseEntity::Create( "npc_grenade_hopwire", position, angles, pOwner );
	
	// Only set ourselves to detonate on a timer if we're not a trap hopwire
	if ( hopwire_trap.GetBool() == false )
	{
		pGrenade->SetTimer( timer );
	}

	pGrenade->SetVelocity( velocity, angVelocity );
	pGrenade->SetThrower( ToBaseCombatCharacter( pOwner ) );

	return pGrenade;
}
Example #15
0
//-----------------------------------------------------------------------------
// Purpose: Override so give correct ammo
// Input  : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SlamTouch( CBaseEntity *pOther )
{
#ifdef GAME_DLL
	CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );

	// Can I even pick stuff up?
	if ( pBCC && !pBCC->IsAllowedToPickupWeapons() )
		return;
#endif

	// ---------------------------------------------------
	//  First give weapon to touching entity if allowed
	// ---------------------------------------------------
	BaseClass::DefaultTouch(pOther);
}
void CTripmineGrenade::BeamBreakThink( void  )
{
	// See if I can go solid yet (has dropper moved out of way?)
	if (IsSolidFlagSet( FSOLID_NOT_SOLID ))
	{
		trace_t tr;
		Vector	vUpBit = GetAbsOrigin();
		vUpBit.z += 5.0;

		UTIL_TraceEntity( this, GetAbsOrigin(), vUpBit, MASK_SHOT, &tr );
		if ( !tr.startsolid && (tr.fraction == 1.0) )
		{
			RemoveSolidFlags( FSOLID_NOT_SOLID );
		}
	}

	trace_t tr;

	// NOT MASK_SHOT because we want only simple hit boxes
	UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );

	// ALERT( at_console, "%f : %f\n", tr.flFraction, m_flBeamLength );

	// respawn detect. 
	if ( !m_pBeam )
	{
		MakeBeam( );
		if ( tr.m_pEnt )
			m_hOwner = tr.m_pEnt;	// reset owner too
	}


	CBaseEntity *pEntity = tr.m_pEnt;
	CBaseCombatCharacter *pBCC  = ToBaseCombatCharacter( pEntity );
	
	if (pBCC && pBCC->GetTeamNumber() != m_nTeam && pBCC->m_floatCloakFactor < 1.0f)
	//if (pBCC || fabs( m_flBeamLength - tr.fraction ) > 0.001)
	{
		m_iHealth = 0;
		Event_Killed( CTakeDamageInfo( (CBaseEntity*)m_hOwner, this, 100, GIB_NORMAL ) );
		

		return;
	}

	SetNextThink( gpGlobals->curtime + 0.05f );
}
bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
{
	// Get the entity because the weapon doesn't have the right angles.
	C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
	if ( pEnt )
	{
		if ( pEnt == C_BasePlayer::GetLocalPlayer() )
		{
			vAngles = pEnt->EyeAngles();
		}
		else
		{
			vAngles = pEnt->GetRenderAngles();	
		}
	}
	else
	{
		vAngles.Init();
	}

	QAngle vDummy;
	if ( IsActiveByLocalPlayer() && !input->CAM_IsThirdPerson() )
	{
		C_BasePlayer *player = ToBasePlayer( pEnt );
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
			{
				return true;
			}
		}
	}
	else
	{
		// Thirdperson
		int iAttachment = LookupAttachment( "muzzle" );
		if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
		{
			return true;
		}
	}

	vOrigin = GetRenderOrigin();
	return false;
}
//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CBaseSDKBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	//Do view kick
	AddViewKick();

	//Make sound for the AI
	CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer );

	// This isn't great, but it's something for when the crowbar hits.
	pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART );

	CBaseEntity	*pHitEntity = traceHit.m_pEnt;

	//Apply damage to a hit target
	if ( pHitEntity != NULL )
	{
		Vector hitDirection;
		pPlayer->EyeVectors( &hitDirection, NULL, NULL );
		VectorNormalize( hitDirection );

		CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );

		if( pPlayer && pHitEntity->IsNPC() )
		{
			// If bonking an NPC, adjust damage.
			info.AdjustPlayerDamageInflictedForSkillLevel();
		}

		CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );

		pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit ); 
		ApplyMultiDamage();

		// Now hit all triggers along the ray that... 
		TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );

		if ( ToBaseCombatCharacter( pHitEntity ) )
		{
			gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info );
		}
	}

	// Apply an impact effect
	ImpactEffect( traceHit );
}
Example #19
0
//-----------------------------------------------------------------------------
// Purpose: Catch stalker specific messages
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Stalker::HandleAnimEvent( animevent_t *pEvent )
{
	switch( pEvent->Event() )
	{
		case NPC_EVENT_LEFTFOOT:
			{
				EmitSound( "NPC_Stalker.FootstepLeft", pEvent->eventtime );
			}
			break;
		case NPC_EVENT_RIGHTFOOT:
			{
				EmitSound( "NPC_Stalker.FootstepRight", pEvent->eventtime );
			}
			break;

		case STALKER_AE_MELEE_HIT:
		{
			CBaseEntity *pHurt;

			pHurt = CheckTraceHullAttack( 32, Vector(-16,-16,-16), Vector(16,16,16), sk_stalker_melee_dmg.GetFloat(), DMG_SLASH );

			if ( pHurt )
			{
				if ( pHurt->GetFlags() & (FL_NPC|FL_CLIENT) )
				{
					pHurt->ViewPunch( QAngle( 5, 0, random->RandomInt(-10,10)) );
				}
				
				// Spawn some extra blood if we hit a BCC
				CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pHurt );
				if (pBCC)
				{
					SpawnBlood(pBCC->EyePosition(), g_vecAttackDir, pBCC->BloodColor(), sk_stalker_melee_dmg.GetFloat());
				}

				// Play a attack hit sound
				EmitSound( "NPC_Stalker.Hit" );
			}
			break;	
		}
		default:
			BaseClass::HandleAnimEvent( pEvent );
			break;
	}
}
void CTripmineGrenade::MakeBeam( void )
{
	trace_t tr;

	UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

	m_flBeamLength = tr.fraction;



	// If I hit a living thing, send the beam through me so it turns on briefly
	// and then blows the living thing up
	CBaseEntity *pEntity = tr.m_pEnt;
	CBaseCombatCharacter *pBCC  = ToBaseCombatCharacter( pEntity );

	// Draw length is not the beam length if entity is in the way
	float drawLength = tr.fraction;
	if (pBCC)
	{
		SetOwnerEntity( pBCC );
		UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
		m_flBeamLength = tr.fraction;
		SetOwnerEntity( NULL );
		
	}

	// set to follow laser spot
	SetThink( &CTripmineGrenade::BeamBreakThink );

	// Delay first think slightly so beam has time
	// to appear if person right in front of it
	SetNextThink( gpGlobals->curtime + 1.0f );

	Vector vecTmpEnd = GetLocalOrigin() + m_vecDir * 2048 * drawLength;

	m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 0.35 );
	m_pBeam->PointEntInit( vecTmpEnd, this );
	m_pBeam->SetColor( 255, 55, 52 );
	m_pBeam->SetScrollRate( 25.6 );
	m_pBeam->SetBrightness( 64 );
	
	int beamAttach = LookupAttachment("beam_attach");
	m_pBeam->SetEndAttachment( beamAttach );
}
Example #21
0
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon_SLAM::CanAttachSLAM( void )
{
	CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() );

	if (!pOwner)
	{
		return false;
	}

	Vector vecSrc, vecAiming;

	// Take the eye position and direction
	vecSrc = pOwner->EyePosition();
	
	QAngle angles = pOwner->GetLocalAngles();

	AngleVectors( angles, &vecAiming );

	trace_t tr;

	Vector	vecEnd = vecSrc + (vecAiming * 42);
	UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
	
	if (tr.fraction < 1.0)
	{
		// Don't attach to a living creature
		if (tr.m_pEnt)
		{
			CBaseEntity *pEntity = tr.m_pEnt;
			CBaseCombatCharacter *pBCC		= ToBaseCombatCharacter( pEntity );
			if (pBCC)
			{
				return false;
			}
		}
		return true;
	}
	else
	{
		return false;
	}
}
Example #22
0
//-----------------------------------------------------------------------------
// Purpose: Override so can handle LOS to m_pScriptedTarget
// Input  :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Stalker::InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
	// --------------------
	// Check for occlusion
	// --------------------
	// Base class version assumes innate weapon position is at eye level
	Vector barrelPos = LaserStartPosition(ownerPos);
	trace_t tr;
	AI_TraceLine( barrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);

	if ( tr.fraction == 1.0 )
	{
		return true;
	}

	CBaseEntity *pBE = tr.m_pEnt;
	CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pBE );
	if ( pBE == GetEnemy() )
	{
		return true;
	}
	else if (pBCC) 
	{
		if (IRelationType( pBCC ) == D_HT)
		{
			return true;
		}
		else if (bSetConditions)
		{
			SetCondition(COND_WEAPON_BLOCKED_BY_FRIEND);
		}
	}
	else if (bSetConditions)
	{
		SetCondition(COND_WEAPON_SIGHT_OCCLUDED);
		SetEnemyOccluder(pBE);
	}

	return false;
}
Example #23
0
void CGrenadeMP5::GrenadeMP5Touch( CBaseEntity *pOther )
{
	if ( !pOther->IsSolid() )
		return;

	// If I'm live go ahead and blow up
	if (m_bIsLive)
	{
		Detonate();
	}
	else
	{
		// If I'm not live, only blow up if I'm hitting an chacter that
		// is not the owner of the weapon
		CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pOther );
		if (pBCC && GetThrower() != pBCC)
		{
			m_bIsLive = true;
			Detonate();
		}
	}
}
Example #24
0
//-----------------------------------------------------------------------------
// Purpose: Force the player to enter the vehicle.
//-----------------------------------------------------------------------------
void CPropVehicleChoreoGeneric::InputEnterVehicle( inputdata_t &inputdata )
{
    if ( m_bEnterAnimOn )
        return;

    // Try the activator first & use them if they are a player.
    CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator );
    if ( pPassenger == NULL )
    {
        // Activator was not a player, just grab the singleplayer player.
        pPassenger = UTIL_PlayerByIndex( 1 );
        if ( pPassenger == NULL )
            return;
    }

    // FIXME: I hate code like this. I should really add a parameter to HandlePassengerEntry
    //		  to allow entry into locked vehicles
    bool bWasLocked = m_bLocked;
    m_bLocked = false;
    GetServerVehicle()->HandlePassengerEntry( pPassenger, true );
    m_bLocked = bWasLocked;
}
//-----------------------------------------------------------------------------
// Purpose: Force the player to enter the vehicle.
//-----------------------------------------------------------------------------
void CPropVehiclePrisonerPod::InputEnterVehicle( inputdata_t &inputdata )
{
	if ( m_bEnterAnimOn )
		return;

	// Try the activator first & use them if they are a player.
	CBaseCombatCharacter *pPassenger = ToBaseCombatCharacter( inputdata.pActivator );
	if ( pPassenger == NULL )
	{
		// Activator was not a player, just grab the nearest player. // AI Patch Addition.
pPassenger = UTIL_GetNearestPlayer(GetAbsOrigin()); // AI Patch Addition.
		if ( pPassenger == NULL )
			return;
	}

	// FIXME: I hate code like this. I should really add a parameter to HandlePassengerEntry
	//		  to allow entry into locked vehicles
	bool bWasLocked = m_bLocked;
	m_bLocked = false;
	GetServerVehicle()->HandlePassengerEntry( pPassenger, true );
	m_bLocked = bWasLocked;
}
//-----------------------------------------------------------------------------
// Purpose: Check the weapon LOS for an owner at an arbitrary position
//			If bSetConditions is true, LOS related conditions will also be set
//-----------------------------------------------------------------------------
bool CASW_Weapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
	bool bHasLOS = BaseClass::WeaponLOSCondition(ownerPos, targetPos, bSetConditions);

	// if the weapon has LOS, then do another wider trace to check we don't hit any friendlies
	//   this is to stop the AI marines shooting way too close to other marines, which stops the player thinking about positioning so much
	if (bHasLOS && GetOwner() && asw_weapon_safety_hull.GetFloat() > 0)
	{
		CAI_BaseNPC* npcOwner = GetOwner()->MyNPCPointer();	
		Vector vecRelativeShootPosition;
		VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );	// Find its relative shoot position
		Vector barrelPos = ownerPos + vecRelativeShootPosition;	
		CASWWeaponLOSFilter traceFilter( GetOwner(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS );	// Use the custom LOS trace filter
		trace_t tr;
		UTIL_TraceHull( barrelPos, targetPos, Vector(-asw_weapon_safety_hull.GetFloat(), -asw_weapon_safety_hull.GetFloat(), -asw_weapon_safety_hull.GetFloat()),
						Vector(asw_weapon_safety_hull.GetFloat(), asw_weapon_safety_hull.GetFloat(), asw_weapon_safety_hull.GetFloat()),	MASK_SHOT, &traceFilter, &tr );

		if ( tr.fraction == 1.0 || tr.m_pEnt == npcOwner->GetEnemy() )	
			return true;

		// if a friendly is in the way, then we report failure
		CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( tr.m_pEnt );
		if ( pBCC ) 
		{
			if ( npcOwner->IRelationType( pBCC ) == D_HT )
				return true;

			if ( bSetConditions )
			{
				npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
			}
			return false;
		}
	}

	return bHasLOS;
}
Example #27
0
void CGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore )
{
	const int MASK_RADIUS_DAMAGE = MASK_SHOT&(~CONTENTS_HITBOX);
	CBaseEntity *pEntity = NULL;
	trace_t		tr;
	float		flAdjustedDamage, falloff;
	Vector		vecSpot;

	Vector vecSrc = vecSrcIn;

	if ( flRadius )
		falloff = info.GetDamage() / flRadius;
	else
		falloff = 1.0;

	int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false;

#ifdef HL2_DLL
	if( bInWater )
	{
		// Only muffle the explosion if deeper than 2 feet in water.
		if( !(UTIL_PointContents(vecSrc + Vector(0, 0, 24)) & MASK_WATER) )
		{
			bInWater = false;
		}
	}
#endif // HL2_DLL
	
	vecSrc.z += 1;// in case grenade is lying on the ground

	float flHalfRadiusSqr = Square( flRadius / 2.0f );

	// iterate on all entities in the vicinity.
	for ( CEntitySphereQuery sphere( vecSrc, flRadius ); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() )
	{
		// This value is used to scale damage when the explosion is blocked by some other object.
		float flBlockedDamagePercent = 0.0f;

		if ( pEntity == pEntityIgnore )
			continue;

		if ( pEntity->m_takedamage == DAMAGE_NO )
			continue;

		// UNDONE: this should check a damage mask, not an ignore
		if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
		{// houndeyes don't hurt other houndeyes with their attack
			continue;
		}

		// blast's don't tavel into or out of water
		if (bInWater && pEntity->GetWaterLevel() == 0)
			continue;

		if (!bInWater && pEntity->GetWaterLevel() == 3)
			continue;

		// Check that the explosion can 'see' this entity.
		vecSpot = pEntity->BodyTarget( vecSrc, false );
		UTIL_TraceLine( vecSrc, vecSpot, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );

		if( old_radius_damage.GetBool() )
		{
			if ( tr.fraction != 1.0 && tr.m_pEnt != pEntity )
			continue;
		}
		else
		{
			if ( tr.fraction != 1.0 )
			{
				if ( IsExplosionTraceBlocked(&tr) )
				{
					if( ShouldUseRobustRadiusDamage( pEntity ) )
					{
						if( vecSpot.DistToSqr( vecSrc ) > flHalfRadiusSqr )
						{
							// Only use robust model on a target within one-half of the explosion's radius.
							continue;
						}

						Vector vecToTarget = vecSpot - tr.endpos;
						VectorNormalize( vecToTarget );

						// We're going to deflect the blast along the surface that 
						// interrupted a trace from explosion to this target.
						Vector vecUp, vecDeflect;
						CrossProduct( vecToTarget, tr.plane.normal, vecUp );
						CrossProduct( tr.plane.normal, vecUp, vecDeflect );
						VectorNormalize( vecDeflect );

						// Trace along the surface that intercepted the blast...
						UTIL_TraceLine( tr.endpos, tr.endpos + vecDeflect * ROBUST_RADIUS_PROBE_DIST, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );
						//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 255, 0, false, 10 );

						// ...to see if there's a nearby edge that the explosion would 'spill over' if the blast were fully simulated.
						UTIL_TraceLine( tr.endpos, vecSpot, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );
						//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 10 );

						if( tr.fraction != 1.0 && tr.DidHitWorld() )
						{
							// Still can't reach the target.
							continue;
						}
						// else fall through
					}
					else
					{
						continue;
					}
				}

				// UNDONE: Probably shouldn't let children block parents either?  Or maybe those guys should set their owner if they want this behavior?
				// HL2 - Dissolve damage is not reduced by interposing non-world objects
				if( tr.m_pEnt && tr.m_pEnt != pEntity && tr.m_pEnt->GetOwnerEntity() != pEntity )
				{
					// Some entity was hit by the trace, meaning the explosion does not have clear
					// line of sight to the entity that it's trying to hurt. If the world is also
					// blocking, we do no damage.
					CBaseEntity *pBlockingEntity = tr.m_pEnt;
					//Msg( "%s may be blocked by %s...", pEntity->GetClassname(), pBlockingEntity->GetClassname() );

					UTIL_TraceLine( vecSrc, vecSpot, CONTENTS_SOLID, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );

					if( tr.fraction != 1.0 )
					{
						continue;
					}
					
					// Now, if the interposing object is physics, block some explosion force based on its mass.
					if( pBlockingEntity->VPhysicsGetObject() )
					{
						const float MASS_ABSORB_ALL_DAMAGE = 350.0f;
						float flMass = pBlockingEntity->VPhysicsGetObject()->GetMass();
						float scale = flMass / MASS_ABSORB_ALL_DAMAGE;

						// Absorbed all the damage.
						if( scale >= 1.0f )
						{
							continue;
						}

						ASSERT( scale > 0.0f );
						flBlockedDamagePercent = scale;
						//Msg("  Object (%s) weighing %fkg blocked %f percent of explosion damage\n", pBlockingEntity->GetClassname(), flMass, scale * 100.0f);
					}
					else
					{
						// Some object that's not the world and not physics. Generically block 25% damage
						flBlockedDamagePercent = 0.25f;
					}
				}
			}
		}
		// decrease damage for an ent that's farther from the bomb.
		flAdjustedDamage = ( vecSrc - tr.endpos ).Length() * falloff;
		flAdjustedDamage = info.GetDamage() - flAdjustedDamage;

		if ( flAdjustedDamage <= 0 )
		{
			continue;
		}

		// the explosion can 'see' this entity, so hurt them!
		if (tr.startsolid)
		{
			// if we're stuck inside them, fixup the position and distance
			tr.endpos = vecSrc;
			tr.fraction = 0.0;
		}
		
		CTakeDamageInfo adjustedInfo = info;
		//Msg("%s: Blocked damage: %f percent (in:%f  out:%f)\n", pEntity->GetClassname(), flBlockedDamagePercent * 100, flAdjustedDamage, flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) );
		adjustedInfo.SetDamage( flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) );

		// Now make a consideration for skill level!
		if( info.GetAttacker() && info.GetAttacker()->IsPlayer() && pEntity->IsNPC() )
		{
			// An explosion set off by the player is harming an NPC. Adjust damage accordingly.
			adjustedInfo.AdjustPlayerDamageInflictedForSkillLevel();
		}

		Vector dir = vecSpot - vecSrc;
		VectorNormalize( dir );

		// If we don't have a damage force, manufacture one
		if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin )
		{
			if ( !( adjustedInfo.GetDamageType() & DMG_PREVENT_PHYSICS_FORCE ) )
			{
				CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc );
			}
		}
		else
		{
			// Assume the force passed in is the maximum force. Decay it based on falloff.
			float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
			adjustedInfo.SetDamageForce( dir * flForce );
			adjustedInfo.SetDamagePosition( vecSrc );
		}

		if ( tr.fraction != 1.0 && pEntity == tr.m_pEnt )
		{
			ClearMultiDamage( );
			pEntity->DispatchTraceAttack( adjustedInfo, dir, &tr );
			ApplyMultiDamage();
		}
		else
		{
			pEntity->TakeDamage( adjustedInfo );
		}

		// Now hit all triggers along the way that respond to damage... 
		pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, tr.endpos, dir );

#if defined( GAME_DLL )
		if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && ToBaseCombatCharacter( tr.m_pEnt ) )
		{

			// This is a total hack!!!
			bool bIsPrimary = true;
			CBasePlayer *player = ToBasePlayer( info.GetAttacker() );
			CBaseCombatWeapon *pWeapon = player->GetActiveWeapon();
			if ( pWeapon && FClassnameIs( pWeapon, "weapon_smg1" ) )
			{
				bIsPrimary = false;
			}

			//gamestats->Event_WeaponHit( player, bIsPrimary, (pWeapon != NULL) ? player->GetActiveWeapon()->GetClassname() : "NULL", info );
		}
#endif
	}
}
Example #28
0
//------------------------------------------------------------------------------
// Purpose : Draw attack beam and do damage / decals
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CNPC_Stalker::DrawAttackBeam(void)
{
	if (!m_pBeam)
		return;

	// ---------------------------------------------
	//	Get beam end point
	// ---------------------------------------------
	Vector vecSrc = LaserStartPosition(GetAbsOrigin());
	trace_t tr;
	AI_TraceLine( vecSrc, vecSrc + m_vLaserDir * MAX_STALKER_FIRE_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);

	CalcBeamPosition();

	bool bInWater = (UTIL_PointContents ( tr.endpos, MASK_WATER ) & MASK_WATER)?true:false;
	// ---------------------------------------------
	//	Update the beam position
	// ---------------------------------------------
	m_pBeam->SetStartPos( tr.endpos );
	m_pBeam->RelinkBeam();

	Vector vAttachPos;
	GetAttachment(STALKER_LASER_ATTACHMENT,vAttachPos);

	Vector vecAimDir = tr.endpos - vAttachPos;
	VectorNormalize( vecAimDir );

	SetAim( vecAimDir );

	// --------------------------------------------
	//  Play burn sounds
	// --------------------------------------------
	CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( tr.m_pEnt );
	if (pBCC)
	{
		if (gpGlobals->curtime > m_fNextDamageTime)
		{
			ClearMultiDamage();

			float damage = 0.0;
			switch (m_eBeamPower)
			{
				case STALKER_BEAM_LOW:
					damage = 1;
					break;
				case STALKER_BEAM_MED:
					damage = 3;
					break;
				case STALKER_BEAM_HIGH:
					damage = 10;
					break;
			}

			CTakeDamageInfo info( this, this, damage, DMG_SHOCK );
			CalculateMeleeDamageForce( &info, m_vLaserDir, tr.endpos );
			pBCC->DispatchTraceAttack( info, m_vLaserDir, &tr );
			ApplyMultiDamage();
			m_fNextDamageTime = gpGlobals->curtime + 0.1;
		}
		if (pBCC->Classify()!=CLASS_BULLSEYE)
		{
			if (!m_bPlayingHitFlesh)
			{
				CPASAttenuationFilter filter( m_pBeam,"NPC_Stalker.BurnFlesh" );
				filter.MakeReliable();

				EmitSound( filter, m_pBeam->entindex(),"NPC_Stalker.BurnFlesh" );
				m_bPlayingHitFlesh = true;
			}
			if (m_bPlayingHitWall)
			{
				StopSound( m_pBeam->entindex(), "NPC_Stalker.BurnWall" );
				m_bPlayingHitWall = false;
			}

			tr.endpos.z -= 24.0f;
			if (!bInWater)
			{
				DoSmokeEffect(tr.endpos + tr.plane.normal * 8);
			}
		}
	}
	
	if (!pBCC || pBCC->Classify()==CLASS_BULLSEYE)
	{
		if (!m_bPlayingHitWall)
		{
			CPASAttenuationFilter filter( m_pBeam, "NPC_Stalker.BurnWall" );
			filter.MakeReliable();

			EmitSound( filter, m_pBeam->entindex(), "NPC_Stalker.BurnWall" );
			m_bPlayingHitWall = true;
		}
		if (m_bPlayingHitFlesh)
		{
			StopSound(m_pBeam->entindex(), "NPC_Stalker.BurnFlesh" );
			m_bPlayingHitFlesh = false;
		}

		UTIL_DecalTrace( &tr, "RedGlowFade");
		UTIL_DecalTrace( &tr, "FadingScorch" );
		
		tr.endpos.z -= 24.0f;
		if (!bInWater)
		{
			DoSmokeEffect(tr.endpos + tr.plane.normal * 8);
		}
	}

	if (bInWater)
	{
		UTIL_Bubbles(tr.endpos-Vector(3,3,3),tr.endpos+Vector(3,3,3),10);
	}

	/*
	CBroadcastRecipientFilter filter;
	TE_DynamicLight( filter, 0.0, EyePosition(), 255, 0, 0, 5, 0.2, 0 );
	*/
}
Example #29
0
//-----------------------------------------------------------------------------
// Purpose: Check the weapon LOS for an owner at an arbitrary position
//			If bSetConditions is true, LOS related conditions will also be set
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
	// --------------------
	// Check for occlusion
	// --------------------
	CAI_BaseNPC* npcOwner = m_hOwner.Get()->MyNPCPointer();

	// Find its relative shoot position
	Vector vecRelativeShootPosition;
	VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );
	Vector barrelPos = ownerPos + vecRelativeShootPosition;

	// Use the custom LOS trace filter
	CWeaponLOSFilter traceFilter( m_hOwner.Get(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS );
	trace_t tr;
	UTIL_TraceLine( barrelPos, targetPos, MASK_SHOT, &traceFilter, &tr );

	// See if we completed the trace without interruption
	if ( tr.fraction == 1.0 )
	{
		if ( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
		}

		return true;
	}

	CBaseEntity	*pHitEnt = tr.m_pEnt;

	CBasePlayer *pEnemyPlayer = ToBasePlayer( npcOwner->GetEnemy() );

	// is player in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle)
	if ( pEnemyPlayer && pEnemyPlayer->IsInAVehicle() )
	{
		// Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
		// Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
		// This catches vehicles that use bone followers.
		CBaseEntity	*pVehicle  = pEnemyPlayer->GetVehicle()->GetVehicleEnt();
		if ( pHitEnt == pVehicle || pHitEnt->GetOwnerEntity() == pVehicle )
			return true;
	}

	// Hitting our enemy is a success case
	if ( pHitEnt == npcOwner->GetEnemy() )
	{
		if ( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
		}

		return true;
	}

	// If a vehicle is blocking the view, grab its driver and use that as the combat character
	CBaseCombatCharacter *pBCC;
	IServerVehicle *pVehicle = pHitEnt->GetServerVehicle();
	if ( pVehicle )
	{
		pBCC = pVehicle->GetPassenger( );
	}
	else
	{
		pBCC = ToBaseCombatCharacter( pHitEnt );
	}

	if ( pBCC ) 
	{
		if ( npcOwner->IRelationType( pBCC ) == D_HT )
			return true;

		if ( bSetConditions )
		{
			npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
		}
	}
	else if ( bSetConditions )
	{
		npcOwner->SetCondition( COND_WEAPON_SIGHT_OCCLUDED );
		npcOwner->SetEnemyOccluder( pHitEnt );

		if( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 );
		}
	}

	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 );
	}
}