Exemple #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSprite::TurnOff( void )
{
	AddEffects( EF_NODRAW );
	SetNextThink( TICK_NEVER_THINK );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTeamControlPoint::InputHideModel( inputdata_t &input )
{
	AddEffects( EF_NODRAW );
}
Exemple #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSprite::Spawn( void )
{
	SetSolid( SOLID_NONE );
	SetMoveType( MOVETYPE_NONE );
	m_flFrame = 0;

	Precache();
	SetModel( STRING( GetModelName() ) );
	CollisionProp()->SetSurroundingBoundsType( USE_GAME_CODE );

	m_flMaxFrame = (float)modelinfo->GetModelFrameCount( GetModel() ) - 1;
	AddEffects( EF_NOSHADOW | EF_NORECEIVESHADOW );

#if !defined( CLIENT_DLL )
	if ( m_flGlowProxySize > MAX_GLOW_PROXY_SIZE )
	{
		// Clamp on Spawn to prevent per-frame spew
		DevWarning( "env_sprite at setpos %0.0f %0.0f %0.0f has invalid glow size %f - clamping to %f\n",
			GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, m_flGlowProxySize.Get(), MAX_GLOW_PROXY_SIZE );
		m_flGlowProxySize = MAX_GLOW_PROXY_SIZE;
	}
	if ( GetEntityName() != NULL_STRING && !(m_spawnflags & SF_SPRITE_STARTON) )
	{
		TurnOff();
	}
	else
#endif
	{
		TurnOn();
	}
	
	// Worldcraft only sets y rotation, copy to Z
	if ( GetLocalAngles().y != 0 && GetLocalAngles().z == 0 )
	{
		QAngle angles = GetLocalAngles();

		angles.z = angles.y;
		angles.y = 0;

		SetLocalAngles( angles );
	}

	// Clamp our scale if necessary
	float scale = m_flSpriteScale;
	
	if ( scale < 0 || scale > MAX_SPRITE_SCALE )
	{
#if !defined( CLIENT_DLL ) 
		DevMsg( "LEVEL DESIGN ERROR: Sprite %s with bad scale %f [0..%f]\n", GetDebugName(), m_flSpriteScale, MAX_SPRITE_SCALE );
#endif
		scale = clamp( m_flSpriteScale, 0, MAX_SPRITE_SCALE );
	}

	//Set our state
	SetBrightness( GetRenderAlpha() );
	SetScale( scale );

#if defined( CLIENT_DLL )
	m_flStartScale = m_flDestScale = m_flSpriteScale;
	m_nStartBrightness = m_nDestBrightness = m_nBrightness;
#endif

}
Exemple #4
0
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_RadialLinkController::Spawn()
{
	SetSolid( SOLID_NONE );
	AddEffects( EF_NODRAW );
}
//-----------------------------------------------------------------------------
// Creates the explosion effect
//-----------------------------------------------------------------------------
void CEnvHeadcrabCanister::Detonate( )
{
	// Send the impact output
	m_OnImpacted.FireOutput( this, this, 0 );

	if ( !HasSpawnFlags( SF_NO_IMPACT_SOUND ) )
	{
		StopSound( "HeadcrabCanister.IncomingSound" );
		EmitSound( "HeadcrabCanister.Explosion" );
	}

	// If we're supposed to be removed, do that now
	if ( HasSpawnFlags( SF_REMOVE_ON_IMPACT ) )
	{
		SetAbsOrigin( m_vecImpactPosition );
		SetModel( ENV_HEADCRABCANISTER_BROKEN_MODEL );
		SetMoveType( MOVETYPE_NONE );
		AddEffects( EF_NOINTERP );
		m_bLanded = true;
		
		// Become invisible so our trail can finish up
		AddEffects( EF_NODRAW );
		SetSolidFlags( FSOLID_NOT_SOLID );

		SetThink( &CEnvHeadcrabCanister::SUB_Remove );
		SetNextThink( gpGlobals->curtime + ENV_HEADCRABCANISTER_TRAIL_TIME );

		return;
	}

	// Test for damaging things
	TestForCollisionsAgainstWorld( m_vecImpactPosition );

	// Shake the screen unless flagged otherwise
	if ( !HasSpawnFlags( SF_NO_SHAKE ) )
	{
		CPlayer *pPlayer = UTIL_PlayerByIndex( 1 );

		// If the player is on foot, then do a more limited shake
		float shakeRadius = ( pPlayer && pPlayer->IsInAVehicle() ) ? sk_env_headcrabcanister_shake_radius_vehicle.GetFloat() : sk_env_headcrabcanister_shake_radius.GetFloat();

		UTIL_ScreenShake( m_vecImpactPosition, sk_env_headcrabcanister_shake_amplitude.GetFloat(), 150.0, 1.0, shakeRadius, SHAKE_START );
	}

	// Do explosion effects
	if ( !HasSpawnFlags( SF_NO_IMPACT_EFFECTS ) )
	{
		// Normal explosion
		ExplosionCreate( m_vecImpactPosition, GetAbsAngles(), BaseEntity(), 50, 500, 
			SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSOUND, 1300.0f );
			
		// Dust explosion
		//CE_TODO
		/*AR2Explosion *pExplosion = AR2Explosion::CreateAR2Explosion( m_vecImpactPosition );
		
		if( pExplosion )
		{
			pExplosion->SetLifetime(10);
		}*/
	}
}
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CBaseGrenade::Explode( trace_t *pTrace, int bitsDamageType )
{
#if !defined( CLIENT_DLL )
	
	SetModelName( NULL_STRING );//invisible
	AddSolidFlags( FSOLID_NOT_SOLID );

	m_takedamage = DAMAGE_NO;

	// Pull out of the wall a bit
	if ( pTrace->fraction != 1.0 )
	{
		SetAbsOrigin( pTrace->endpos + (pTrace->plane.normal * 0.6) );
	}

	Vector vecAbsOrigin = GetAbsOrigin();
	int contents = UTIL_PointContents ( vecAbsOrigin, MASK_ALL );



	if ( pTrace->fraction != 1.0 )
	{
		Vector vecNormal = pTrace->plane.normal;
		surfacedata_t *pdata = physprops->GetSurfaceData( pTrace->surface.surfaceProps );	
		CPASFilter filter( vecAbsOrigin );

		te->Explosion( filter, -1.0, // don't apply cl_interp delay
			&vecAbsOrigin,
			!( contents & MASK_WATER ) ? g_sModelIndexFireball : g_sModelIndexWExplosion,
			m_DmgRadius * .03, 
			25,
			TE_EXPLFLAG_NONE,
			m_DmgRadius,
			m_flDamage,
			&vecNormal,
			(char) pdata->game.material );
	}
	else
	{
		CPASFilter filter( vecAbsOrigin );
		te->Explosion( filter, -1.0, // don't apply cl_interp delay
			&vecAbsOrigin, 
			!( contents & MASK_WATER ) ? g_sModelIndexFireball : g_sModelIndexWExplosion,
			m_DmgRadius * .03, 
			25,
			TE_EXPLFLAG_NONE,
			m_DmgRadius,
			m_flDamage );
	}

#if !defined( CLIENT_DLL )
	CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
#endif

	// Use the thrower's position as the reported position
	Vector vecReported = m_hThrower ? m_hThrower->GetAbsOrigin() : vec3_origin;
	
	EmitSound( "BaseGrenade.Explode" );
	CTakeDamageInfo info( this, m_hThrower, GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported );

	RadiusDamage( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );

	UTIL_DecalTrace( pTrace, "Scorch" );

	SetThink( &CBaseGrenade::SUB_Remove );
	SetTouch( NULL );
	SetSolid( SOLID_NONE );
	
	AddEffects( EF_NODRAW );
	SetAbsVelocity( vec3_origin );

#if HL2_EPISODIC
	// Because the grenade is zipped out of the world instantly, the EXPLOSION sound that it makes for
	// the AI is also immediately destroyed. For this reason, we now make the grenade entity inert and
	// throw it away in 1/10th of a second instead of right away. Removing the grenade instantly causes
	// intermittent bugs with env_microphones who are listening for explosions. They will 'randomly' not
	// hear explosion sounds when the grenade is removed and the SoundEnt thinks (and removes the sound)
	// before the env_microphone thinks and hears the sound.
	SetNextThink( gpGlobals->curtime + 0.1 );
#else
	SetNextThink( gpGlobals->curtime );
#endif//HL2_EPISODIC

#if defined( HL2_DLL )
	CBasePlayer *pPlayer = ToBasePlayer( m_hThrower.Get() );
	if ( pPlayer )
	{
		gamestats->Event_WeaponHit( pPlayer, true, "weapon_frag", info );
	}
#endif

#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::Spawn( void )
{
	Precache();

	/// HACK:
	SetModel( "models/combine_soldier.mdl" );

	// Setup our ancillary beams but keep them hidden for now
	CreateLaser();
	CreateAncillaryBeams();

	m_iAmmoType = GetAmmoDef()->Index( "CombineHeavyCannon" );

	SetHullType( HULL_HUMAN );
	SetHullSizeNormal();

	UTIL_SetSize( this, Vector( -16, -16 , 0 ), Vector( 16, 16, 64 ) );

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_FLY );
	m_bloodColor		= DONT_BLEED;
	m_iHealth			= 10;
	m_flFieldOfView		= DOT_45DEGREE;
	m_NPCState			= NPC_STATE_NONE;

	if( HasSpawnFlags( SF_STARTDISABLED ) )
	{
		m_fEnabled = false;
	}
	else
	{
		m_fEnabled = true;
	}

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_SIMPLE_RADIUS_DAMAGE );

	m_HackedGunPos = Vector ( 0, 0, 0 ); 

	AddSpawnFlags( SF_NPC_LONG_RANGE | SF_NPC_ALWAYSTHINK );

	NPCInit();

	// Limit our look distance
	SetDistLook( m_flSightDist );

	AddEffects( EF_NODRAW );
	AddSolidFlags( FSOLID_NOT_SOLID );

	// Point the cursor straight ahead so that the sniper's
	// first sweep of the laser doesn't look weird.
	Vector vecForward;
	AngleVectors( GetLocalAngles(), &vecForward );
	m_vecPaintCursor = GetBulletOrigin() + vecForward * 1024;

	// none!
	GetEnemies()->SetFreeKnowledgeDuration( 0.0f );
	GetEnemies()->SetEnemyDiscardTime( 2.0f );

	m_flTimeLastAttackedPlayer = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenadeProj::Explode( trace_t *pTrace, int bitsDamageType )
{
	SetModelName( NULL_STRING );//invisible
	AddSolidFlags( FSOLID_NOT_SOLID );

	m_takedamage = DAMAGE_NO;

	// Pull out of the wall a bit
	if ( pTrace->fraction != 1.0 )
	{
		SetAbsOrigin( pTrace->endpos + ( pTrace->plane.normal * 1.0f ) );
	}

	CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );

	// Explosion effect on client
	Vector vecOrigin = GetAbsOrigin();
	CPVSFilter filter( vecOrigin );
	if ( UseImpactNormal() )
	{
		if ( pTrace->m_pEnt && pTrace->m_pEnt->IsPlayer() )
		{
			TE_TFExplosion( filter, 0.0f, vecOrigin, GetImpactNormal(), GetWeaponID(), pTrace->m_pEnt->entindex() );
		}
		else
		{
			TE_TFExplosion( filter, 0.0f, vecOrigin, GetImpactNormal(), GetWeaponID(), -1 );
		}
	}
	else
	{
		if ( pTrace->m_pEnt && pTrace->m_pEnt->IsPlayer() )
		{
			TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), pTrace->m_pEnt->entindex() );
		}
		else
		{
			TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), -1 );
		}
	}


	// Use the thrower's position as the reported position
	Vector vecReported = GetThrower() ? GetThrower()->GetAbsOrigin() : vec3_origin;

	float flRadius = GetDamageRadius();

	if ( tf_grenade_show_radius.GetBool() )
	{
		DrawRadius( flRadius );
	}

	CTFRadiusDamageInfo radiusInfo;
	radiusInfo.info.Set( this, GetThrower(), m_hLauncher, GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported );
	radiusInfo.m_vecSrc = vecOrigin;
	radiusInfo.m_flRadius = flRadius;
	radiusInfo.m_flSelfDamageRadius = 146.0f;

	TFGameRules()->RadiusDamage( radiusInfo );

	// Don't decal players with scorch.
	if ( pTrace->m_pEnt && !pTrace->m_pEnt->IsPlayer() )
	{
		UTIL_DecalTrace( pTrace, "Scorch" );
	}

	SetThink( &CBaseGrenade::SUB_Remove );
	SetTouch( NULL );

	AddEffects( EF_NODRAW );
	SetAbsVelocity( vec3_origin );
	SetNextThink( gpGlobals->curtime );
}
//Called from PhysicsSimulate() or ReceiveMessage()
bool CDHLProjectile::OnTouch( trace_t &touchtr, bool bDecalOnly /*= false*/, ITraceFilter* pTraceFilter /*= NULL*/ )
{
	//Direction
	Vector vecDir = touchtr.endpos - touchtr.startpos;
	if ( vecDir == vec3_origin ) //Sometimes endpos==startpos so we need to get dir from velocity instead
	{
		#ifdef CLIENT_DLL
			vecDir = GetLocalVelocity();
		#else
			vecDir = m_vecCurVelocity;
		#endif
		VectorNormalize( vecDir );
	}

	CBaseEntity* ent = touchtr.m_pEnt;
	if ( !ent )
		return false;

	if ( touchtr.DidHit() )
	{
		//Never collide with self, shooter, or other projectiles
		if ( ent == this || dynamic_cast<CDHLProjectile*>(ent)
			|| ent == (CBaseEntity*)m_pShooter )
			//|| ( (m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE) && (ent == m_pFiringWeapon) ) ) //Combat knife - don't collide with weapon ent
			return false;

		//Hack: Sometimes hits are registered prematurely (usually to the torso area) with no hitbox.  Pretend nothing happened unless one is found.
		if ( ent->IsPlayer() && touchtr.hitgroup == 0 )
			return false;

		//Check friendly fire
		if ( CheckFriendlyFire( ent ) )
		{
			if ( !bDecalOnly )
			{
				ClearMultiDamage();

				//Do damage
				CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET  );
				if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
				{
					//CalculateMeleeDamageForce( &dmgInfo, vecDir, touchtr.endpos, 0.01f );
					Vector vecForce = vecDir;
					VectorNormalize( vecForce );
					//vecForce *= 10.0f; //Ripped from C_ClientRagdoll::ImpactTrace
					dmgInfo.SetDamageForce( vecForce );

					#ifndef CLIENT_DLL
						if ( IsOnFire() )
						{
							CBaseAnimating* pBAnim = dynamic_cast<CBaseAnimating*>(ent);
							if ( pBAnim )
								pBAnim->Ignite( 10.0f, false );
						}
					#endif
				}
				else
					CalculateBulletDamageForce( &dmgInfo, m_iAmmoType, vecDir, touchtr.endpos, 1.0f );
				dmgInfo.SetDamagePosition( touchtr.endpos );
				ent->DispatchTraceAttack( dmgInfo, vecDir, &touchtr );
				ApplyMultiDamage();
			}

			#ifdef CLIENT_DLL
				if ( ent->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
					return false;

				//Decals and such
				if ( !( touchtr.surface.flags & SURF_SKY ) && !touchtr.allsolid )
				{
					IPredictionSystem::SuppressEvents( false );
					if ( (m_iType == DHL_PROJECTILE_TYPE_BULLET || m_iType == DHL_PROJECTILE_TYPE_PELLET) )
					{
						UTIL_ImpactTrace( &touchtr, DMG_BULLET );
					}
					if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
						PlayImpactSound( touchtr.m_pEnt, touchtr, touchtr.endpos, touchtr.surface.surfaceProps );
					IPredictionSystem::SuppressEvents( !prediction->IsFirstTimePredicted() );
				}
			#endif
		}

		if ( pTraceFilter && m_iType != DHL_PROJECTILE_TYPE_COMBATKNIFE )
		{
			PenetrationData_t nPenetrationData = DHLShared::TestPenetration( touchtr, m_pShooter, pTraceFilter, 
				m_iTimesPenetrated, m_flDistanceTravelled, m_iAmmoType );
			if ( nPenetrationData.m_bShouldPenetrate )
			{
				m_flDistanceTravelled += GetLocalOrigin().DistTo( nPenetrationData.m_vecNewBulletPos );
				MoveProjectileToPosition( nPenetrationData.m_vecNewBulletPos );
				m_iTimesPenetrated++;
				return true; //Keep going - but don't do anything else in this frame of PhysicsSimulate()
			}
		}
	
		//We're done unless what we hit was breakable glass
		if ( ent->GetCollisionGroup() != COLLISION_GROUP_BREAKABLE_GLASS )
		{
			#ifdef CLIENT_DLL
				m_bCollided = true;
				AddEffects( EF_NODRAW );
				if ( m_pTrail ) //NULL pointer here sometimes somehow...
					m_pTrail->AddEffects( EF_NODRAW );
			#else
				EntityMessageBegin( this );
					WRITE_BYTE( MSG_NOTIFY_REMOVAL );
				MessageEnd();
				
				if ( touchtr.DidHitWorld() && m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE && !( touchtr.surface.flags & SURF_SKY ) )
				{
					CBaseCombatWeapon* pKnifeEnt = assert_cast<CBaseCombatWeapon*>(CreateEntityByName( "weapon_combatknife" ));
					if ( pKnifeEnt )
					{
						pKnifeEnt->AddSpawnFlags( SF_NORESPAWN ); //Needed for weapon spawn & VPhysics setup to work correctly
						pKnifeEnt->SetAbsOrigin( touchtr.endpos );
						QAngle angles = vec3_angle;
						Vector vecKnifeDir = touchtr.startpos - touchtr.endpos;
						VectorAngles( vecKnifeDir, angles );
						angles[PITCH] -= 15.0f; //Correct for the .mdl being offset a bit
						pKnifeEnt->SetLocalAngles( angles );
						DispatchSpawn( pKnifeEnt );

						//Spawns vphys object and sets it up, essentially a copy of CWeaponHL2MPBase::FallInit()
						pKnifeEnt->VPhysicsDestroyObject();
						//Using SOLID_VPHYSICS instead of SOLID_BBOX (as ordinary weapons do) helps resolve some of the client side collision oddities
						Assert( pKnifeEnt->VPhysicsInitNormal( SOLID_VPHYSICS, FSOLID_NOT_STANDABLE | FSOLID_TRIGGER, true ) );
						pKnifeEnt->SetPickupTouch(); //Sets up automagic removal after time
						IPhysicsObject* pKnifePhys = pKnifeEnt->VPhysicsGetObject();
						if ( pKnifePhys )
						{
							//Knives are solid to bullets...the only way to make them non-solid to bullets is to do SetSolid( SOLID_NONE ) or AddSolidFlags( FSOLID_NOT_SOLID )
							//which breaks the +use pickup even with FSOLID_TRIGGER set.  Let's just call it a feature :)
							pKnifePhys->EnableMotion( false );
							pKnifePhys->EnableCollisions( false );
						}

						if ( IsOnFire() )
							pKnifeEnt->Ignite( 10.0f, false );
					}
				}

				//SetThink( &CDHLProjectile::SUB_Remove );
				//SetNextThink( gpGlobals->curtime + 0.1 );
				//SUB_Remove();
				//SetMoveType( MOVETYPE_NONE );
				m_flRemoveAt = gpGlobals->curtime + 0.1f; //Give the notification message a head start so that the client will have time to react
			#endif
		}
	}
	return true;
}
Exemple #10
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CEnvBeam::Spawn( void )
{
	if ( !m_iszSpriteName )
	{
		SetThink( &CEnvBeam::SUB_Remove );
		return;
	}

	BaseClass::Spawn();

	m_noiseAmplitude = MIN(MAX_BEAM_NOISEAMPLITUDE, m_noiseAmplitude);

	// Check for tapering
	if ( HasSpawnFlags( SF_BEAM_TAPEROUT ) )
	{
		SetWidth( m_boltWidth );
		SetEndWidth( 0 );
	}
	else
	{
		SetWidth( m_boltWidth );
		SetEndWidth( GetWidth() );	// Note: EndWidth is not scaled
	}

	// if a non-targetentity endpoint was specified, transform it into local relative space
	// so it can move along with the base
	if (!m_vEndPointWorld.IsZero())
	{
		WorldToEntitySpace( m_vEndPointWorld, &m_vEndPointRelative );
	}
	else
	{
		m_vEndPointRelative.Zero();
	}


	if ( ServerSide() )
	{
		SetThink( &CEnvBeam::UpdateThink );
		SetNextThink( gpGlobals->curtime );
		SetFireTime( gpGlobals->curtime );

		if ( GetEntityName() != NULL_STRING )
		{
			if ( !(m_spawnflags & SF_BEAM_STARTON) )
			{
				AddEffects( EF_NODRAW );
				m_active = 0;
				SetNextThink( TICK_NEVER_THINK );
			}
			else
			{
				m_active = 1;
			}
		}
	}
	else
	{
		m_active = 0;
		if ( !GetEntityName() || FBitSet(m_spawnflags, SF_BEAM_STARTON) )
		{
			SetThink( &CEnvBeam::StrikeThink );
			SetNextThink( gpGlobals->curtime + 1.0f );
		}
	}

}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFuncLadder::Spawn()
{
	BaseClass::Spawn();

	// Entity is symbolid
	SetSolid( SOLID_NONE );
	SetMoveType( MOVETYPE_NONE );
	SetCollisionGroup( COLLISION_GROUP_NONE );
	
	//AddFlag( FL_WORLDBRUSH );
	SetModelName( NULL_STRING );

	// Make entity invisible
	AddEffects( EF_NODRAW );
	// No model but should still network
	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );

	Vector playerMins = VEC_HULL_MIN;
	Vector playerMaxs = VEC_HULL_MAX;

	// This will swap them if they are inverted
	SetEndPoints( m_vecPlayerMountPositionTop, m_vecPlayerMountPositionBottom );

#if !defined( CLIENT_DLL )
	trace_t bottomtrace, toptrace;
	UTIL_TraceHull( m_vecPlayerMountPositionBottom, m_vecPlayerMountPositionBottom, 
		playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &bottomtrace );
	UTIL_TraceHull( m_vecPlayerMountPositionTop, m_vecPlayerMountPositionTop, 
		playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &toptrace );

	if ( bottomtrace.startsolid || toptrace.startsolid )
	{
		if ( bottomtrace.startsolid )
		{
			DevMsg( 1, "Warning, funcladder with blocked bottom point (%.2f %.2f %.2f) stuck in (%s)\n",
				m_vecPlayerMountPositionBottom.GetX(),
				m_vecPlayerMountPositionBottom.GetY(),
				m_vecPlayerMountPositionBottom.GetZ(),
				bottomtrace.m_pEnt 
					? 
					UTIL_VarArgs( "%s/%s", bottomtrace.m_pEnt->GetClassname(), bottomtrace.m_pEnt->GetEntityName().ToCStr() ) 
					//UTIL_VarArgs( "%s/%s", bottomtrace.m_pEnt->GetClassname(), STRING(bottomtrace.m_pEnt->GetEntityName()) ) ?
					: 
					"NULL" );
		}
		if ( toptrace.startsolid )
		{
			DevMsg( 1, "Warning, funcladder with blocked top point (%.2f %.2f %.2f) stuck in (%s)\n",
				m_vecPlayerMountPositionTop.GetX(),
				m_vecPlayerMountPositionTop.GetY(),
				m_vecPlayerMountPositionTop.GetZ(),
				toptrace.m_pEnt 
					? 
					UTIL_VarArgs( "%s/%s", toptrace.m_pEnt->GetClassname(), toptrace.m_pEnt->GetEntityName().ToCStr() ) 
					//UTIL_VarArgs( "%s/%s", toptrace.m_pEnt->GetClassname(), STRING(toptrace.m_pEnt->GetEntityName()) ) ?
					: 
					"NULL" );
		}

		// Force geometry overlays on, but only if developer 2 is set...
		if ( developer.GetInt() > 1 )
		{
			m_debugOverlays |= OVERLAY_TEXT_BIT;
		}
	}

	m_vecPlayerMountPositionTop -= GetAbsOrigin();
	m_vecPlayerMountPositionBottom -= GetAbsOrigin();

	// Compute mins, maxs of points
	// 
	Vector mins( MAX_COORD_INTEGER, MAX_COORD_INTEGER, MAX_COORD_INTEGER );
	Vector maxs( -MAX_COORD_INTEGER, -MAX_COORD_INTEGER, -MAX_COORD_INTEGER );
	int i;
	for ( i = 0; i < 3; i++ )
	{
		if ( m_vecPlayerMountPositionBottom.m_Value[ i ] < mins[ i ] )
		{
			mins[ i ] = m_vecPlayerMountPositionBottom.m_Value[ i ];
		}
		if ( m_vecPlayerMountPositionBottom.m_Value[ i ] > maxs[ i ] )
		{
			maxs[ i ] = m_vecPlayerMountPositionBottom.m_Value[ i ];
		}
		if ( m_vecPlayerMountPositionTop.m_Value[ i ] < mins[ i ] )
		{
			mins[ i ] = m_vecPlayerMountPositionTop.m_Value[ i ];
		}
		if ( m_vecPlayerMountPositionTop.m_Value[ i ] > maxs[ i ] )
		{
			maxs[ i ] = m_vecPlayerMountPositionTop.m_Value[ i ];
		}
	}

	// Expand mins/maxs by player hull size
	mins += playerMins;
	maxs += playerMaxs;

	UTIL_SetSize( this, mins, maxs );

	m_bFakeLadder = HasSpawnFlags(SF_LADDER_DONTGETON);
#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOther - 
//-----------------------------------------------------------------------------
void CFlechette::BoltTouch( CBaseEntity *pOther )
{
	if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) || pOther->GetCollisionGroup() == COLLISION_GROUP_WEAPON )
		return;

	DoAOEDamage();

		trace_t	tr;
		tr = BaseClass::GetTouchTrace();

		// See if we struck the world
		if ( !( tr.surface.flags & SURF_SKY ) )
		{
			if( (pOther->GetMoveType() == MOVETYPE_NONE || pOther->GetMoveType() == MOVETYPE_PUSH ) && !pOther->IsPlayer() && !pOther->IsNPC() )
			EmitSound( "Weapon_Crossbow.BoltHitWorld" );

			// if what we hit is static architecture, can stay around for a while.
			Vector vecDir = GetAbsVelocity();

			SetThink( &CFlechette::SUB_Remove );
			SetNextThink( gpGlobals->curtime + 2.0f );
			
			//FIXME: We actually want to stick (with hierarchy) to what we've hit
			SetMoveType( MOVETYPE_NONE );
		
			Vector vForward;

			AngleVectors( GetAbsAngles(), &vForward );
			VectorNormalize ( vForward );
			
			CEffectData	data;
			data.m_vOrigin = tr.endpos;
			data.m_vNormal = vForward;
			data.m_nEntIndex = 0;
			data.m_nMaterial = m_nSkin; // Propriété inutilisée, on l'utilisera pour savoir quelle skin utiliser

			if(!pOther->IsPlayer() && !pOther->IsNPC())
			{
				DispatchEffect( "FlechetteImpact", data );
			}

			if(HL2MPRules()->IsTeamplay())
			{
				if(GetOwnerEntity()->GetTeamNumber() == TEAM_PINK)
					DispatchParticleEffect( "gasgrenade_pink", tr.endpos, data.m_vAngles, this );
				else
					DispatchParticleEffect( "gasgrenade_green", tr.endpos, data.m_vAngles, this );
			}
			else
				DispatchParticleEffect( "gasgrenade_red", tr.endpos, data.m_vAngles, this );

			UTIL_ImpactTrace( &tr, DMG_BULLET );

			AddEffects( EF_NODRAW );
			SetTouch( NULL );
			SetThink( &CFlechette::SUB_Remove );
			SetNextThink( gpGlobals->curtime + 2.0f );
			
			// Shoot some sparks
			if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
			{
				g_pEffects->Sparks( GetAbsOrigin() );
			}
		}
		else
		{
			// Put a mark unless we've hit the sky
			if ( ( tr.surface.flags & SURF_SKY ) == false )
			{
				UTIL_ImpactTrace( &tr, DMG_BULLET );
			}

			UTIL_Remove( this );
		}
	//}
}
CWeaponBrawl::CWeaponBrawl()
{
	AddEffects( EF_NODRAW );
}
//-----------------------------------------------------------------------------
// Create a corpse 
//-----------------------------------------------------------------------------
void CPropAPC2::CreateCorpse( )
{
	m_lifeState = LIFE_DEAD;

	for ( int i = 0; i < APC_MAX_GIBS; ++i )
	{
		CPhysicsProp *pGib = assert_cast<CPhysicsProp*>(CreateEntityByName( "prop_physics_multiplayer" ));
		pGib->SetAbsOrigin( GetAbsOrigin() );
		pGib->SetAbsAngles( GetAbsAngles() );
		pGib->SetAbsVelocity( GetAbsVelocity() );
		pGib->SetModel( s_pGibModelName[i] );
		pGib->Spawn();
		pGib->SetMoveType( MOVETYPE_VPHYSICS );

		float flMass = pGib->GetMass();
		/*if ( flMass < 200 )
		{*/
			Vector vecVelocity;
			pGib->GetMassCenter( &vecVelocity );
			vecVelocity -= WorldSpaceCenter();
			vecVelocity.z = fabs(vecVelocity.z);
			VectorNormalize( vecVelocity );

			// Apply a force that would make a 100kg mass travel 150 - 300 m/s
			float flRandomVel = random->RandomFloat( 150, 300 );
			vecVelocity *= (100 * flRandomVel) / flMass;
			vecVelocity.z += 100.0f;
			AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 );
			
			IPhysicsObject *pObj = pGib->VPhysicsGetObject();
			if ( pObj != NULL )
			{
				pObj->AddVelocity( &vecVelocity, &angImpulse );
			}
			pGib->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
		/*}*/
		//pGib->Ignite( 60, false );
		pGib->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
	}

//

	CPropAPC2 *pAPC = (CPropAPC2 *)CreateEntityByName( "prop_vehicle_apc2" );
		
	if ( pAPC )
	{
		pAPC->InicialSpawn=m_vOriginalSpawnOrigin;
		pAPC->InicialAngle=m_vOriginalSpawnAngles;
		pAPC->m_bSpawn=true;
		pAPC->SetThink( &CPropAPC2::Materialize );
		pAPC->SetContextThink( &CPropAPC2::Materialize, gpGlobals->curtime + 5.0f, "RESPAWNING" );
		pAPC->SetNextThink( gpGlobals->curtime + 5.0f );
	}
	else
	{
		Warning("Respawn failed to create %s!\n", GetClassname() );
	}

//

	AddSolidFlags( FSOLID_NOT_SOLID );
	AddEffects( EF_NODRAW );
	UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
	if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
	{
		// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
		if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
			return;
	}

	if ( pOther->m_takedamage != DAMAGE_NO )
	{
		trace_t	tr, tr2;
		tr = BaseClass::GetTouchTrace();
		Vector	vecNormalizedVel = GetAbsVelocity();

		ClearMultiDamage();
		VectorNormalize( vecNormalizedVel );

#if defined(HL2_EPISODIC)
		//!!!HACKHACK - specific hack for ep2_outland_10 to allow crossbow bolts to pass through her bounding box when she's crouched in front of the player
		// (the player thinks they have clear line of sight because Alyx is crouching, but her BBOx is still full-height and blocks crossbow bolts.
		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->Classify() == CLASS_PLAYER_ALLY_VITAL && FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
		{
			// Change the owner to stop further collisions with Alyx. We do this by making her the owner.
			// The player won't get credit for this kill but at least the bolt won't magically disappear!
			SetOwnerEntity( pOther );
			return;
		}
#endif//HL2_EPISODIC

		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_NEVERGIB );
			dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );

			CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() );
			if ( pPlayer )
			{
				gamestats->Event_WeaponHit( pPlayer, true, "weapon_crossbow", dmgInfo );
			}

		}
		else
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_BULLET | DMG_NEVERGIB );
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}

		ApplyMultiDamage();

		//Adrian: keep going through the glass.
		if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
			 return;

		/*if ( !pOther->IsAlive() )
		{
			// We killed it! 
			const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
			if ( pdata->game.material == CHAR_TEX_GLASS )
			{
				return;
			}
		}*/

		SetAbsVelocity( Vector( 0, 0, 0 ) );

		// play body "thwack" sound
		EmitSound( "Weapon_Crossbow.BoltHitBody" );

		Vector vForward;

		AngleVectors( GetAbsAngles(), &vForward );
		VectorNormalize ( vForward );

		UTIL_TraceLine( GetAbsOrigin(),	GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 );

		if ( tr2.fraction != 1.0f )
		{
//			NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
//			NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );

			if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
			{
				CEffectData	data;

				data.m_vOrigin = tr2.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = tr2.fraction != 1.0f;
			
				DispatchEffect( "BoltImpact", data );
			}
		}
		
		SetTouch( NULL );
		SetThink( NULL );

		if ( !g_pGameRules->IsMultiplayer() )
		{
			UTIL_Remove( this );
		}
	}
	else
	{
		trace_t	tr;
		tr = BaseClass::GetTouchTrace();

		// See if we struck the world
		if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
		{
			EmitSound( "Weapon_Crossbow.BoltHitWorld" );

			// if what we hit is static architecture, can stay around for a while.
			Vector vecDir = GetAbsVelocity();
			float speed = VectorNormalize( vecDir );

			// See if we should reflect off this surface
			float hitDot = DotProduct( tr.plane.normal, -vecDir );
			
			if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
			{
				Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir;
				
				QAngle reflectAngles;

				VectorAngles( vReflection, reflectAngles );

				SetLocalAngles( reflectAngles );

				SetAbsVelocity( vReflection * speed * 0.75f );

				// Start to sink faster
				SetGravity( 1.0f );
			}
			else
			{
				SetThink( &CCrossbowBolt::SUB_Remove );
				SetNextThink( gpGlobals->curtime + 2.0f );
				
				//FIXME: We actually want to stick (with hierarchy) to what we've hit
				SetMoveType( MOVETYPE_NONE );
			
				Vector vForward;

				AngleVectors( GetAbsAngles(), &vForward );
				VectorNormalize ( vForward );

				CEffectData	data;

				data.m_vOrigin = tr.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = 0;
			
				DispatchEffect( "BoltImpact", data );
				
				UTIL_ImpactTrace( &tr, DMG_BULLET );

				AddEffects( EF_NODRAW );
				SetTouch( NULL );
				SetThink( &CCrossbowBolt::SUB_Remove );
				SetNextThink( gpGlobals->curtime + 2.0f );

				if ( m_pGlowSprite != NULL )
				{
					m_pGlowSprite->TurnOn();
					m_pGlowSprite->FadeAndDie( 3.0f );
				}
			}
			
			// Shoot some sparks
			if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
			{
				g_pEffects->Sparks( GetAbsOrigin() );
			}
		}
		else
		{
			// Put a mark unless we've hit the sky
			if ( ( tr.surface.flags & SURF_SKY ) == false )
			{
				UTIL_ImpactTrace( &tr, DMG_BULLET );
			}

			UTIL_Remove( this );
		}
	}

	if ( g_pGameRules->IsMultiplayer() )
	{
//		SetThink( &CCrossbowBolt::ExplodeThink );
//		SetNextThink( gpGlobals->curtime + 0.1f );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CGrenade_Molotov::Detonate( void ) 
{
	SetModelName( NULL_STRING );		//invisible
	AddSolidFlags( FSOLID_NOT_SOLID );	// intangible

	m_takedamage = DAMAGE_NO;

	trace_t trace;
	UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + Vector ( 0, 0, -128 ),  MASK_SOLID_BRUSHONLY, 
		this, COLLISION_GROUP_NONE, &trace);

	// Pull out of the wall a bit
	if ( trace.fraction != 1.0 )
	{
		SetLocalOrigin( trace.endpos + (trace.plane.normal * (m_flDamage - 24) * 0.6) );
	}

	int contents = UTIL_PointContents ( GetAbsOrigin() );
	
	if ( (contents & MASK_WATER) )
	{
		UTIL_Remove( this );
		return;
	}

	EmitSound( "Grenade_Molotov.Detonate");

// Start some fires
	int i;
	QAngle vecTraceAngles;
	Vector vecTraceDir;
	trace_t firetrace;

	for( i = 0 ; i < 16 ; i++ )
	{
		// build a little ray
		vecTraceAngles[PITCH]	= random->RandomFloat(45, 135);
		vecTraceAngles[YAW]		= random->RandomFloat(0, 360);
		vecTraceAngles[ROLL]	= 0.0f;

		AngleVectors( vecTraceAngles, &vecTraceDir );

		Vector vecStart, vecEnd;

		vecStart = GetAbsOrigin() + ( trace.plane.normal * 128 );
		vecEnd = vecStart + vecTraceDir * 512;

		UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &firetrace );

		Vector	ofsDir = ( firetrace.endpos - GetAbsOrigin() );
		float	offset = VectorNormalize( ofsDir );

		if ( offset > 128 )
			offset = 128;

		//Get our scale based on distance
		float scale	 = 0.1f + ( 0.75f * ( 1.0f - ( offset / 128.0f ) ) );
		float growth = 0.1f + ( 0.75f * ( offset / 128.0f ) );

		if( firetrace.fraction != 1.0 )
		{
			FireSystem_StartFire( firetrace.endpos, scale, growth, 30.0f, (SF_FIRE_START_ON|SF_FIRE_SMOKELESS|SF_FIRE_NO_GLOW), (CBaseEntity*) this, FIRE_NATURAL );
		}
	}
// End Start some fires
	
	CPASFilter filter2( trace.endpos );

	te->Explosion( filter2, 0.0,
		&trace.endpos, 
		g_sModelIndexFireball,
		2.0, 
		15,
		TE_EXPLFLAG_NOPARTICLES,
		m_DmgRadius,
		m_flDamage );

	CBaseEntity *pOwner;
	pOwner = GetOwnerEntity();
	SetOwnerEntity( NULL ); // can't traceline attack owner if this is set

	UTIL_DecalTrace( &trace, "Scorch" );

	UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
	CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );

	RadiusDamage( CTakeDamageInfo( this, pOwner, m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );

	AddEffects( EF_NODRAW );
	SetAbsVelocity( vec3_origin );
	SetNextThink( gpGlobals->curtime + 0.2 );

	if ( m_pFireTrail )
	{
		UTIL_Remove( m_pFireTrail );
	}

	UTIL_Remove(this);
}
Exemple #17
0
void CSDKPlayer::FlashlightTurnOn( void )
{
	AddEffects( EF_DIMLIGHT );
}
Exemple #18
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSprite::Spawn( void )
{
	SetSolid( SOLID_NONE );
	SetMoveType( MOVETYPE_NONE );
	m_flFrame = 0;

	Precache();
	SetModel( STRING( GetModelName() ) );
	CollisionProp()->SetSurroundingBoundsType( USE_GAME_CODE );

	m_flMaxFrame = (float)modelinfo->GetModelFrameCount( GetModel() ) - 1;
	AddEffects( EF_NOSHADOW | EF_NORECEIVESHADOW );

#if defined( CLIENT_DLL )
	SetNextClientThink( CLIENT_THINK_ALWAYS );
#endif

#if !defined( CLIENT_DLL )
	if ( GetEntityName() != NULL_STRING && !(m_spawnflags & SF_SPRITE_STARTON) )
	{
		TurnOff();
	}
	else
#endif
	{
		TurnOn();
	}
	
	// Worldcraft only sets y rotation, copy to Z
	if ( GetLocalAngles().y != 0 && GetLocalAngles().z == 0 )
	{
		QAngle angles = GetLocalAngles();

		angles.z = angles.y;
		angles.y = 0;

		SetLocalAngles( angles );
	}

	// Clamp our scale if necessary
	float scale = m_flSpriteScale;
	
	if ( scale < 0 || scale > MAX_SPRITE_SCALE )
	{
#if !defined( CLIENT_DLL ) 
#ifndef _LINUX
		DevMsg( "LEVEL DESIGN ERROR: Sprite %s with bad scale %f [0..%f]\n", GetDebugName(), m_flSpriteScale, MAX_SPRITE_SCALE );
#endif
#endif
		scale = clamp( m_flSpriteScale, 0, MAX_SPRITE_SCALE );
	}

	//Set our state
	SetBrightness( m_clrRender->a );
	SetScale( scale );

#if defined( CLIENT_DLL )
	m_flStartScale = m_flDestScale = m_flSpriteScale;
	m_nStartBrightness = m_nDestBrightness = m_nBrightness;
#endif

}
Exemple #19
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBeam::TurnOn( void )
{
	AddEffects( EF_NODRAW );
}
Exemple #20
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPCEventResponseSystemEntity::Spawn( void )
{
	// Invisible, non solid.
	AddSolidFlags( FSOLID_NOT_SOLID );
	AddEffects( EF_NODRAW );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOther - 
//-----------------------------------------------------------------------------
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
	if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
		return;

	if ( pOther->m_takedamage != DAMAGE_NO )
	{
		trace_t	tr, tr2;
		tr = BaseClass::GetTouchTrace();
		Vector	vecNormalizedVel = GetAbsVelocity();

		ClearMultiDamage();
		VectorNormalize( vecNormalizedVel );

		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_NEVERGIB );
			dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}
		else
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET | DMG_NEVERGIB );
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}

		ApplyMultiDamage();

		//Adrian: keep going through the glass.
		if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
			 return;

		SetAbsVelocity( Vector( 0, 0, 0 ) );

		// play body "thwack" sound
		EmitSound( "Weapon_Crossbow.BoltHitBody" );

		Vector vForward;

		AngleVectors( GetAbsAngles(), &vForward );
		VectorNormalize ( vForward );

		UTIL_TraceLine( GetAbsOrigin(),	GetAbsOrigin() + vForward * 128, MASK_OPAQUE, pOther, COLLISION_GROUP_NONE, &tr2 );

		if ( tr2.fraction != 1.0f )
		{
//			NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
//			NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );

			if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
			{
				CEffectData	data;

				data.m_vOrigin = tr2.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = tr2.fraction != 1.0f;
			
				DispatchEffect( "BoltImpact", data );
			}
		}
		
		SetTouch( NULL );
		SetThink( NULL );

		UTIL_Remove( this );
	}
	else
	{
		trace_t	tr;
		tr = BaseClass::GetTouchTrace();

		// See if we struck the world
		if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
		{
			EmitSound( "Weapon_Crossbow.BoltHitWorld" );

			// if what we hit is static architecture, can stay around for a while.
			Vector vecDir = GetAbsVelocity();
			float speed = VectorNormalize( vecDir );

			// See if we should reflect off this surface
			float hitDot = DotProduct( tr.plane.normal, -vecDir );
			
			if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
			{
				Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir;
				
				QAngle reflectAngles;

				VectorAngles( vReflection, reflectAngles );

				SetLocalAngles( reflectAngles );

				SetAbsVelocity( vReflection * speed * 0.75f );

				// Start to sink faster
				SetGravity( 1.0f );
			}
			else
			{
				SetThink( &CCrossbowBolt::SUB_Remove );
				SetNextThink( gpGlobals->curtime + 2.0f );
				
				//FIXME: We actually want to stick (with hierarchy) to what we've hit
				SetMoveType( MOVETYPE_NONE );
			
				Vector vForward;

				AngleVectors( GetAbsAngles(), &vForward );
				VectorNormalize ( vForward );

				CEffectData	data;

				data.m_vOrigin = tr.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = 0;
			
				DispatchEffect( "BoltImpact", data );
				
				UTIL_ImpactTrace( &tr, DMG_BULLET );

				AddEffects( EF_NODRAW );
				SetTouch( NULL );
				SetThink( &CCrossbowBolt::SUB_Remove );
				SetNextThink( gpGlobals->curtime + 2.0f );

				if ( m_pGlowSprite != NULL )
				{
					m_pGlowSprite->TurnOn();
					m_pGlowSprite->FadeAndDie( 3.0f );
				}
			}
			
			// Shoot some sparks
			if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
			{
				g_pEffects->Sparks( GetAbsOrigin() );
			}
		}
		else
		{
			// Put a mark unless we've hit the sky
			if ( ( tr.surface.flags & SURF_SKY ) == false )
			{
				UTIL_ImpactTrace( &tr, DMG_BULLET );
			}

			UTIL_Remove( this );
		}
	}

	if ( g_pGameRules->IsMultiplayer() )
	{
//		SetThink( &CCrossbowBolt::ExplodeThink );
//		SetNextThink( gpGlobals->curtime + 0.1f );
	}
}
void CAreaPortal::Spawn( void )
{
	AddEffects( EF_NORECEIVESHADOW | EF_NOSHADOW );
	Precache();
}
void CRuleEntity::Spawn( void )
{
	SetSolid( SOLID_NONE );
	SetMoveType( MOVETYPE_NONE );
	AddEffects( EF_NODRAW );
}
//-----------------------------------------------------------------------------
// Purpose: Spawn the entity
//-----------------------------------------------------------------------------
void CNPC_CombineCamera::Spawn()
{
	Precache();

	SetModel(COMBINE_CAMERA_MODEL);

	m_pEyeFlash = CSprite::SpriteCreate(COMBINE_CAMERA_FLASH_SPRITE, GetLocalOrigin(), FALSE);
	m_pEyeFlash->SetTransparency(kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation);
	m_pEyeFlash->SetAttachment(this, 2);
	m_pEyeFlash->SetBrightness(0);
	m_pEyeFlash->SetScale(1.0);

	BaseClass::Spawn();

	m_HackedGunPos	= Vector(0, 0, 12.75);
	SetViewOffset(EyeOffset(ACT_IDLE));
	m_flFieldOfView	= CAMERA_FOV_WIDE;
	m_takedamage	= DAMAGE_YES;
	m_iHealth		= 50;
	m_bloodColor	= BLOOD_COLOR_MECH;
	
	SetSolid(SOLID_BBOX);
	AddSolidFlags(FSOLID_NOT_STANDABLE);

	SetHeight(COMBINE_CAMERA_RETRACT_HEIGHT);

	AddFlag(FL_AIMTARGET);

	SetPoseParameter(COMBINE_CAMERA_BC_YAW, 0);
	SetPoseParameter(COMBINE_CAMERA_BC_PITCH, 0);

	m_iAmmoType = GetAmmoDef()->Index("Pistol");

	// Create our eye sprite
	m_pEyeGlow = CSprite::SpriteCreate(COMBINE_CAMERA_GLOW_SPRITE, GetLocalOrigin(), false);
	m_pEyeGlow->SetTransparency(kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation);
	m_pEyeGlow->SetAttachment(this, 2);

	// Set our enabled state
	m_bEnabled = ((m_spawnflags & SF_COMBINE_CAMERA_STARTINACTIVE) == false);

	// Make sure the radii are sane.
	if (m_nOuterRadius <= 0)
	{
		m_nOuterRadius = 300;
	}

	if (m_nInnerRadius <= 0)
	{
		m_nInnerRadius = 450;
	}

	if (m_nOuterRadius < m_nInnerRadius)
	{
		swap(m_nOuterRadius, m_nInnerRadius);
	}

	// Do we start active?
	if (m_bEnabled)
	{
		Deploy();
	}
	else
	{
		SetEyeState(CAMERA_EYE_DISABLED);
	}

	//Adrian: No shadows on these guys.
	AddEffects( EF_NOSHADOW );

	// Stagger our starting times
	SetNextThink( gpGlobals->curtime + random->RandomFloat(0.1f, 0.3f) );

	// Don't allow us to skip animation setup because our attachments are critical to us!
	SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
}