void CASW_Drone_Movement::SetGroundEntity( CBaseEntity *newGround )
{
	CBaseEntity *oldGround = m_pNPC->GetGroundEntity();
	Vector vecBaseVelocity = m_pNPC->GetBaseVelocity();

	if ( !oldGround && newGround )
	{
		// Subtract ground velocity at instant we hit ground jumping
		vecBaseVelocity -= newGround->GetAbsVelocity(); 
		vecBaseVelocity.z = newGround->GetAbsVelocity().z;
	}
	else if ( oldGround && !newGround )
	{
		// Add in ground velocity at instant we started jumping
 		vecBaseVelocity += oldGround->GetAbsVelocity();
		vecBaseVelocity.z = oldGround->GetAbsVelocity().z;
	}
	// TODO
	//else if ( oldGround && newGround && oldGround != newGround )
	//{
	//   subtract old and add new ground velocity?  When might his occur, who knows?  ywb 9/24/03
	//}

	m_pNPC->SetBaseVelocity( vecBaseVelocity );
	m_pNPC->SetGroundEntity( newGround );
}
Exemple #2
0
void CHL2GameMovement::SetGroundEntity( CBaseEntity *newGround )
{
	CBaseEntity *oldGround = player->GetGroundEntity();
	Vector vecBaseVelocity = player->GetBaseVelocity();

	//Adrian: Special case for combine balls.
	if ( newGround && newGround->GetCollisionGroup() == HL2COLLISION_GROUP_COMBINE_BALL_NPC )
	{
		return;
	}
	else if ( !oldGround && newGround )
	{
		// Subtract ground velocity at instant we hit ground jumping
		vecBaseVelocity -= newGround->GetAbsVelocity(); 
		vecBaseVelocity.z = newGround->GetAbsVelocity().z;
	}
	else if ( oldGround && !newGround )
	{
		// Add in ground velocity at instant we started jumping
		vecBaseVelocity += oldGround->GetAbsVelocity();
		vecBaseVelocity.z = oldGround->GetAbsVelocity().z;
	}

	player->SetBaseVelocity( vecBaseVelocity );
	player->SetGroundEntity( newGround );
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdatePlayerDopplerShift( )
{
	// -----------------------------
	// make rotor, engine sounds
	// -----------------------------
	if (m_iSoundState == 0)
	{
		// Sound startup.
		InitializeRotorSound();
	}
	else
	{
		CBaseEntity *pPlayer = NULL;

		// UNDONE: this needs to send different sounds to every player for multiplayer.	
		// FIXME: this isn't the correct way to find a player!!!
		pPlayer = gEntList.FindEntityByName( NULL, "!player" );
		if (pPlayer)
		{
			Vector dir;
			VectorSubtract( pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir );
			VectorNormalize(dir);

#if 1
			float velReceiver = DotProduct( pPlayer->GetAbsVelocity(), dir );
			float velTransmitter = -DotProduct( GetAbsVelocity(), dir );
			// speed of sound == 13049in/s
			int iPitch = (int)(100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049)));
#else
			// This is a bogus doppler shift, but I like it better
			float relV = DotProduct( GetAbsVelocity() - pPlayer->GetAbsVelocity(), dir );
			int iPitch = (int)(100 + relV / 50.0);
#endif

			// clamp pitch shifts
			if (iPitch > 250)
			{
				iPitch = 250;
			}
			if (iPitch < 50)
			{
				iPitch = 50;
			}

			UpdateRotorSoundPitch( iPitch );
			// Msg( "Pitch:%d\n", iPitch );
		}
		else
		{
			Msg( "Chopper didn't find a player!\n" );
		}
	}
}
Exemple #4
0
void CWeaponBaseGun::ProcessAnimationEvents()
{
    // Lowers the weapon once the player goes faster than the limit speed
    // Credit: This is a modified version of 
    // https://developer.valvesoftware.com/wiki/Lowering_your_weapon_on_sprint
    
    // If we currently don't want the weapon to ever lower, don't calculate it. Easy
    if (!mom_weapon_speed_lower_enable.GetBool()) return;

    CBaseEntity *pOwner = GetOwnerEntity();
    // With pOwner being just CBaseEntity, we allow the replay entity to also lower its weapon!
    if (!pOwner) return;
    vec_t pCurrent2DVelocitySqr = pOwner->GetAbsVelocity().Length2DSqr();
    float pThresholdSpeed = mom_weapon_speed_lower.GetFloat();
    // Don't simplify this. Seriously.
    if ((!m_bWeaponIsLowered || (m_bWeaponIsLowered && GetIdealActivity() == ACT_VM_IDLE)) && 
        pCurrent2DVelocitySqr >= pThresholdSpeed * pThresholdSpeed) // pow is faster than a square root
    {
        /* The rht of the OR takes care of the weapon being not lowered after shooting. Note how it's not 
         * GetIdealActivity() != ACT_VM_IDLE_LOWERED so we don't change the firing animation!
         * It takes a bit until the weapon lowers itself again (IDLE is not set instantly) but that's perfect!
         */
        m_bWeaponIsLowered = true;
        SendWeaponAnim(ACT_VM_IDLE_LOWERED);
    }
    else if (m_bWeaponIsLowered && pCurrent2DVelocitySqr < pThresholdSpeed * pThresholdSpeed)
    {
        m_bWeaponIsLowered = false;
        SendWeaponAnim(ACT_VM_IDLE);
    }
}
Exemple #5
0
void TransferChildren( CBaseEntity *pOldParent, CBaseEntity *pNewParent )
{
	CBaseEntity *pChild = pOldParent->FirstMoveChild();
	while ( pChild )
	{
		// NOTE: Have to do this before the unlink to ensure local coords are valid
		Vector vecAbsOrigin = pChild->GetAbsOrigin();
		QAngle angAbsRotation = pChild->GetAbsAngles();
		Vector vecAbsVelocity = pChild->GetAbsVelocity();
//		QAngle vecAbsAngVelocity = pChild->GetAbsAngularVelocity();

		UnlinkChild( pOldParent, pChild );
		LinkChild( pNewParent, pChild );

		// FIXME: This is a hack to guarantee update of the local origin, angles, etc.
		pChild->m_vecAbsOrigin.Init( FLT_MAX, FLT_MAX, FLT_MAX );
		pChild->m_angAbsRotation.Init( FLT_MAX, FLT_MAX, FLT_MAX );
		pChild->m_vecAbsVelocity.Init( FLT_MAX, FLT_MAX, FLT_MAX );

		pChild->SetAbsOrigin(vecAbsOrigin);
		pChild->SetAbsAngles(angAbsRotation);
		pChild->SetAbsVelocity(vecAbsVelocity);
//		pChild->SetAbsAngularVelocity(vecAbsAngVelocity);

		pChild  = pOldParent->FirstMoveChild();
	}
}
Exemple #6
0
int CFuncShootBoost::OnTakeDamage(const CTakeDamageInfo &info)
{
    CBaseEntity *pInflictor = info.GetAttacker();
    if (pInflictor)
    {
        Vector finalVel = m_vPushDir.Normalized() * m_fPushForce;
        switch (m_iIncrease)
        {
        case 0:
            break;
        case 1:
            finalVel += pInflictor->GetAbsVelocity();
            break;
        case 2:
            if (finalVel.LengthSqr() < pInflictor->GetAbsVelocity().LengthSqr())
                finalVel = pInflictor->GetAbsVelocity();
            break;
        case 3: // The description of this method says the player velocity is increaed by final velocity,
            // but we're just adding one vec to the other, which is not quite the same
            if (finalVel.LengthSqr() < pInflictor->GetAbsVelocity().LengthSqr())
                finalVel += pInflictor->GetAbsVelocity();
            break;
        case 4:
            pInflictor->SetBaseVelocity(finalVel);
            break;
        default:
            DevWarning("CFuncShootBoost:: %i not recognised as valid for m_iIncrease", m_iIncrease);
            break;
        }
        if (m_Destination)
        {
            if (((CBaseTrigger *) m_Destination)->IsTouching(pInflictor))
            {
                pInflictor->SetAbsVelocity(finalVel);
            }
        }
        else
        {
            pInflictor->SetAbsVelocity(finalVel);
        }
    }
    // As we don't want to break it, we don't call BaseClass::OnTakeDamage(info);
    // OnTakeDamage returns the damage dealt
    return info.GetDamage();
}
Exemple #7
0
// This was the virtual void, overriding it for snow friction
void CMomentumGameMovement::SetGroundEntity(trace_t *pm)
{
    //CMomentumPlayer *player = GetMomentumPlayer();

    CBaseEntity *newGround = pm ? pm->m_pEnt : NULL;

    CBaseEntity *oldGround = player->GetGroundEntity();
    Vector vecBaseVelocity = player->GetBaseVelocity();

    if (!oldGround && newGround)
    {
        // Subtract ground velocity at instant we hit ground jumping
        vecBaseVelocity -= newGround->GetAbsVelocity();
        vecBaseVelocity.z = newGround->GetAbsVelocity().z;
    }
    else if (oldGround && !newGround)
    {
        // Add in ground velocity at instant we started jumping
        vecBaseVelocity += oldGround->GetAbsVelocity();
        vecBaseVelocity.z = oldGround->GetAbsVelocity().z;
    }

    player->SetBaseVelocity(vecBaseVelocity);
    player->SetGroundEntity(newGround);

    // If we are on something...

    if (newGround)
    {
        CategorizeGroundSurface(*pm);//Snow friction override

        // Then we are not in water jump sequence
        player->m_flWaterJumpTime = 0;

        // Standing on an entity other than the world, so signal that we are touching something.
        if (!pm->DidHitWorld())
        {
            MoveHelper()->AddToTouched(*pm, mv->m_vecVelocity);
        }

        mv->m_vecVelocity.z = 0.0f;
    }
}
void CNPC_Gargantua::HandleAnimEvent( animevent_t *pEvent )
{
	CPASAttenuationFilter filter( this );

	switch( pEvent->event )
	{
	case GARG_AE_SLASH_LEFT:
		{
			// HACKHACK!!!
			CBaseEntity *pHurt = GargantuaCheckTraceHullAttack( GARG_ATTACKDIST + 10.0, sk_gargantua_dmg_slash.GetFloat(), DMG_SLASH );

			if (pHurt)
			{
				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
				{
					pHurt->ViewPunch( QAngle( -30, -30, 30 ) );

					Vector vRight;
					AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
					pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - vRight * 100 );
				}

				EmitSound( filter, entindex(), "Garg.AttackHit" );
			}
			else // Play a random attack miss sound
			{
				EmitSound( filter, entindex(),"Garg.AttackMiss" );
			}
		}
		break;

	case GARG_AE_RIGHT_FOOT:
	case GARG_AE_LEFT_FOOT:

		UTIL_ScreenShake( GetAbsOrigin(), 4.0, 3.0, 1.0, 1500, SHAKE_START );
		EmitSound( filter, entindex(), "Garg.Footstep" );
		break;

	case GARG_AE_STOMP:
		StompAttack();
		m_seeTime = gpGlobals->curtime + 12;
		break;

	case GARG_AE_BREATHE:
		EmitSound( filter, entindex(), "Garg.Breath" );
		break;

	default:
		BaseClass::HandleAnimEvent(pEvent);
		break;
	}
}
Exemple #9
0
void CGargantua::HandleAnimEvent(AnimEvent_t& event)
{
	switch( event.event )
	{
	case GARG_AE_SLASH_LEFT:
		{
			// HACKHACK!!!
			CBaseEntity *pHurt = GargantuaCheckTraceHullAttack( GARG_ATTACKDIST + 10.0, gSkillData.GetGargantuaDmgSlash(), DMG_SLASH );
			if (pHurt)
			{
				if ( pHurt->GetFlags().Any( FL_MONSTER | FL_CLIENT ) )
				{
					pHurt->SetPunchAngle( Vector(
						-30, // pitch
						-30, // yaw
						30 //roll
					) );
					//UTIL_MakeVectors( GetAbsAngles() );	// called by CheckTraceHullAttack
					pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - gpGlobals->v_right * 100 );
				}
				EMIT_SOUND_DYN ( this, CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG(0,15) );
			}
			else // Play a random attack miss sound
				EMIT_SOUND_DYN ( this, CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG(0,15) );

			Vector forward;
			UTIL_MakeVectorsPrivate( GetAbsAngles(), &forward, nullptr, nullptr );
		}
		break;

	case GARG_AE_RIGHT_FOOT:
	case GARG_AE_LEFT_FOOT:
		UTIL_ScreenShake( GetAbsOrigin(), 4.0, 3.0, 1.0, 750 );
		EMIT_SOUND_DYN ( this, CHAN_BODY, pFootSounds[ RANDOM_LONG(0,ARRAYSIZE(pFootSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) );
		break;

	case GARG_AE_STOMP:
		StompAttack();
		m_seeTime = gpGlobals->time + 12;
		break;

	case GARG_AE_BREATHE:
		EMIT_SOUND_DYN ( this, CHAN_VOICE, pBreatheSounds[ RANDOM_LONG(0,ARRAYSIZE(pBreatheSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) );
		break;

	default:
		CBaseMonster::HandleAnimEvent( event );
		break;
	}
}
void CNPC_Gargantua::HandleAnimEvent( animevent_t *pEvent )
{
	CPASAttenuationFilter filter( this );

	switch( pEvent->event )
	{
	case GARG_AE_SLASH_LEFT:
		{
			// HACKHACK!!!
			CBaseEntity *pHurt = GargantuaCheckTraceHullAttack( GARG_ATTACKDIST + 10.0, sk_gargantua_dmg_slash.GetFloat(), DMG_SLASH );

			if (pHurt)
			{
				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
				{
					pHurt->ViewPunch( QAngle( -30, -30, 30 ) );

					Vector vRight;
					AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
					pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - vRight * 100 );
				}

				enginesound->EmitSound( filter, entindex(), CHAN_WEAPON, pAttackHitSounds[ random->RandomInt(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + random->RandomInt(0,15) );
			}
			else // Play a random attack miss sound
				enginesound->EmitSound( filter, entindex(), CHAN_WEAPON, pAttackMissSounds[ random->RandomInt(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + random->RandomInt(0,15) );
		}
		break;

	case GARG_AE_RIGHT_FOOT:
	case GARG_AE_LEFT_FOOT:

		UTIL_ScreenShake( GetAbsOrigin(), 4.0, 3.0, 1.0, 1500, SHAKE_START );
		enginesound->EmitSound( filter, entindex(), CHAN_BODY, pFootSounds[ random->RandomInt(0,ARRAYSIZE(pFootSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + random->RandomInt(-10,10) );
		break;

	case GARG_AE_STOMP:
		StompAttack();
		m_seeTime = gpGlobals->curtime + 12;
		break;

	case GARG_AE_BREATHE:
		enginesound->EmitSound( filter, entindex(), CHAN_VOICE, pBreatheSounds[ random->RandomInt(0,ARRAYSIZE(pBreatheSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + random->RandomInt(-10,10) );
		break;

	default:
		BaseClass::HandleAnimEvent(pEvent);
		break;
	}
}
void CGrenadeSpit::Think( void )
{
	InitHissSound();
	if ( m_pHissSound == NULL )
		return;
	
	// Add a doppler effect to the balls as they travel
#ifdef HL2SB
	CBaseEntity *pPlayer = AI_GetNearestPlayer( GetAbsOrigin() );
#else
	CBaseEntity *pPlayer = AI_GetSinglePlayer();
#endif
	if ( pPlayer != NULL )
	{
		Vector dir;
		VectorSubtract( pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir );
		VectorNormalize(dir);

		float velReceiver = DotProduct( pPlayer->GetAbsVelocity(), dir );
		float velTransmitter = -DotProduct( GetAbsVelocity(), dir );
		
		// speed of sound == 13049in/s
		int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049));

		// clamp pitch shifts
		if ( iPitch > 250 )
		{
			iPitch = 250;
		}
		if ( iPitch < 50 )
		{
			iPitch = 50;
		}

		// Set the pitch we've calculated
		CSoundEnvelopeController::GetController().SoundChangePitch( m_pHissSound, iPitch, 0.1f );
	}

	// Set us up to think again shortly
	SetNextThink( gpGlobals->curtime + 0.05f );
}
void CMoveHelperClient::ProcessImpacts( void )
{
	m_pHost->PhysicsTouchTriggers();

	// Don't bother if the player ain't solid
	if ( m_pHost->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
		return;

	// Save off the velocity, cause we need to temporarily reset it
	Vector vel = m_pHost->GetAbsVelocity();

	// Touch other objects that were intersected during the movement.
	for (int i = 0 ; i < m_TouchList.Count(); i++)
	{
		// Run the impact function as if we had run it during movement.
		C_BaseEntity *entity = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt->entindex() );
		if ( !entity )
			continue;

		Assert( entity != m_pHost );
		// Don't ever collide with self!!!!
		if ( entity == m_pHost )
			continue;

		// Reconstruct trace results.
		m_TouchList[i].trace.m_pEnt = entity;

		// Use the velocity we had when we collided, so boxes will move, etc.
		m_pHost->SetAbsVelocity( m_TouchList[i].deltavelocity );

		entity->PhysicsImpact( m_pHost, m_TouchList[i].trace );
	}

	// Restore the velocity
	m_pHost->SetAbsVelocity( vel );

	// So no stuff is ever left over, sigh...
	ResetTouchList();
}
int CWeaponStunStick::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
	// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
	CAI_BaseNPC *pNPC	= GetOwner()->MyNPCPointer();
	CBaseEntity *pEnemy = pNPC->GetEnemy();
	if (!pEnemy)
		return COND_NONE;

	Vector vecVelocity;
	AngularImpulse angVelocity;
	pEnemy->GetVelocity( &vecVelocity, &angVelocity );

	// Project where the enemy will be in a little while, add some randomness so he doesn't always hit
	float dt = sk_crowbar_lead_time.GetFloat();
	dt += random->RandomFloat( -0.3f, 0.2f );
	if ( dt < 0.0f )
		dt = 0.0f;

	Vector vecExtrapolatedPos;
	VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );

	Vector vecDelta;
	VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );

	if ( fabs( vecDelta.z ) > 70 )
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	Vector vecForward = pNPC->BodyDirection2D( );
	vecDelta.z = 0.0f;
	float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
	if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
	{
		return COND_NOT_FACING_ATTACK;
	}

	float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );

	if( pEnemy->IsPlayer() )
	{
		//Vector vecDir = pEnemy->GetSmoothedVelocity();
		//float flSpeed = VectorNormalize( vecDir );

		// If player will be in front of me in one-half second, clock his arse.
		Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35);
		Vector vecProjectMe = GetAbsOrigin();

		if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f )
		{
			return COND_CAN_MELEE_ATTACK1;
		}
	}
/*
	if( metropolice_move_and_melee.GetBool() )
	{
		if( pNPC->IsMoving() )
		{
			flTargetDist *= 1.5f;
		}
	}
*/
	float flTargetDist = 48.0f;
	if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist))
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	return COND_CAN_MELEE_ATTACK1;
}
//=========================================================
// 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:
		{
			if ( GetEnemy() )
			{
				Vector vSpitPos;
				QAngle vSpitAngle;

				GetAttachment( "Mouth", vSpitPos, vSpitAngle);
				
				Vector			vTarget = GetEnemy()->GetAbsOrigin();
				Vector			vToss;
				CBaseEntity*	pBlocker;
				float flGravity  = sv_gravity.GetFloat() * SPIT_GRAVITY;
				ThrowLimit(vSpitPos, vTarget, flGravity, 3, Vector(0,0,0), Vector(0,0,0), GetEnemy(), &vToss, &pBlocker);

				CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this );
				//pGrenade->KeyValue( "velocity", vToss );
				pGrenade->Spawn( );
				pGrenade->SetOwner( this );
				pGrenade->SetOwnerEntity( this );
				pGrenade->SetSpitSize( 2 );
				pGrenade->SetAbsVelocity( vToss );

				// Tumble through the air
				pGrenade->SetLocalAngularVelocity(
					QAngle(
						random->RandomFloat ( -100, -500 ),
						random->RandomFloat ( -100, -500 ),
						random->RandomFloat ( -100, -500 )
					)
				);
						
				AttackSound();
			
				CPVSFilter filter( vSpitPos );
				te->SpriteSpray( filter, 0.0,
					&vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 );
			}
		}
		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->SetAbsVelocity( pHurt->GetAbsVelocity() - (forward * 100) );
				pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) );
				pHurt->RemoveFlag( FL_ONGROUND );
			}
		}
		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->SetAbsVelocity( pHurt->GetAbsVelocity() + (right * 200) );
				pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) );
			}
		}
		break;
*/

		case BSQUID_AE_BLINK:
		{
			// close eye. 
			m_nSkin = 1;
		}
		break;

		case BSQUID_AE_HOP:
		{
			float flGravity = sv_gravity.GetFloat();

			// throw the squid up into the air on this frame.
			if ( GetFlags() & FL_ONGROUND )
			{
				RemoveFlag( FL_ONGROUND );
			}

			// jump into air for 0.8 (24/30) seconds
			Vector vecVel = GetAbsVelocity();
			vecVel.z += ( 0.625 * flGravity ) * 0.5;
			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->HandleInteraction( g_interactionBullsquidThrow, NULL, this ) )
							{
								Vector forward, up;
								AngleVectors( GetLocalAngles(), &forward, NULL, &up );
								pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 );
							}
						}
					}
				}
			}
		break;

		default:
			BaseClass::HandleAnimEvent( pEvent );
	}
}
//=========================================================
// SonicAttack
//=========================================================
void CNPC_Houndeye::SonicAttack ( void )
{
	EmitSound( "NPC_Houndeye.SonicAttack" );

	if (m_pEnergyWave)
	{
		UTIL_Remove(m_pEnergyWave);
	}
	Vector vFacingDir = EyeDirection3D( );
	m_pEnergyWave = (CEnergyWave*)Create( "energy_wave", EyePosition(), GetLocalAngles() );
	m_flEndEnergyWaveTime = gpGlobals->curtime + 1; //<<TEMP>> magic
	m_pEnergyWave->SetAbsVelocity( 100*vFacingDir );

	CBaseEntity *pEntity = NULL;
	// iterate on all entities in the vicinity.
	for ( CEntitySphereQuery sphere( GetAbsOrigin(), HOUNDEYE_MAX_ATTACK_RADIUS ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() )
	{
		if (pEntity->Classify()	== CLASS_HOUNDEYE)
		{
			continue;
		}

		if (pEntity->GetFlags() & FL_NOTARGET)
		{
			continue;
		}

		IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();

		if ( pEntity->m_takedamage != DAMAGE_NO || pPhysicsObject)
		{
			// --------------------------
			// Adjust damage by distance
			// --------------------------
			float flDist = (pEntity->WorldSpaceCenter() - GetAbsOrigin()).Length();
			float flDamageAdjuster = 1-( flDist / HOUNDEYE_MAX_ATTACK_RADIUS );

			// --------------------------
			// Adjust damage by direction
			// --------------------------
			Vector forward;
			AngleVectors( GetAbsAngles(), &forward );
			Vector vEntDir		= (pEntity->GetAbsOrigin() - GetAbsOrigin());
			VectorNormalize(vEntDir);
			float flDotPr		= DotProduct(forward,vEntDir);
			flDamageAdjuster   *= flDotPr;

			if (flDamageAdjuster < 0)
			{
				continue;
			}

			// --------------------------
			// Adjust damage by visibility
			// --------------------------
			if ( !FVisible( pEntity ) )
			{
				if ( pEntity->IsPlayer() )
				{
					// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still 
					// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients
					// so that monsters in other parts of the level don't take the damage and get pissed.
					flDamageAdjuster *= 0.5;
				}
				else if ( !FClassnameIs( pEntity, "func_breakable" ) && !FClassnameIs( pEntity, "func_pushable" ) ) 
				{
					// do not hurt nonclients through walls, but allow damage to be done to breakables
					continue;
				}
			}

			// ------------------------------
			//  Apply the damage
			// ------------------------------
			if (pEntity->m_takedamage != DAMAGE_NO)
			{
				CTakeDamageInfo info( this, this, flDamageAdjuster * sk_Houndeye_dmg_blast.GetFloat(), DMG_SONIC | DMG_ALWAYSGIB );
				CalculateExplosiveDamageForce( &info, (pEntity->GetAbsOrigin() - GetAbsOrigin()), pEntity->GetAbsOrigin() );

				pEntity->TakeDamage( info );

				// Throw the player
				if ( pEntity->IsPlayer() )
				{
					Vector forward;
					AngleVectors( GetLocalAngles(), &forward );

					Vector vecVelocity = pEntity->GetAbsVelocity();
					vecVelocity	+= forward * 250 * flDamageAdjuster;
					vecVelocity.z = 300 * flDamageAdjuster;
					pEntity->SetAbsVelocity( vecVelocity );
					pEntity->ViewPunch( QAngle(random->RandomInt(-20,20), 0, random->RandomInt(-20,20)) );
				}
			}
			// ------------------------------
			//  Apply physics foces
			// ------------------------------
			IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
			if (pPhysicsObject)
			{
				float flForce	= flDamageAdjuster * 8000;
				pPhysicsObject->ApplyForceCenter( (vEntDir+Vector(0,0,0.2)) * flForce );
				pPhysicsObject->ApplyTorqueCenter( vEntDir * flForce );
			}
		}
	}
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_AlienGrunt::HandleAnimEvent( animevent_t *pEvent )
{
	switch( pEvent->event )
	{
	case AGRUNT_AE_HORNET1:
	case AGRUNT_AE_HORNET2:
	case AGRUNT_AE_HORNET3:
	case AGRUNT_AE_HORNET4:
	case AGRUNT_AE_HORNET5:
		{
			// m_vecEnemyLKP should be center of enemy body
			Vector vecArmPos;
			QAngle angArmDir;
			Vector vecDirToEnemy;
			QAngle angDir;

			if (HasCondition( COND_SEE_ENEMY) && GetEnemy())
			{
				Vector vecEnemyLKP = GetEnemy()->GetAbsOrigin();

				vecDirToEnemy = ( ( vecEnemyLKP ) - GetAbsOrigin() );
				VectorAngles( vecDirToEnemy, angDir );
				VectorNormalize( vecDirToEnemy );
			}
			else
			{
				angDir = GetAbsAngles();
				angDir.x = -angDir.x;

				Vector vForward;
				AngleVectors( angDir, &vForward );
				vecDirToEnemy = vForward;
			}

			DoMuzzleFlash();

			// make angles +-180
			if (angDir.x > 180)
			{
				angDir.x = angDir.x - 360;
			}

		//	SetBlending( 0, angDir.x );
			GetAttachment( "0", vecArmPos, angArmDir );

			vecArmPos = vecArmPos + vecDirToEnemy * 32;
		
			CPVSFilter filter( GetAbsOrigin() );
			te->Sprite( filter, 0.0,
				&vecArmPos, iAgruntMuzzleFlash, random->RandomFloat( 0.4, 0.8 ), 128 );

			CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, QAngle( 0, 0, 0 ), this );

			Vector vForward;
			AngleVectors( angDir, &vForward );
	
			pHornet->SetAbsVelocity( vForward * 300 );
			pHornet->SetOwnerEntity( this );
			
			EmitSound( "Weapon_Hornetgun.Single" );

			CHL1BaseNPC *pHornetMonster = (CHL1BaseNPC *)pHornet->MyNPCPointer();

			if ( pHornetMonster )
			{
				pHornetMonster->SetEnemy( GetEnemy() );
			}
		}
		break;

	case AGRUNT_AE_LEFT_FOOT:
		// left foot
		{
			CPASAttenuationFilter filter2( this );
			EmitSound( filter2, entindex(), "AlienGrunt.LeftFoot" );
		}
		break;
	case AGRUNT_AE_RIGHT_FOOT:
		// right foot
		{
			CPASAttenuationFilter filter3( this );
			EmitSound( filter3, entindex(), "AlienGrunt.RightFoot" );
		}
		break;

	case AGRUNT_AE_LEFT_PUNCH:
		{
			Vector vecMins = GetHullMins();
			Vector vecMaxs = GetHullMaxs();
			vecMins.z = vecMins.x;
			vecMaxs.z = vecMaxs.x;

			CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
			CPASAttenuationFilter filter4( this );
			
			if ( pHurt )
			{
				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( -25, 8, 0) );

				Vector vRight;
				AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );

				// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
				if ( pHurt->IsPlayer() )
				{
					// this is a player. Knock him around.
					pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * 250 );
				}

				EmitSound(filter4, entindex(), "AlienGrunt.AttackHit" );

				Vector vecArmPos;
				QAngle angArmAng;
				GetAttachment( 0, vecArmPos, angArmAng );
				SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
			}
			else
			{
				// Play a random attack miss sound
				EmitSound(filter4, entindex(), "AlienGrunt.AttackMiss" );
			}
		}
		break;

	case AGRUNT_AE_RIGHT_PUNCH:
		{
			Vector vecMins = GetHullMins();
			Vector vecMaxs = GetHullMaxs();
			vecMins.z = vecMins.x;
			vecMaxs.z = vecMaxs.x;

			CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
			CPASAttenuationFilter filter5( this );
				
			if ( pHurt )
			{
				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( 25, 8, 0) );

				// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
				if ( pHurt->IsPlayer() )
				{
					// this is a player. Knock him around.
					Vector vRight;
					AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
					pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * -250 );
				}

				EmitSound( filter5, entindex(), "AlienGrunt.AttackHit" );

				Vector vecArmPos;
				QAngle angArmAng;
				GetAttachment( 0, vecArmPos, angArmAng );
				SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood.
			}
			else
			{
				// Play a random attack miss sound
				EmitSound( filter5, entindex(), "AlienGrunt.AttackMiss" );
			}
		}
		break;

	default:
		BaseClass::HandleAnimEvent( pEvent );
		break;
	}
}
//=========================================================
// 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:
		{
			if ( GetEnemy() )
			{
				Vector	vecSpitOffset;
				Vector	vecSpitDir;
				Vector  vRight, vUp, vForward;

				AngleVectors ( GetAbsAngles(), &vForward, &vRight, &vUp );

				// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
				// we should be able to read the position of bones at runtime for this info.
				vecSpitOffset = ( vRight * 8 + vForward * 60 + vUp * 50 );		
				vecSpitOffset = ( GetAbsOrigin() + vecSpitOffset );
				vecSpitDir = ( ( GetEnemy()->BodyTarget( GetAbsOrigin() ) ) - vecSpitOffset );

				VectorNormalize( vecSpitDir );

				vecSpitDir.x += random->RandomFloat( -0.05, 0.05 );
				vecSpitDir.y += random->RandomFloat( -0.05, 0.05 );
				vecSpitDir.z += random->RandomFloat( -0.05, 0 );
						
				AttackSound();
			
				CSquidSpit::Shoot( this, vecSpitOffset, vecSpitDir * 900 );
			}
		}
		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->SetAbsVelocity( pHurt->GetAbsVelocity() - (forward * 100) );
				pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) );
				pHurt->SetGroundEntity( NULL );
			}
		}
		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->SetAbsVelocity( pHurt->GetAbsVelocity() + (right * 200) );
				pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) );
			}
		}
		break;

		case BSQUID_AE_BLINK:
		{
			// close eye. 
			m_nSkin = 1;
		}
		break;

		case BSQUID_AE_HOP:
		{
			float flGravity = sv_gravity.GetFloat();

			// throw the squid up into the air on this frame.
			if ( GetFlags() & FL_ONGROUND )
			{
				SetGroundEntity( NULL );
			}

			// jump into air for 0.8 (24/30) seconds
			Vector vecVel = GetAbsVelocity();
			vecVel.z += ( 0.625 * flGravity ) * 0.5;
			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 )
				{
					// croonchy bite sound
					CPASAttenuationFilter filter( this );
					EmitSound( filter, entindex(), "Bullsquid.Bite" );	

					// 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 ( pHurt->IsPlayer() )
					{
						Vector forward, up;
						AngleVectors( GetAbsAngles(), &forward, NULL, &up );
				
						pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + forward * 300 + up * 300 );
					}
				}
			}
		break;

		default:
			BaseClass::HandleAnimEvent( pEvent );
	}
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_BigMomma::HandleAnimEvent( animevent_t *pEvent )
{
	CPASAttenuationFilter filter( this );

	Vector vecFwd, vecRight, vecUp;
	QAngle angles;
	angles = GetAbsAngles();
	AngleVectors( angles, &vecFwd, &vecRight, &vecUp );

	switch( pEvent->event )
	{
		case BIG_AE_MELEE_ATTACKBR:
		case BIG_AE_MELEE_ATTACKBL:
		case BIG_AE_MELEE_ATTACK1:
		{
			Vector center = GetAbsOrigin() + vecFwd * 128;
			Vector mins = center - Vector( 64, 64, 0 );
			Vector maxs = center + Vector( 64, 64, 64 );

			CBaseEntity *pList[8];
			int count = UTIL_EntitiesInBox( pList, 8, mins, maxs, FL_NPC | FL_CLIENT );
			CBaseEntity *pHurt = NULL;

			for ( int i = 0; i < count && !pHurt; i++ )
			{
				if ( pList[i] != this )
				{
					if ( pList[i]->GetOwnerEntity() != this )
					{
						pHurt = pList[i];
					}
				}
			}
					
			if ( pHurt )
			{
				CTakeDamageInfo info( this, this, 15, DMG_CLUB | DMG_SLASH );
				CalculateMeleeDamageForce( &info, (pHurt->GetAbsOrigin() - GetAbsOrigin()), pHurt->GetAbsOrigin() );
				pHurt->TakeDamage( info );
				QAngle newAngles = angles;
				newAngles.x = 15;
				if ( pHurt->IsPlayer() )
				{
					((CBasePlayer *)pHurt)->SetPunchAngle( newAngles );
				}
				switch( pEvent->event )
				{
					case BIG_AE_MELEE_ATTACKBR:
//						pHurt->pev->velocity = pHurt->pev->velocity + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200);
						pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200) );
					break;

					case BIG_AE_MELEE_ATTACKBL:
						pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) + (vecRight * 200) );
					break;

					case BIG_AE_MELEE_ATTACK1:
						pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 220) + Vector(0,0,200) );
					break;
				}

				pHurt->SetGroundEntity( NULL );
				EmitSound( filter, entindex(), "BigMomma.AttackHit" );
			}
		}
		break;
		
		case BIG_AE_SCREAM:
			EmitSound( filter, entindex(), "BigMomma.Alert" );
			break;
		
		case BIG_AE_PAIN_SOUND:
			EmitSound( filter, entindex(), "BigMomma.Pain" );
			break;
		
		case BIG_AE_ATTACK_SOUND:
			EmitSound( filter, entindex(), "BigMomma.Attack" );
			break;

		case BIG_AE_BIRTH_SOUND:
			EmitSound( filter, entindex(), "BigMomma.Birth" );
			break;

		case BIG_AE_SACK:
			if ( RandomInt(0,100) < 30 )
			{
				EmitSound( filter, entindex(), "BigMomma.Sack" );
			}
			break;

		case BIG_AE_DEATHSOUND:
			EmitSound( filter, entindex(), "BigMomma.Die" );
			break;

		case BIG_AE_STEP1:		// Footstep left
		case BIG_AE_STEP3:		// Footstep back left
			EmitSound( filter, entindex(), "BigMomma.FootstepLeft" );
			break;

		case BIG_AE_STEP4:		// Footstep back right
		case BIG_AE_STEP2:		// Footstep right
			EmitSound( filter, entindex(), "BigMomma.FootstepRight" );
			break;

		case BIG_AE_MORTAR_ATTACK1:
			LaunchMortar();
			break;

		case BIG_AE_LAY_CRAB:
			LayHeadcrab();
			break;

		case BIG_AE_JUMP_FORWARD:
			SetGroundEntity( NULL );
			SetAbsOrigin(GetAbsOrigin() + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground 
			SetAbsVelocity(vecFwd * 200 + vecUp * 500 );
			break;

		case BIG_AE_EARLY_TARGET:
			{
				CInfoBM *pTarget = (CInfoBM*) GetTarget();

				if ( pTarget )
				{
					pTarget->m_OnAnimationEvent.FireOutput( this, this );
				}
				
				Remember( bits_MEMORY_FIRED_NODE );
			}
			break;

		default:
			BaseClass::HandleAnimEvent( pEvent );
			break;
	}
}
Exemple #19
0
void COsprey::Flight( )
{
	float t = (gpGlobals->time - m_startTime);
	float scale = 1.0 / m_dTime;
	
	float f = UTIL_SplineFraction( t * scale, 1.0 );

	Vector pos = (m_pos1 + m_vel1 * t) * (1.0 - f) + (m_pos2 - m_vel2 * (m_dTime - t)) * f;
	Vector ang = (m_ang1) * (1.0 - f) + (m_ang2) * f;
	m_velocity = m_vel1 * (1.0 - f) + m_vel2 * f;

	SetAbsOrigin( pos );
	SetAbsAngles( ang );
	UTIL_MakeAimVectors( GetAbsAngles() );
	float flSpeed = DotProduct( gpGlobals->v_forward, m_velocity );

	// float flSpeed = DotProduct( gpGlobals->v_forward, GetAbsVelocity() );

	float m_flIdealtilt = (160 - flSpeed) / 10.0;

	// ALERT( at_console, "%f %f\n", flSpeed, flIdealtilt );
	if (m_flRotortilt < m_flIdealtilt)
	{
		m_flRotortilt += 0.5;
		if (m_flRotortilt > 0)
			m_flRotortilt = 0;
	}
	if (m_flRotortilt > m_flIdealtilt)
	{
		m_flRotortilt -= 0.5;
		if (m_flRotortilt < -90)
			m_flRotortilt = -90;
	}
	SetBoneController( 0, m_flRotortilt );


	if (m_iSoundState == 0)
	{
		EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, 0, 110 );
		// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 );

		m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
	}
	else
	{
		CBaseEntity *pPlayer = NULL;

		pPlayer = UTIL_FindEntityByClassname( NULL, "player" );
		// UNDONE: this needs to send different sounds to every player for multiplayer.	
		if (pPlayer)
		{
			float pitch = DotProduct( m_velocity - pPlayer->GetAbsVelocity(), (pPlayer->GetAbsOrigin() - GetAbsOrigin()).Normalize() );

			pitch = (int)(100 + pitch / 75.0);

			if (pitch > 250) 
				pitch = 250;
			if (pitch < 50)
				pitch = 50;

			if (pitch == 100)
				pitch = 101;

			if (pitch != m_iPitch)
			{
				m_iPitch = pitch;
				EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
				// ALERT( at_console, "%.0f\n", pitch );
			}
		}
		// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
	}

}
Exemple #20
0
void CMomentumGameMovement::CategorizePosition(float flReflectNormal)
{
    Vector point;
    trace_t pm;

    // Reset this each time we-recategorize, otherwise we have bogus friction when we jump into water and plunge downward really quickly
    player->m_surfaceFriction = 1.0f;

    // if the player hull point one unit down is solid, the player
    // is on ground

    // see if standing on something solid	

    // Doing this before we move may introduce a potential latency in water detection, but
    // doing it after can get us stuck on the bottom in water if the amount we move up
    // is less than the 1 pixel 'threshold' we're about to snap to.	Also, we'll call
    // this several times per frame, so we really need to avoid sticking to the bottom of
    // water on each call, and the converse case will correct itself if called twice.
    CheckWater();

    // observers don't have a ground entity
    if (player->IsObserver())
        return;

    float flOffset = 2.0f;

    point[0] = mv->GetAbsOrigin()[0];
    point[1] = mv->GetAbsOrigin()[1];
    point[2] = mv->GetAbsOrigin()[2] - flOffset;

    Vector bumpOrigin;
    bumpOrigin = mv->GetAbsOrigin();

    // Shooting up really fast.  Definitely not on ground.
    // On ladder moving up, so not on ground either
    // NOTE: 145 is a jump.
#define NON_JUMP_VELOCITY 140.0f

    float zvel = mv->m_vecVelocity[2];
    bool bMovingUp = zvel > 0.0f;
    bool bMovingUpRapidly = zvel > NON_JUMP_VELOCITY;
    float flGroundEntityVelZ = 0.0f;
    if (bMovingUpRapidly)
    {
        // Tracker 73219, 75878:  ywb 8/2/07
        // After save/restore (and maybe at other times), we can get a case where we were saved on a lift and 
        //  after restore we'll have a high local velocity due to the lift making our abs velocity appear high.  
        // We need to account for standing on a moving ground object in that case in order to determine if we really 
        //  are moving away from the object we are standing on at too rapid a speed.  Note that CheckJump already sets
        //  ground entity to NULL, so this wouldn't have any effect unless we are moving up rapidly not from the jump button.
        CBaseEntity *ground = player->GetGroundEntity();
        if (ground)
        {
            flGroundEntityVelZ = ground->GetAbsVelocity().z;
            bMovingUpRapidly = (zvel - flGroundEntityVelZ) > NON_JUMP_VELOCITY;
        }
    }

    // Was on ground, but now suddenly am not
    if (bMovingUpRapidly ||
        (bMovingUp && player->GetMoveType() == MOVETYPE_LADDER))
    {
        SetGroundEntity(NULL);
    }
    else
    {
        // Try and move down.
        TryTouchGround(bumpOrigin, point, GetPlayerMins(), GetPlayerMaxs(), MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, pm);

        // Was on ground, but now suddenly am not.  If we hit a steep plane, we are not on ground
        if (!pm.m_pEnt || pm.plane.normal[2] < 0.7)
        {
            // Test four sub-boxes, to see if any of them would have found shallower slope we could actually stand on
            TryTouchGroundInQuadrants(bumpOrigin, point, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, pm);

            if (!pm.m_pEnt || pm.plane.normal[2] < 0.7)
            {
                SetGroundEntity(NULL);
                // probably want to add a check for a +z velocity too!
                if ((mv->m_vecVelocity.z > 0.0f) &&
                    (player->GetMoveType() != MOVETYPE_NOCLIP))
                {
                    player->m_surfaceFriction = 0.25f;
                }
            }
            else
            {
                if ( flReflectNormal == NO_REFL_NORMAL_CHANGE)
                {
                    DoLateReflect();

                    CategorizePosition(1.0f);

                    return;
                }

                SetGroundEntity(&pm);
            }
        }
        else
        {
            if ( flReflectNormal == NO_REFL_NORMAL_CHANGE )
            {
                DoLateReflect();

                CategorizePosition(1.0f);

                return;
            }

            SetGroundEntity(&pm);  // Otherwise, point to index of ent under us.
        }

#ifndef CLIENT_DLL

        // If our gamematerial has changed, tell any player surface triggers that are watching
        IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
        surfacedata_t *pSurfaceProp = physprops->GetSurfaceData(pm.surface.surfaceProps);
        char cCurrGameMaterial = pSurfaceProp->game.material;
        if (!player->GetGroundEntity())
        {
            cCurrGameMaterial = 0;
        }

        // Changed?
        if (player->m_chPreviousTextureType != cCurrGameMaterial)
        {
            CEnvPlayerSurfaceTrigger::SetPlayerSurface(player, cCurrGameMaterial);
        }

        player->m_chPreviousTextureType = cCurrGameMaterial;
#endif
    }
}