Esempio n. 1
0
//=========================================================
// AttackSound
//=========================================================
void CNPC_Bullsquid::AttackSound( void )
{
	CPASAttenuationFilter filter( this );
	EmitSound( filter, entindex(), "Bullsquid.Attack" );	
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack miss sound
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackMissSound( void )
{
	// Play a random attack miss sound
	EmitSound( "Zombie.AttackMiss" );
}
void C_WeaponCombat_ChargeablePlasma::StartCharging()
{
	CLocalPlayerFilter filter;
	EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponCombat_ChargeablePlasma.Charging" );
	m_flChargeStartTime = gpGlobals->curtime;
}
Esempio n. 4
0
//-----------------------------------------------------------------------------
// Purpose: Intercept damage and decide whether or not we want to trigger
// Input  : &info - 
//-----------------------------------------------------------------------------
int CWeaponStriderBuster::OnTakeDamage( const CTakeDamageInfo &info )
{
	// If we're attached, any damage from the player makes us trigger
	CBaseEntity *pInflictor = info.GetInflictor();
	CBaseEntity *pAttacker = info.GetAttacker();
	bool bInflictorIsPlayer = ( pInflictor != NULL && pInflictor->IsPlayer() );
	bool bAttackerIsPlayer = ( pAttacker != NULL && pAttacker->IsPlayer() );

	if ( GetParent() && GetParent()->ClassMatches( g_iszVehicle ) )
	{
		return 0;
	}

	// Only take damage from a player, for the moment
	if ( striderbuster_allow_all_damage.GetBool() || ( IsAttachedToStrider() && ( bAttackerIsPlayer || bInflictorIsPlayer ) ) )
	{
		Detonate();
		return 0;
	}

	if ( pAttacker && ( pAttacker->Classify() == CLASS_COMBINE || pAttacker->Classify() == CLASS_COMBINE_HUNTER ) )
	{
		if ( VPhysicsGetObject() && !VPhysicsGetObject()->IsMoveable() )
		{
			return 0;
		}
	}

	// Hunters are able to destroy strider busters
	if ( hunter_hate_held_striderbusters.GetBool() || hunter_hate_thrown_striderbusters.GetBool() || hunter_hate_attached_striderbusters.GetBool() )
	{
		if ( ( GetHealth() > 0 ) && ( pInflictor != NULL ) && FClassnameIs( pInflictor, "hunter_flechette" ) )
		{
			//
			// Flechette impacts don't hurt the striderbuster unless it's attached to a strider,
			// but the explosions always do. This is so that held or thrown striderbusters fly
			// awry because of the flechette, but attached striderbusters break instantly to make
			// the hunters more effective at defending the strider.
			//
			if ( IsAttachedToStrider() || !( info.GetDamageType() & DMG_NEVERGIB ) )
			{
				if( striderbuster_die_detach.GetBool() && IsAttachedToStrider() )
				{
					// Make the buster fall off and break.
					m_takedamage = DAMAGE_NO;

					CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(GetOwnerEntity());
					Assert( pStrider != NULL );
					pStrider->StriderBusterDetached( this );
					DestroyConstraint();

					// Amplify some lateral force.
					Vector vecForce = info.GetDamageForce();
					vecForce.z = 0.0f;
					VPhysicsGetObject()->ApplyForceCenter( vecForce * 5.0f );

					SetContextThink( NULL, gpGlobals->curtime, s_pBusterPingThinkContext );

					SetThink( &CWeaponStriderBuster::BusterDetachThink );
					SetNextThink( gpGlobals->curtime );
					m_iBusterFlags |= STRIDERBUSTER_FLAG_KNOCKED_OFF_STRIDER;

					return 0;
				}
				else
				{
					// Destroy the buster in place
					// Make sure they know it blew up prematurely.
					EmitSound( "Weapon_StriderBuster.Dud_Detonate" );
					DispatchParticleEffect( "striderbuster_break_flechette", GetAbsOrigin(), GetAbsAngles() );
					SetHealth( 0 );

					Shatter( info.GetAttacker() );
					return 0;
				}
			}

			if ( info.GetDamage() < 5 )
			{
				bool bFirst = ( m_CarryAngles.x == 45 && m_CarryAngles.y == 0 && m_CarryAngles.z == 0);
				float sinTime = sin( gpGlobals->curtime );
				bool bSubtractX = ( bFirst ) ? ( sinTime < 0 ) : ( m_CarryAngles.x < 45 );

				m_CarryAngles.x += ( 10.0 + 10.0 * fabsf( sinTime ) + random->RandomFloat( -2.5, 2.5 ) + random->RandomFloat( -2.5, 2.5 ) ) * ( ( bSubtractX ) ? -1.0 : 1.0 );
				m_CarryAngles.y = 15 * ( sin( gpGlobals->curtime ) + cos( gpGlobals->curtime * 0.5 ) ) * .5  + random->RandomFloat( -15, 15 );
				m_CarryAngles.z = 7.5 * ( sin( gpGlobals->curtime ) + sin( gpGlobals->curtime * 2.0 ) ) * .5 + random->RandomFloat( -7.5, 7.5 );
			}

			return 1;
		}
	}
	
	// Allow crushing damage
	if ( info.GetDamageType() & DMG_CRUSH )
		return BaseClass::OnTakeDamage( info );

	return 0;
}
void CNPC_Zombine::HandleAnimEvent( animevent_t *pEvent )
{
	if ( pEvent->event == AE_ZOMBINE_PULLPIN )
	{
		Vector vecStart;
		QAngle angles;
		GetAttachment( "grenade_attachment", vecStart, angles );

		CBaseGrenade *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vec3_origin, AngularImpulse( 0, 0, 0 ), this, 3.5f, true );

		if ( pGrenade )
		{
			// Move physobject to shadow
			IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject();

			if ( pPhysicsObject )
			{
				pGrenade->VPhysicsDestroyObject();

				int iAttachment = LookupAttachment( "grenade_attachment");

				pGrenade->SetMoveType( MOVETYPE_NONE );
				pGrenade->SetSolid( SOLID_NONE );
				pGrenade->SetCollisionGroup( COLLISION_GROUP_DEBRIS );

				pGrenade->SetAbsOrigin( vecStart );
				pGrenade->SetAbsAngles( angles );

				pGrenade->SetParent( this, iAttachment );

				pGrenade->SetDamage( 200.0f );
				m_hGrenade = pGrenade;
				
				EmitSound( "Zombine.ReadyGrenade" );

				// Tell player allies nearby to regard me!
				CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
				CAI_BaseNPC *pNPC;
				for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
				{
					pNPC = ppAIs[i];

					if( pNPC->Classify() == CLASS_PLAYER_ALLY || ( pNPC->Classify() == CLASS_PLAYER_ALLY_VITAL && pNPC->FVisible(this) ) )
					{
						int priority;
						Disposition_t disposition;

						priority = pNPC->IRelationPriority(this);
						disposition = pNPC->IRelationType(this);

						pNPC->AddEntityRelationship( this, disposition, priority + 1 );
					}
				}
			}

			m_iGrenadeCount--;
		}

		return;
	}

	if ( pEvent->event == AE_NPC_ATTACK_BROADCAST )
	{
		if ( HasGrenade() )
			return;
	}

	BaseClass::HandleAnimEvent( pEvent );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Roller::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_ROLLER_UNSTICK:
		{
			float yaw = UTIL_VecToYaw( m_vecUnstickDirection );

			Vector vecRight;
			AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );
			m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed );
		}
			
		if( gpGlobals->curtime > m_flWaitFinished )
		{
			TaskComplete();
		}
		break;

	case TASK_ROLLER_WAIT_FOR_PHYSICS:
		{
			Vector vecVelocity;

			VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );

			if( VPhysicsGetObject()->IsAsleep() )
			{
				TaskComplete();
			}
		}
		break;

	case TASK_RUN_PATH:
	case TASK_WALK_PATH:

		// Start turning early
		if( (GetLocalOrigin() - GetNavigator()->GetCurWaypointPos() ).Length() <= 64 )
		{
			if( GetNavigator()->CurWaypointIsGoal() )
			{
				// Hit the brakes a bit.
				float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() );
				Vector vecRight;
				AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );

				m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, -m_flForwardSpeed * 5 );

				TaskComplete();
				return;
			}

			GetNavigator()->AdvancePath();	
		}

		{
			float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() );

			Vector vecRight;
			Vector vecToPath; // points at the path
			AngleVectors( QAngle( 0, yaw, 0 ), &vecToPath, &vecRight, NULL );

			// figure out if the roller is turning. If so, cut the throttle a little.
			float flDot;
			Vector vecVelocity;
			VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );

			VectorNormalize( vecVelocity );

			vecVelocity.z = 0;

			flDot = DotProduct( vecVelocity, vecToPath );

			m_RollerController.m_vecAngular = vec3_origin;

			if( flDot > 0.25 && flDot < 0.7 )
			{
				// Feed a little torque backwards into the axis perpendicular to the velocity.
				// This will help get rid of momentum that would otherwise make us overshoot our goal.
				Vector vecCompensate;

				vecCompensate.x = vecVelocity.y;
				vecCompensate.y = -vecVelocity.x;
				vecCompensate.z = 0;

				m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 );
			}

			m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed );
		}
		break;

	case TASK_ROLLER_ISSUE_CODE:
		if( gpGlobals->curtime >= m_flWaitFinished )
		{
			if( m_iCodeProgress == ROLLER_CODE_DIGITS )
			{
				TaskComplete();
			}
			else
			{
				m_flWaitFinished = gpGlobals->curtime + ROLLER_TONE_TIME;
				CPASAttenuationFilter filter( this );
				EmitSound( filter, entindex(), CHAN_BODY, pCodeSounds[ m_iAccessCode[ m_iCodeProgress ] ], 1.0, ATTN_NORM );
				m_iCodeProgress++;
			}
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
Esempio n. 7
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::BusterPingThink()
{
	EmitSound( "Weapon_StriderBuster.Ping" );

	SetContextThink( &CWeaponStriderBuster::BusterPingThink, gpGlobals->curtime + BUSTER_PING_SOUND_FREQ, s_pBusterPingThinkContext );
}
Esempio n. 8
0
void CC4::PrimaryAttack()
{
	bool	PlaceBomb = false;
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	int onGround = FBitSet( pPlayer->GetFlags(), FL_ONGROUND );
	CBaseEntity *groundEntity = (onGround) ? pPlayer->GetGroundEntity() : NULL;
	if ( groundEntity )
	{
		// Don't let us stand on players, breakables, or pushaway physics objects to plant
		if ( groundEntity->IsPlayer() ||
			IsPushableEntity( groundEntity ) ||
#ifndef CLIENT_DLL
			IsBreakableEntity( groundEntity ) ||
#endif // !CLIENT_DLL
			IsPushAwayEntity( groundEntity ) )
		{
			onGround = false;
		}
	}

	if( m_bStartedArming == false && m_bBombPlanted == false )
	{
		if( pPlayer->m_bInBombZone && onGround )
		{
			m_bStartedArming = true;
			m_fArmedTime = gpGlobals->curtime + WEAPON_C4_ARM_TIME;
			m_bBombPlacedAnimation = false;


#if !defined( CLIENT_DLL )			
			// init the beep flags
			int i;
			for( i=0;i<NUM_BEEPS;i++ )
				m_bPlayedArmingBeeps[i] = false;

			// freeze the player in place while planting
			pPlayer->SetMaxSpeed( 1 );

			// player "arming bomb" animation
			pPlayer->SetAnimation( PLAYER_ATTACK1 );
	
			pPlayer->SetNextAttack( gpGlobals->curtime );

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_beginplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}
#endif

			SendWeaponAnim( ACT_VM_PRIMARYATTACK );

			FX_PlantBomb( pPlayer->entindex(), pPlayer->Weapon_ShootPosition() );
		}
		else
		{
			if ( !pPlayer->m_bInBombZone )
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot");
			}
			else
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
			}

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			return;
		}
	}
	else
	{
		if ( !onGround || !pPlayer->m_bInBombZone )
		{
			if( !pPlayer->m_bInBombZone )
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Arming_Cancelled" );
			}
			else
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground" );
			}

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.5;
			m_bStartedArming = false;

#if !defined( CLIENT_DLL )
			// release the player from being frozen, we've somehow left the bomb zone
			pPlayer->ResetMaxSpeed();

			pPlayer->SetProgressBarTime( 0 );

			//pPlayer->SetAnimation( PLAYER_HOLDBOMB );

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}

#endif
			if(m_bBombPlacedAnimation == true) //this means the placement animation is canceled
			{
				SendWeaponAnim( ACT_VM_DRAW );
			}
			else
			{
				SendWeaponAnim( ACT_VM_IDLE );
			}
			
			return;
		}
		else
		{
#ifndef CLIENT_DLL
			PlayArmingBeeps();
#endif

			if( gpGlobals->curtime >= m_fArmedTime ) //the c4 is ready to be armed
			{
				//check to make sure the player is still in the bomb target area
				PlaceBomb = true;
			}
			else if( ( gpGlobals->curtime >= (m_fArmedTime - 0.75) ) && ( !m_bBombPlacedAnimation ) )
			{
				//call the c4 Placement animation 
				m_bBombPlacedAnimation = true;

				SendWeaponAnim( ACT_VM_SECONDARYATTACK );
				
#if !defined( CLIENT_DLL )
				// player "place" animation
				//pPlayer->SetAnimation( PLAYER_HOLDBOMB );
#endif
			}
		}
	}

	if ( PlaceBomb && m_bStartedArming )
	{
		m_bStartedArming = false;
		m_fArmedTime = 0;
		
		if( pPlayer->m_bInBombZone )
		{
#if !defined( CLIENT_DLL )

			CPlantedC4 *pC4 = CPlantedC4::ShootSatchelCharge( pPlayer, pPlayer->GetAbsOrigin(), pPlayer->GetAbsAngles() );

			if ( pC4 )
			{
				pC4->SetBombSiteIndex( pPlayer->m_iBombSiteIndex );

				trace_t tr;
				UTIL_TraceEntity( pC4, GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-200), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
				pC4->SetAbsOrigin( tr.endpos );

				CBombTarget *pBombTarget = (CBombTarget*)UTIL_EntityByIndex( pPlayer->m_iBombSiteIndex );
				
				if ( pBombTarget )
				{
					CBaseEntity *pAttachPoint = gEntList.FindEntityByName( NULL, pBombTarget->GetBombMountTarget() );

					if ( pAttachPoint )
					{
						pC4->SetAbsOrigin( pAttachPoint->GetAbsOrigin() );
						pC4->SetAbsAngles( pAttachPoint->GetAbsAngles() );
						pC4->SetParent( pAttachPoint );
					}

					variant_t emptyVariant;
					pBombTarget->AcceptInput( "BombPlanted", pC4, pC4, emptyVariant, 0 );
				}
			}

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_planted" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt("posx", pPlayer->GetAbsOrigin().x );
				event->SetInt("posy", pPlayer->GetAbsOrigin().y );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}

			// Fire a beep event also so the bots have a chance to hear the bomb
			event = gameeventmanager->CreateEvent( "bomb_beep" );

			if ( event )
			{
				event->SetInt( "entindex", entindex() );
				gameeventmanager->FireEvent( event );
			}

			pPlayer->SetProgressBarTime( 0 );

			CSGameRules()->m_bBombDropped = false;
			CSGameRules()->m_bBombPlanted = true;

			// Play the plant sound.
			Vector plantPosition = pPlayer->GetAbsOrigin() + Vector( 0, 0, 5 );
			CPASAttenuationFilter filter( plantPosition );
			EmitSound( filter, entindex(), "c4.plant" );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();

			// No more c4!
			pPlayer->Weapon_Drop( this, NULL, NULL );
			UTIL_Remove( this );
#endif
			//don't allow the planting to start over again next frame.
			m_bBombPlanted = true;

			return;
		}
		else
		{
			ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Activated_At_Bomb_Spot" );

#if !defined( CLIENT_DLL )
			//pPlayer->SetAnimation( PLAYER_HOLDBOMB );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}
#endif

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			return;
		}
	}

	m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
	SetWeaponIdleTime( gpGlobals->curtime + SharedRandomFloat("C4IdleTime", 10, 15 ) );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for making the explosion explode.
//-----------------------------------------------------------------------------
void CASWEnvExplosion::InputExplode( inputdata_t &inputdata )
{ 
	trace_t tr;

	SetModelName( NULL_STRING );//invisible
	SetSolid( SOLID_NONE );// intangible

	Vector vecSpot = GetAbsOrigin() + Vector( 0 , 0 , 8 );
	UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), (MASK_SOLID_BRUSHONLY | MASK_WATER), this, COLLISION_GROUP_NONE, &tr );
	
	// Pull out of the wall a bit. We used to move the explosion origin itself, but that seems unnecessary, not to mention a
	// little weird when you consider that it might be in hierarchy. Instead we just calculate a new virtual position at
	// which to place the explosion. We don't use that new position to calculate radius damage because according to Steve's
	// comment, that adversely affects the force vector imparted on explosion victims when they ragdoll.
	Vector vecExplodeOrigin = GetAbsOrigin();
	if ( tr.fraction != 1.0 )
	{
		vecExplodeOrigin = tr.endpos + (tr.plane.normal * 24 );
	}

	// draw decal
	if (! ( m_spawnflags & SF_ENVEXPLOSION_NODECAL ))
	{
		if ( ! ( m_spawnflags & SF_ENVEXPLOSION_ICE ))
			UTIL_DecalTrace( &tr, "Scorch" );
		else
			UTIL_DecalTrace( &tr, "Ice_Explosion_Decal" );
	}

	//Get the damage override if specified
	float	flRadius = ( m_iRadiusOverride > 0 ) ? ((float)m_iRadiusOverride/100.0f) : ( (float)m_iDamage / 100.0f );

	// do damage
	if ( !( m_spawnflags & SF_ENVEXPLOSION_NODAMAGE ) )
	{
		CBaseEntity *pAttacker = GetOwnerEntity() ? GetOwnerEntity() : this;

		// Only calculate damage type if we didn't get a custom one passed in
		int iDamageType = m_iCustomDamageType;
		if ( iDamageType == -1 )
		{
			iDamageType = HasSpawnFlags( SF_ENVEXPLOSION_GENERIC_DAMAGE ) ? DMG_GENERIC : DMG_BLAST;
		}

		CTakeDamageInfo info( m_hInflictor ? m_hInflictor : this, pAttacker, m_iDamage, iDamageType );

		if( HasSpawnFlags( SF_ENVEXPLOSION_SURFACEONLY ) )
		{
			info.AddDamageType( DMG_BLAST_SURFACE );
		}

		if ( m_flDamageForce )
		{
			// Not the right direction, but it'll be fixed up by RadiusDamage.
			info.SetDamagePosition( GetAbsOrigin() );
			info.SetDamageForce( Vector( m_flDamageForce, 0, 0 ) );
		}
		
		ASWGameRules()->RadiusDamage( info, GetAbsOrigin(), flRadius, m_iClassIgnore, m_hEntityIgnore.Get() );
	}

	// emit the sound
	if( !(m_spawnflags & SF_ENVEXPLOSION_NOSOUND) )
	{
		EmitSound( STRING(m_iszExplosionSound) );
	}

	// do the particle effect
	if( !(m_spawnflags & SF_ENVEXPLOSION_NOFIREBALL) )
	{
		bool bOnGround = false;
		if ( tr.fraction != 1.0 )
			bOnGround = true;

		UTIL_ASW_EnvExplosionFX( vecExplodeOrigin, flRadius, bOnGround );
	}

	/*
	// do a dlight
	if ( !( m_spawnflags & SF_ENVEXPLOSION_NODLIGHTS ) )
	{
		// Make an elight
		dlight_t *el = effects->CL_AllocDlight( LIGHT_INDEX_TE_DYNAMIC + entindex() );
		el->origin = vecExplodeOrigin;
		el->radius = random->RandomFloat( flRadius + 54.0f, flRadius + 74.0f ); 
		el->decay = el->radius / 0.05f;
		el->die = gpGlobals->curtime + 0.05f;
		Color c = Color( 255, 192, 64, 6 );
		el->color.r = c.r();
		el->color.g = c.g();
		el->color.b = c.b();
		el->color.exponent = c.a(); 
	}
	*/

	if ( !(m_spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
	{
		SetThink( &CASWEnvExplosion::SUB_Remove );
		SetNextThink( gpGlobals->curtime + 1.0f );
	}
}
Esempio n. 10
0
	// Regular explosions
	void CPlantedC4::Explode( trace_t *pTrace, int bitsDamageType )
	{
		// Check to see if the round is over after the bomb went off...
		CSGameRules()->m_bTargetBombed = true;
		m_bBombTicking = false;
		CSGameRules()->CheckWinConditions();

		// Do the Damage
		float flBombRadius = 500;
		if ( g_pMapInfo )
			flBombRadius = g_pMapInfo->m_flBombRadius;

		// Output to the bomb target ent
		CBaseEntity *pTarget = NULL;
		variant_t emptyVariant;
		while ((pTarget = gEntList.FindEntityByClassname( pTarget, "func_bomb_target" )) != NULL)
		{
			//Adrian - But only to the one we want!
			if ( pTarget->entindex() != m_iBombSiteIndex )
				 continue;
			
			pTarget->AcceptInput( "BombExplode", this, this, emptyVariant, 0 );
				break;
		}	

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

		{
			Vector pos = GetAbsOrigin() + Vector( 0,0,8 );

			// add an explosion TE so it affects clientside physics
			CPASFilter filter( pos );
			te->Explosion( filter, 0.0,
				&pos, 
				g_sModelIndexFireball,
				50.0, 
				25,
				TE_EXPLFLAG_NONE,
				flBombRadius * 3.5,
				200 );
		}
		
		// Fireball sprite and sound!!
		{
			Vector fireballPos = GetAbsOrigin();
			CPVSFilter filter( fireballPos );
			te->Sprite( filter, 0, &fireballPos, g_sModelIndexFireball, 100, 150 );
		}

		{
			Vector fireballPos = GetAbsOrigin() + Vector( 
				random->RandomFloat( -512, 512 ), 
				random->RandomFloat( -512, 512 ),
				random->RandomFloat( -10, 10 ) );

			CPVSFilter filter( fireballPos );
			te->Sprite( filter, 0, &fireballPos, g_sModelIndexFireball, 100, 150 );
		}

		{
			Vector fireballPos = GetAbsOrigin() + Vector( 
				random->RandomFloat( -512, 512 ), 
				random->RandomFloat( -512, 512 ),
				random->RandomFloat( -10, 10 ) );

			CPVSFilter filter( fireballPos );
			te->Sprite( filter, 0, &fireballPos, g_sModelIndexFireball, 100, 150 );
		}

		// Sound! for everyone
		CBroadcastRecipientFilter filter;
		EmitSound( filter, entindex(), "c4.explode" );


		// Decal!
		UTIL_DecalTrace( pTrace, "Scorch" );

		
		// Shake!
		UTIL_ScreenShake( pTrace->endpos, 25.0, 150.0, 1.0, 3000, SHAKE_START );


		SetOwnerEntity( NULL ); // can't traceline attack owner if this is set

		CSGameRules()->RadiusDamage( 
			CTakeDamageInfo( this, GetOwnerEntity(), flBombRadius, bitsDamageType ),
			GetAbsOrigin(),
			flBombRadius * 3.5,	//Matt - don't ask me, this is how CS does it.
			CLASS_NONE,
			true );	// IGNORE THE WORLD!!

		// send director message, that something important happed here
		/*
		MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
			WRITE_BYTE ( 9 );	// command length in bytes
			WRITE_BYTE ( DRC_CMD_EVENT );	// bomb explode
			WRITE_SHORT( ENTINDEX(this->edict()) );	// index number of primary entity
			WRITE_SHORT( 0 );	// index number of secondary entity
			WRITE_LONG( 15 | DRC_FLAG_FINAL );   // eventflags (priority and flags)
		MESSAGE_END();
		*/

		UTIL_Remove( this );
	}
Esempio n. 11
0
	// For CTs to defuse the c4
	void CPlantedC4::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
	{
		//Can't defuse if its already defused or if it has blown up
		if( !m_bBombTicking )
		{
			SetUse( NULL );
			return;
		}

		CCSPlayer *player = dynamic_cast< CCSPlayer* >( pActivator );

		if ( !player || player->GetTeamNumber() != TEAM_CT )
		 	return;

		if ( m_bStartDefuse )
		{
			if ( player != m_pBombDefuser )
			{
				if ( player->m_iNextTimeCheck < gpGlobals->curtime )
				{
					ClientPrint( player, HUD_PRINTCENTER, "#Bomb_Already_Being_Defused" );
					player->m_iNextTimeCheck = gpGlobals->curtime + 1;
				}
				return;
			}

			m_flNextDefuse = gpGlobals->curtime + 0.5;
		}
		else
		{
			// freeze the player in place while defusing
			player->SetMaxSpeed( 1 );

			IGameEvent * event = gameeventmanager->CreateEvent("bomb_begindefuse" );
			if( event )
			{
				event->SetInt( "userid", player->GetUserID() );
				if ( player->HasDefuser() )
				{
					event->SetInt( "haskit", 1 );
					// TODO show messages on clients on event 
					ClientPrint( player, HUD_PRINTCENTER, "#Defusing_Bomb_With_Defuse_Kit" );
				}
				else
				{
					event->SetInt( "haskit", 0 );
					// TODO show messages on clients on event 
					ClientPrint( player, HUD_PRINTCENTER, "#Defusing_Bomb_Without_Defuse_Kit" );
				}
				event->SetInt( "priority", 8 );
                gameeventmanager->FireEvent( event );
			}

			Vector soundPosition = player->GetAbsOrigin() + Vector( 0, 0, 5 );
			CPASAttenuationFilter filter( soundPosition );

			EmitSound( filter, entindex(), "c4.disarmstart" );

			m_flDefuseLength = player->HasDefuser() ? 5 : 10;


			m_flNextDefuse = gpGlobals->curtime + 0.5;
			m_pBombDefuser = player;
			m_bStartDefuse = TRUE;
			player->m_bIsDefusing = true;
			
			m_flDefuseCountDown = gpGlobals->curtime + m_flDefuseLength;

			//start the progress bar
			player->SetProgressBarTime( m_flDefuseLength );
		}
	}
Esempio n. 12
0
	void CPlantedC4::C4Think()
	{
		if (!IsInWorld())
		{
			UTIL_Remove( this );
			return;
		}

		//Bomb is dead, don't think anymore
		if( !m_bBombTicking )
		{
			SetThink( NULL );
			return;
		}
				

		SetNextThink( gpGlobals->curtime + 0.12 );

#ifndef CLIENT_DLL
		// let the bots hear the bomb beeping
		// BOTPORT: Emit beep events at same time as client effects
		IGameEvent * event = gameeventmanager->CreateEvent( "bomb_beep" );
		if( event )
		{
			event->SetInt( "entindex", entindex() );
			gameeventmanager->FireEvent( event );
		}
#endif
		
		// IF the timer has expired ! blow this bomb up!
		if (m_flC4Blow <= gpGlobals->curtime)
		{
			// give the defuser credit for defusing the bomb
			CBasePlayer *pBombOwner = dynamic_cast< CBasePlayer* >( GetOwnerEntity() );
			if ( pBombOwner )
			{
				pBombOwner->IncrementFragCount( 3 );
			}

			CSGameRules()->m_bBombDropped = false;

			trace_t tr;
			Vector vecSpot = GetAbsOrigin();
			vecSpot[2] += 8;

			UTIL_TraceLine( vecSpot, vecSpot + Vector ( 0, 0, -40 ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );

			Explode( &tr, DMG_BLAST );

			CSGameRules()->m_bBombPlanted = false;

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_exploded" );
			if( event )
			{
				event->SetInt( "userid", pBombOwner?pBombOwner->GetUserID():-1 );
				event->SetInt( "site", m_iBombSiteIndex );
				event->SetInt( "priority", 9 );
				gameeventmanager->FireEvent( event );
			}
		}

		//if the defusing process has started
		if ((m_bStartDefuse == true) && (m_pBombDefuser != NULL))
		{
			//if the defusing process has not ended yet
			if ( m_flDefuseCountDown > gpGlobals->curtime)
			{
				int iOnGround = FBitSet( m_pBombDefuser->GetFlags(), FL_ONGROUND );

				//if the bomb defuser has stopped defusing the bomb
				if( m_flNextDefuse < gpGlobals->curtime || !iOnGround )
				{
					if ( !iOnGround && m_pBombDefuser->IsAlive() )
						ClientPrint( m_pBombDefuser, HUD_PRINTCENTER, "#C4_Defuse_Must_Be_On_Ground");

					// release the player from being frozen
					m_pBombDefuser->ResetMaxSpeed();
					m_pBombDefuser->m_bIsDefusing = false;

#ifndef CLIENT_DLL
					// tell the bots someone has aborted defusing
					IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortdefuse" );
					if( event )
					{
						event->SetInt("userid", m_pBombDefuser->GetUserID() );
						event->SetInt( "priority", 6 );
						gameeventmanager->FireEvent( event );
					}
#endif

					//cancel the progress bar
					m_pBombDefuser->SetProgressBarTime( 0 );
					m_pBombDefuser = NULL;
					m_bStartDefuse = false;
					m_flDefuseCountDown = 0;
					m_flDefuseLength = 0;	//force it to show completely defused
				}

				return;
			}
			//if the defuse process has ended, kill the c4
			else if ( !m_pBombDefuser->IsDead() )
			{
				IGameEvent * event = gameeventmanager->CreateEvent( "bomb_defused" );
				if( event )
				{
					event->SetInt("userid", m_pBombDefuser->GetUserID() );
					event->SetInt("site", m_iBombSiteIndex );
					event->SetInt( "priority", 9 );
					gameeventmanager->FireEvent( event );
				}

			
				Vector soundPosition = m_pBombDefuser->GetAbsOrigin() + Vector( 0, 0, 5 );
				CPASAttenuationFilter filter( soundPosition );

				EmitSound( filter, entindex(), "c4.disarmfinish" );
								
				// The bomb has just been disarmed.. Check to see if the round should end now
				m_bBombTicking = false;

				// release the player from being frozen
				m_pBombDefuser->ResetMaxSpeed();
				m_pBombDefuser->m_bIsDefusing = false;

				CSGameRules()->m_bBombDefused = true;
				CSGameRules()->CheckWinConditions();

				// give the defuser credit for defusing the bomb
				m_pBombDefuser->IncrementFragCount( 3 );

				CSGameRules()->m_bBombDropped = false;
				CSGameRules()->m_bBombPlanted = false;
				
				// Clear their progress bar.
				m_pBombDefuser->SetProgressBarTime( 0 );

				m_pBombDefuser = NULL;
				m_bStartDefuse = false;

				m_flDefuseLength = 10;

				return;
			}

#ifndef CLIENT_DLL
			// tell the bots someone has aborted defusing
			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortdefuse" );
			if( event )
			{
				event->SetInt("userid", m_pBombDefuser->GetUserID() );
				event->SetInt( "priority", 6 );
				gameeventmanager->FireEvent( event );
			}
#endif

			//if it gets here then the previouse defuser has taken off or been killed
			// release the player from being frozen
			m_pBombDefuser->ResetMaxSpeed();
			m_pBombDefuser->m_bIsDefusing = false;
			m_bStartDefuse = false;
			m_pBombDefuser = NULL;
		}
	}
// Reappear
void CRotatingPickup::Materialize()
{
	EmitSound("AlyxEmp.Charge");
	m_bRespawning = false;
	SetTouch(&CItem::ItemTouch);
}
Esempio n. 14
0
//=========================================================
// 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 );
	}
}
Esempio n. 15
0
//-----------------------------------------------------------------------------
// Purpose: 
//
//
// Output : 
//-----------------------------------------------------------------------------
void CNPC_Roller::PowerOnSound( void )
{
	EmitSound( "NPC_Roller.PowerOn" );
}
Esempio n. 16
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropCannon::Think( void )
{
	SetNextThink( gpGlobals->curtime + 0.1 );

	if ( GetDriver() )
	{
		BaseClass::Think();
	}

	if ( GetDriver() )
	{
		BaseClass::Think();
	
		// play enter animation
		StudioFrameAdvance();

		// If the enter or exit animation has finished, tell the server vehicle
		if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
		{
			if ( m_bEnterAnimOn )
			{
				// Finished entering, display the hint for using the crane
				//UTIL_HudHintText( m_hPlayer, "#Valve_Hint_CraneKeys" );
			}
			
			GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true );
		}
	}
	else
	{
		// Run the crane's movement
	//	RunCraneMovement( 0.1 );
	}

	// Update follower bones
	m_BoneFollowerManager.UpdateBoneFollowers(this);

	if ( m_flFlyTime > 0.0f )
	{
		if ( m_flFlyTime - 1.0f <= gpGlobals->curtime && m_flFlyTime - 0.8f > gpGlobals->curtime)
		{
			CPASAttenuationFilter filter( this );
				
			EmitSound_t ep;
			ep.m_nChannel = CHAN_STATIC;
			ep.m_pSoundName = "Weapon_Mortar.Incomming";
			ep.m_flVolume = 255;
			ep.m_SoundLevel = SNDLVL_180dB;
	
			EmitSound( filter, entindex(), ep );
		}

		if ( m_flFlyTime <= gpGlobals->curtime )
		{
			if ( m_vCrashPoint != vec3_origin )
			{
				ProjectileExplosion();
			}

			CEffectData	data;

			data.m_vOrigin = m_vCrashPoint;
			data.m_flScale = 512;
			DispatchEffect( "ThumperDust", data );

			m_flFlyTime = 0.0f;
		}
	}

}
Esempio n. 17
0
//-----------------------------------------------------------------------------
// Purpose: 
//
//
// Output : 
//-----------------------------------------------------------------------------
void CNPC_Roller::PowerOffSound( void )
{
	EmitSound( "NPC_Roller.PowerOff" );
}
Esempio n. 18
0
void CPropCannon::LaunchProjectile( void )
{
	//ADRIANTODO: Come back to this once we get the right model and remove all the fix ups caused by temp content.

	Vector vTipPos, vTipForward, vTipRight, vUp;

	GetAttachment( "cable_tip", vTipPos, &vTipForward, &vTipRight, &vUp );

	bool bCollided = false;
	bool bInSky = false;
	float gravity = -gpGlobals->frametime * 600;
	Vector vOrigin = vTipPos;
	Vector vVelocity = vTipRight * 2500;

	float flDistance = 0.0f;

	int iFailSafe = 0;
	
	while ( bCollided == false && iFailSafe < 100000 )
	{
		Vector vOldOrigin = vOrigin;
		vOrigin = vOrigin + vVelocity * gpGlobals->frametime;

		flDistance += (vOrigin - vOldOrigin).Length();

		if ( g_cannon_debug.GetBool() == true )
		{
			NDebugOverlay::Line( vOldOrigin, vOrigin, 0, 255, 0, true, 5 );
		}

		trace_t pm;		
		UTIL_TraceLine( vOldOrigin, vOrigin, MASK_SOLID, this, COLLISION_GROUP_NONE, &pm );

		if ( pm.surface.flags & SURF_SKY || pm.allsolid == true ) 
		{
			bInSky = true;
			iFailSafe++;
		}
		else
		{
			bInSky = false;
		}

		iFailSafe++;

		if ( pm.fraction != 1.0f && bInSky == false )
		{
			bCollided = true;
			vOrigin = pm.endpos;

			if ( g_cannon_debug.GetBool() == true )
			{
				NDebugOverlay::Box( vOrigin, Vector( 256, 256, 256 ), Vector( -256, -256, -256 ), 255, 0, 0, 0, 5 );
			}
		}
		else
		{
			vVelocity[2] += gravity;
		}
	}
	
	float flTravelTime = flDistance / vVelocity.Length();

	if ( flTravelTime > g_cannon_max_traveltime.GetFloat() )
	{
		flTravelTime = g_cannon_max_traveltime.GetFloat();

		if ( bCollided == false )
		{
			vOrigin = vec3_origin; 
		}
	}

	m_flFlyTime = gpGlobals->curtime + flTravelTime;
	m_vCrashPoint = vOrigin;

	m_flNextAttackTime = gpGlobals->curtime + g_cannon_reloadtime.GetFloat();
	
	EmitSound( "HeadcrabCanister.LaunchSound" );

	UTIL_ScreenShake( GetDriver()->GetAbsOrigin(), 50.0, 150.0, 1.0, 750, SHAKE_START, true );
}
Esempio n. 19
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pActivator - 
//			*pCaller - 
//			useType - 
//			value - 
//-----------------------------------------------------------------------------
void CNewWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ 
	// Make sure that we have a caller
	if (!pActivator)
		return;

	// if it's not a player, ignore
	if ( !pActivator->IsPlayer() )
		return;
	CBasePlayer *pPlayer = dynamic_cast<CBasePlayer *>(pActivator);

	// Reset to a state of continuous use.
	m_iCaps = FCAP_CONTINUOUS_USE;

	if ( m_iOn )
	{
		float flCharges = CHARGES_PER_SECOND;
		float flCalls = CALLS_PER_SECOND;

		m_flJuice -= flCharges / flCalls;
		StudioFrameAdvance();
	}

	// if there is no juice left, turn it off
	if (m_iJuice <= 0)
	{
		ResetSequence( LookupSequence( "emptyclick" ) );
		m_nState = 1;			
		Off();
	}

	// if the player doesn't have the suit, or there is no juice left, make the deny noise.
	// disabled HEV suit dependency for now.
	//if ((m_iJuice <= 0) || (!(pActivator->m_bWearingSuit)))
	if (m_iJuice <= 0)
	{
		if (m_flSoundTime <= gpGlobals->curtime)
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "WallHealth.Deny" );
		}
		return;
	}

	if( pActivator->GetHealth() >= pActivator->GetMaxHealth() )
	{
		if( pPlayer )
		{
			pPlayer->m_afButtonPressed &= ~IN_USE;
		}

		// Make the user re-use me to get started drawing health.
		m_iCaps = FCAP_IMPULSE_USE;
		
		EmitSound( "WallHealth.Deny" );
		return;
	}

	SetNextThink( gpGlobals->curtime + CHARGE_RATE );
	SetThink( &CNewWallHealth::Off );

	// Time to recharge yet?

	if (m_flNextCharge >= gpGlobals->curtime)
		return;

	// Play the on sound or the looping charging sound
	if (!m_iOn)
	{
		m_iOn++;
		EmitSound( "WallHealth.Start" );
		m_flSoundTime = 0.56 + gpGlobals->curtime;

		m_OnPlayerUse.FireOutput( pActivator, this );
	}
	if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
	{
		m_iOn++;
		CPASAttenuationFilter filter( this, "WallHealth.LoopingContinueCharge" );
		filter.MakeReliable();
		EmitSound( filter, entindex(), "WallHealth.LoopingContinueCharge" );
	}

	// charge the player
	if ( pActivator->TakeHealth( 1, DMG_GENERIC ) )
	{
		m_iJuice--;
	}

	// Send the output.
	float flRemaining = m_iJuice / sk_healthcharger.GetFloat();
	m_OutRemainingHealth.Set(flRemaining, pActivator, this);

	// govern the rate of charge
	m_flNextCharge = gpGlobals->curtime + 0.1;
}
Esempio n. 20
0
void CBreakable::DamageSound( void )
{
	int pitch;
	float fvol;
	char *soundname = NULL;
	int material = m_Material;

	if (random->RandomInt(0,2))
	{
		pitch = PITCH_NORM;
	}
	else
	{
		pitch = 95 + random->RandomInt(0,34);
	}

	fvol = random->RandomFloat(0.75, 1.0);

	if (material == matComputer && random->RandomInt(0,1))
	{
		material = matMetal;
	}

	switch (material)
	{
	case matGlass:
	case matUnbreakableGlass:
		soundname = "Breakable.MatGlass";
		break;

	case matWood:
		soundname = "Breakable.MatWood";
		break;

	case matMetal:
		soundname = "Breakable.MatMetal";
		break;

	case matRocks:
	case matCinderBlock:
		soundname = "Breakable.MatConcrete";
		break;

	case matComputer:
		soundname = "Breakable.Computer";
		break;

	default:
		break;
	}

	if ( soundname )
	{
		CSoundParameters params;
		if ( GetParametersForSound( soundname, params, NULL ) )
		{
			CPASAttenuationFilter filter( this );

			EmitSound_t ep;
			ep.m_nChannel = params.channel;
			ep.m_pSoundName = params.soundname;
			ep.m_flVolume = fvol;
			ep.m_SoundLevel = params.soundlevel;
			ep.m_nPitch = pitch;

			EmitSound( filter, entindex(), ep );
		}
	}
}
Esempio n. 21
0
//-----------------------------------------------------------------------------
// Purpose: Stick to an entity (using hierarchy if we can)
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponStriderBuster::StickToEntity( CBaseEntity *pOther )
{
	// Make sure the object is travelling fast enough to stick
	if ( m_flCollisionSpeedSqr > 50 && !m_bNoseDiving )
	{
		// See if this is a valid strider bit
		if ( ShouldStickToEntity( pOther ) )
		{
			// Attempt to constraint to it
			if ( CreateConstraintToObject( pOther ) )
			{
				// Only works for striders, at the moment
				CBaseEntity *pFollowParent = pOther->GetOwnerEntity();
				if ( pFollowParent == NULL )
					return false;

				// Allows us to identify our constrained object later
				SetOwnerEntity( pFollowParent );

				// Make a sound
				EmitSound( "Weapon_StriderBuster.StickToEntity" );
				
				DispatchParticleEffect( "striderbuster_attach", GetAbsOrigin(), GetAbsAngles(), NULL );

				if( striderbuster_use_particle_flare.GetBool() )
				{
					// We don't have to save any pointers or handles to this because it's parented to the buster.
					// So it will die when the buster dies. Yay.
					CParticleSystem *pFlare = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
					
					if ( pFlare != NULL )
					{
						pFlare->KeyValue( "start_active", "1" );
						pFlare->KeyValue( "effect_name", "striderbuster_attached_pulse" );
						pFlare->SetParent( this );
						pFlare->SetLocalOrigin( vec3_origin );
						DispatchSpawn( pFlare );
						pFlare->Activate();
					}
				}
				else
				{
					// Create a glow sprite
					m_hGlowSprite = CSprite::SpriteCreate( "sprites/orangeflare1.vmt", GetLocalOrigin(), false );

					Assert( m_hGlowSprite );
					if ( m_hGlowSprite != NULL )
					{
						m_hGlowSprite->TurnOn();
						m_hGlowSprite->SetTransparency( kRenderWorldGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
						m_hGlowSprite->SetAbsOrigin( GetAbsOrigin() );
						m_hGlowSprite->SetScale( 5.0f );
						m_hGlowSprite->m_nRenderFX = kRenderFxStrobeFaster;
						m_hGlowSprite->SetGlowProxySize( 16.0f );
						m_hGlowSprite->SetParent( this );
					}
				}

				// Stop touching things
				SetTouch( NULL );

				// Must be a strider
				CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(pFollowParent);
				if ( pStrider == NULL )
					return false;

				// Notify the strider we're attaching to him
				pStrider->StriderBusterAttached( this );
				
				m_OnAttachToStrider.FireOutput( this, this );

				// Start the ping sound.
				SetContextThink( &CWeaponStriderBuster::BusterPingThink, gpGlobals->curtime + BUSTER_PING_SOUND_FREQ, s_pBusterPingThinkContext );
				
				// Don't autodelete this one!
				WeaponManager_RemoveManaged( this );

				return true;
			}

			return false;
		}
	}

	return false;
}
Esempio n. 22
0
//-----------------------------------------------------------------------------
// Purpose: Breaks the breakable. m_hBreaker is the entity that caused us to break.
//-----------------------------------------------------------------------------
void CBreakable::Die( void )
{
	Vector vecVelocity;// shard velocity
	char cFlag = 0;
	int pitch;
	float fvol;
	
	pitch = 95 + random->RandomInt(0,29);

	if (pitch > 97 && pitch < 103)
	{
		pitch = 100;
	}

	// The more negative m_iHealth, the louder
	// the sound should be.

	fvol = random->RandomFloat(0.85, 1.0) + (abs(m_iHealth) / 100.0);
	if (fvol > 1.0)
	{
		fvol = 1.0;
	}

	const char *soundname = NULL;

	switch (m_Material)
	{
	default:
		break;

	case matGlass:
		soundname = "Breakable.Glass";
		cFlag = BREAK_GLASS;
		break;

	case matWood:
		soundname = "Breakable.Crate";
		cFlag = BREAK_WOOD;
		break;

	case matComputer:
		soundname = "Breakable.Computer";
		cFlag = BREAK_METAL;
		break;

	case matMetal:
		soundname = "Breakable.Metal";
		cFlag = BREAK_METAL;
		break;

	case matFlesh:
	case matWeb:
		soundname = "Breakable.Flesh";
		cFlag = BREAK_FLESH;
		break;

	case matRocks:
	case matCinderBlock:
		soundname = "Breakable.Concrete";
		cFlag = BREAK_CONCRETE;
		break;

	case matCeilingTile:
		soundname = "Breakable.Ceiling";
		break;
	}
    
	if ( soundname )
	{
		if ( m_hBreaker && m_hBreaker->IsPlayer() )
		{
			IGameEvent * event = gameeventmanager->CreateEvent( "break_breakable" );
			if ( event )
			{
				event->SetInt( "userid", ToBasePlayer( m_hBreaker )->GetUserID() );
				event->SetInt( "entindex", entindex() );
				event->SetInt( "material", cFlag );
				gameeventmanager->FireEvent( event );
			}
		}

		CSoundParameters params;
		if ( GetParametersForSound( soundname, params, NULL ) )
		{
			CPASAttenuationFilter filter( this );

			EmitSound_t ep;
			ep.m_nChannel = params.channel;
			ep.m_pSoundName = params.soundname;
			ep.m_flVolume = fvol;
			ep.m_SoundLevel = params.soundlevel;
			ep.m_nPitch = pitch;

			EmitSound( filter, entindex(), ep );	
		}
	}
		
	switch( m_Explosion )
	{
	case expDirected:
		vecVelocity = g_vecAttackDir * -200;
		break;

	case expUsePrecise:
		{
			AngleVectors( m_GibDir, &vecVelocity, NULL, NULL );
			vecVelocity *= 200;
		}
		break;

	case expRandom:
		vecVelocity.x = 0;
		vecVelocity.y = 0;
		vecVelocity.z = 0;
		break;

	default:
		DevMsg("**ERROR - Unspecified gib dir method in func_breakable!\n");
		break;
	}

	Vector vecSpot = WorldSpaceCenter();
	CPVSFilter filter2( vecSpot );

	int iModelIndex = 0;
	CCollisionProperty *pCollisionProp = CollisionProp();

	Vector vSize = pCollisionProp->OBBSize();
	int iCount = static_cast<int>(( vSize[0] * vSize[1] + vSize[1] * vSize[2] + vSize[2] * vSize[0] ) / ( 3 * 12 * 12 ));

	if ( iCount > func_break_max_pieces.GetInt() )
	{
		iCount = func_break_max_pieces.GetInt();
	}

	for ( int i = 0; i < iCount; i++ )
	{

#ifdef HL1_DLL
		// Use the passed model instead of the propdata type
		const char *modelName = STRING( m_iszModelName );
		
		// if the map specifies a model by name
		if( strstr( modelName, ".mdl" ) != NULL )
		{
			iModelIndex = modelinfo->GetModelIndex( modelName );
		}
		else	// do the hl2 / normal way
#endif

		iModelIndex = modelinfo->GetModelIndex( g_PropDataSystem.GetRandomChunkModel(  STRING( m_iszModelName ) ) );

		// All objects except the first one in this run are marked as slaves...
		int slaveFlag = 0;
		if ( i != 0 )
		{
			slaveFlag = BREAK_SLAVE;
		}

		te->BreakModel( filter2, 0.0, 
			vecSpot, pCollisionProp->GetCollisionAngles(), vSize, 
			vecVelocity, iModelIndex, 100, 1, 2.5, cFlag | slaveFlag );
	}

	ResetOnGroundFlags();

	// Don't fire something that could fire myself
	SetName( NULL_STRING );

	AddSolidFlags( FSOLID_NOT_SOLID );
	
	// Fire targets on break
	m_OnBreak.FireOutput( m_hBreaker, this );

	VPhysicsDestroyObject();
	SetThink( &CBreakable::SUB_Remove );
	SetNextThink( gpGlobals->curtime + 0.1f );
	if ( m_iszSpawnObject != NULL_STRING )
	{
		CBaseEntity::Create( STRING(m_iszSpawnObject), vecSpot, pCollisionProp->GetCollisionAngles(), this );
	}

	if ( Explodable() )
	{
		ExplosionCreate( vecSpot, pCollisionProp->GetCollisionAngles(), this, static_cast<int>(GetExplosiveDamage()), static_cast<int>(GetExplosiveRadius()), true );
	}
}
void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ 
	// Make sure that we have a caller
	if (!pActivator)
		return;

	// if it's not a player, ignore
	if ( !pActivator->IsPlayer() )
		return;

	CBasePlayer *pPlayer = dynamic_cast<CBasePlayer *>( pActivator );

	if ( pPlayer == NULL )
		 return;

	// Reset to a state of continuous use.
	m_iCaps = FCAP_CONTINUOUS_USE;

	// if there is no juice left, turn it off
	if (m_iJuice <= 0)
	{
		SetTextureFrameIndex( 1 );
		Off();
	}

	// if the player doesn't have the suit, or there is no juice left, make the deny noise
	if ( m_iJuice <= 0 )
	{
		if (m_flSoundTime <= gpGlobals->curtime)
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "SuitRecharge.Deny" );
		}
		return;
	}

		// If we're over our limit, debounce our keys
	if ( pPlayer->ArmorValue() >= HL1_MAX_ARMOR)
	{
		// Make the user re-use me to get started drawing health.
		pPlayer->m_afButtonPressed &= ~IN_USE;
		m_iCaps = FCAP_IMPULSE_USE;
		
		EmitSound( "SuitRecharge.Deny" );
		return;
	}

	SetNextThink( gpGlobals->curtime + 0.25 );
	SetThink(&CRecharge::Off);

	// Time to recharge yet?

	if (m_flNextCharge >= gpGlobals->curtime)
		return;

	m_hActivator = pActivator;

	
	// Play the on sound or the looping charging sound
	if (!m_iOn)
	{
		m_iOn++;
		EmitSound( "SuitRecharge.Start" );
		m_flSoundTime = 0.56 + gpGlobals->curtime;
	}
	if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
	{
		m_iOn++;
		CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
		filter.MakeReliable();
		EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
	}

	CBasePlayer *pl = (CBasePlayer *) m_hActivator.Get();

	// charge the player
	if (pl->ArmorValue() < HL1_MAX_ARMOR)
	{
		m_iJuice--;
		pl->IncrementArmorValue( 1, HL1_MAX_ARMOR );
	}

	// Send the output.
	float flRemaining = m_iJuice / sk_suitcharger.GetFloat();
	m_OutRemainingCharge.Set(flRemaining, pActivator, this);

	// govern the rate of charge
	m_flNextCharge = gpGlobals->curtime + 0.1;
}
//-----------------------------------------------------------------------------
// Purpose: Handles USE keypress
//-----------------------------------------------------------------------------
void CBasePlayer::PlayerUse ( void )
{
#ifdef GAME_DLL
	// Was use pressed or released?
	if ( ! ((m_nButtons | m_afButtonPressed | m_afButtonReleased) & IN_USE) )
		return;

	if ( IsObserver() )
	{
		// do special use operation in oberserver mode
		if ( m_afButtonPressed & IN_USE )
			ObserverUse( true );
		else if ( m_afButtonReleased & IN_USE )
			ObserverUse( false );
		
		return;
	}

#if !defined(_XBOX)
	// push objects in turbo physics mode
	if ( (m_nButtons & IN_USE) && sv_turbophysics.GetBool() )
	{
		Vector forward, up;
		EyeVectors( &forward, NULL, &up );

		trace_t tr;
		// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
		Vector searchCenter = EyePosition();

		CUsePushFilter filter;

		UTIL_TraceLine( searchCenter, searchCenter + forward * 96.0f, MASK_SOLID, &filter, &tr );

		// try the hit entity if there is one, or the ground entity if there isn't.
		CBaseEntity *entity = tr.m_pEnt;

		if ( entity )
		{
			IPhysicsObject *pObj = entity->VPhysicsGetObject();

			if ( pObj )
			{
				Vector vPushAway = (entity->WorldSpaceCenter() - WorldSpaceCenter());
				vPushAway.z = 0;

				float flDist = VectorNormalize( vPushAway );
				flDist = max( flDist, 1 );

				float flForce = sv_pushaway_force.GetFloat() / flDist;
				flForce = min( flForce, sv_pushaway_max_force.GetFloat() );

				pObj->ApplyForceOffset( vPushAway * flForce, WorldSpaceCenter() );
			}
		}
	}
#endif

	if ( m_afButtonPressed & IN_USE )
	{
		// Controlling some latched entity?
		if ( ClearUseEntity() )
		{
			return;
		}
		else
		{
			if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
			{
				m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
				m_iTrain = TRAIN_NEW|TRAIN_OFF;
				return;
			}
			else
			{	// Start controlling the train!
				CBaseEntity *pTrain = GetGroundEntity();
				if ( pTrain && !(m_nButtons & IN_JUMP) && (GetFlags() & FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(this) )
				{
					m_afPhysicsFlags |= PFLAG_DIROVERRIDE;
					m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
					m_iTrain |= TRAIN_NEW;
					EmitSound( "Player.UseTrain" );
					return;
				}
			}
		}
	}

	CBaseEntity *pUseEntity = FindUseEntity();

	// Found an object
	if ( pUseEntity )
	{

		//!!!UNDONE: traceline here to prevent +USEing buttons through walls			

		int caps = pUseEntity->ObjectCaps();
		variant_t emptyVariant;
		if ( ( (m_nButtons & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) || ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
		{
			if ( caps & FCAP_CONTINUOUS_USE )
			{
				m_afPhysicsFlags |= PFLAG_USING;
			}

			if ( pUseEntity->ObjectCaps() & FCAP_ONOFF_USE )
			{
				pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_ON );
			}
			else
			{
				pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE );
			}
		}
		// UNDONE: Send different USE codes for ON/OFF.  Cache last ONOFF_USE object to send 'off' if you turn away
		else if ( (m_afButtonReleased & IN_USE) && (pUseEntity->ObjectCaps() & FCAP_ONOFF_USE) )	// BUGBUG This is an "off" use
		{
			pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_OFF );
		}
	}
	else if ( m_afButtonPressed & IN_USE )
	{
		//PlayUseDenySound();//Nevik removed use fail sound
	}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack hit sound
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackHitSound( void )
{
	EmitSound( "Zombie.AttackHit" );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : step - 
//			fvol - 
//			force - force sound to play
//-----------------------------------------------------------------------------
void CBasePlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
{
	if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() )
		return;

#if defined( CLIENT_DLL )
	// during prediction play footstep sounds only once
	if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
		return;
#endif

	if ( !psurface )
		return;

	int nSide = m_Local.m_nStepside;
	unsigned short stepSoundName = nSide ? psurface->sounds.stepleft : psurface->sounds.stepright;
	if ( !stepSoundName )
		return;

	m_Local.m_nStepside = !nSide;

	CSoundParameters params;

	Assert( nSide == 0 || nSide == 1 );

	if ( m_StepSoundCache[ nSide ].m_usSoundNameIndex == stepSoundName )
	{
		params = m_StepSoundCache[ nSide ].m_SoundParameters;
	}
	else
	{
		IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
		const char *pSoundName = physprops->GetString( stepSoundName );
		if ( !CBaseEntity::GetParametersForSound( pSoundName, params, NULL ) )
			return;

		// Only cache if there's one option.  Otherwise we'd never here any other sounds
		if ( params.count == 1 )
		{
			m_StepSoundCache[ nSide ].m_usSoundNameIndex = stepSoundName;
			m_StepSoundCache[ nSide ].m_SoundParameters = params;
		}
	}

	CRecipientFilter filter;
	filter.AddRecipientsByPAS( vecOrigin );

#ifndef CLIENT_DLL
	// in MP, server removes all players in the vecOrigin's PVS, these players generate the footsteps client side
	if ( gpGlobals->maxClients > 1 )
	{
		filter.RemoveRecipientsByPVS( vecOrigin );
	}
#endif

	EmitSound_t ep;
	ep.m_nChannel = CHAN_BODY;
	ep.m_pSoundName = params.soundname;
	ep.m_flVolume = fvol;
	ep.m_SoundLevel = params.soundlevel;
	ep.m_nFlags = 0;
	ep.m_nPitch = params.pitch;
	ep.m_pOrigin = &vecOrigin;

	EmitSound( filter, entindex(), ep );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Zombine::DeathSound( const CTakeDamageInfo &info ) 
{
	EmitSound( "Zombine.Die" );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
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 );
	}
}
Esempio n. 29
0
void CWeaponGravityGun::SoundUpdate( void )
{
	int newState;
	
	if ( m_hObject )
		newState = SS_LOCKEDON;
	else
		newState = SS_SCANNING;

	if ( newState != m_soundState )
	{
		SoundStop();
		m_soundState = newState;
		SoundStart();
	}

	switch( m_soundState )
	{
	case SS_SCANNING:
		break;
	case SS_LOCKEDON:
		{
			CPASAttenuationFilter filter( GetOwner() );
			filter.MakeReliable();

			float height = m_hObject->GetAbsOrigin().z - m_originalObjectPosition.z;

			// go from pitch 90 to 150 over a height of 500
			int pitch = 90 + (int)UTIL_LineFraction( height, 0, 500, 60 );

			CSoundParameters params;
			if ( GetParametersForSound( "Weapon_Physgun.LockedOn", params, NULL ) )
			{
				EmitSound_t ep( params );
				ep.m_nFlags = SND_CHANGE_VOL | SND_CHANGE_PITCH;
				ep.m_nPitch = pitch;

				EmitSound( filter, GetOwner()->entindex(), ep );
			}

			// attenutate the movement sounds over 200 units of movement
			float distance = UTIL_LineFraction( m_movementLength, 0, 200, 1.0 );

			// blend the "mass" sounds between 50 and 500 kg
			IPhysicsObject *pPhys = m_hObject->VPhysicsGetObject();
			
			float fade = UTIL_LineFraction( pPhys->GetMass(), 50, 500, 1.0 );

			if ( GetParametersForSound( "Weapon_Physgun.LightObject", params, NULL ) )
			{
				EmitSound_t ep( params );
				ep.m_nFlags = SND_CHANGE_VOL;
				ep.m_flVolume = fade * distance;

				EmitSound( filter, GetOwner()->entindex(), ep );
			}

			if ( GetParametersForSound( "Weapon_Physgun.HeavyObject", params, NULL ) )
			{
				EmitSound_t ep( params );
				ep.m_nFlags = SND_CHANGE_VOL;
				ep.m_flVolume = (1.0 - fade) * distance;

				EmitSound( filter, GetOwner()->entindex(), ep );
			}
		}
		break;
	}
}
Esempio n. 30
0
//=========================================================
// DeathSound
//=========================================================
void CNPC_Bullsquid::DeathSound( const CTakeDamageInfo &info )
{
	CPASAttenuationFilter filter( this );
	EmitSound( filter, entindex(), "Bullsquid.Die" );	
}