Esempio n. 1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHL1BaseNPC::CorpseGib( const CTakeDamageInfo &info )
{
	CEffectData	data;
	
	data.m_vOrigin = WorldSpaceCenter();
	data.m_vNormal = data.m_vOrigin - info.GetDamagePosition();
	VectorNormalize( data.m_vNormal );
	
	data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 );
	data.m_flScale = clamp( data.m_flScale, 1, 3 );

	if ( HasAlienGibs() )
		 data.m_nMaterial = ALIEN_GIBS;
	else if ( HasHumanGibs() )
		 data.m_nMaterial = HUMAN_GIBS;
	
	data.m_nColor = BloodColor();

	DispatchEffect( "HL1Gib", data );

	CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this );

///	BaseClass::CorpseGib( info );

	return true;
}
Esempio n. 2
0
//=========================================================
// GibMonster - create some gore and get rid of a monster's
// model.
//=========================================================
void CBaseMonster :: GibMonster( void )
{
	TraceResult	tr;
	BOOL		gibbed = FALSE;
	int			iszCustomGibs;

	EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM);		

	if ( iszCustomGibs = HasCustomGibs() ) //LRC - monster_generic can have a custom gibset
	{
		if ( CVAR_GET_FLOAT("violence_hgibs") != 0 )
		{
			CGib::SpawnHeadGib( pev, STRING(iszCustomGibs) );
			CGib::SpawnRandomGibs( pev, 4, 1, STRING(iszCustomGibs) );
		}
		gibbed = TRUE;
	}
	// only humans throw skulls !!!UNDONE - eventually monsters will have their own sets of gibs
	else if ( HasHumanGibs() )
	{
		if ( CVAR_GET_FLOAT("violence_hgibs") != 0 )// Only the player will ever fail this test
		{
			CGib::SpawnHeadGib( pev );
			CGib::SpawnRandomGibs( pev, 4, 1 );	// throw some human gibs.
		}
		gibbed = TRUE;
	}
	else if ( HasAlienGibs() )
	{
		if ( CVAR_GET_FLOAT("violence_agibs") != 0 )// Should never fail this test, but someone might call it directly
		{
			CGib::SpawnRandomGibs( pev, 4, 0 );	// Throw alien gibs
		}
		gibbed = TRUE;
	}

	if ( !IsPlayer() )
	{
		if ( gibbed )
		{
			// don't remove players!
			SetThink(&CBaseMonster :: SUB_Remove );
			SetNextThink( 0 );
		}
		else
		{
			FadeMonster();
		}
	}
}
Esempio n. 3
0
void CBaseMonster::__MAKE_VHOOK(GibMonster)()
{
	TraceResult tr;
	bool gibbed = false;

	EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", VOL_NORM, ATTN_NORM);

	// only humans throw skulls UNDONE - eventually monsters will have their own sets of gibs
	if (HasHumanGibs())
	{
		// Only the player will ever get here
		if (CVAR_GET_FLOAT("violence_hgibs") != 0)
		{
			CGib::SpawnHeadGib(pev);

			// throw some human gibs.
			CGib::SpawnRandomGibs(pev, 4, 1);
		}
		gibbed = true;
	}
	else if (HasAlienGibs())
	{
		// Should never get here, but someone might call it directly
		if (CVAR_GET_FLOAT("violence_agibs") != 0)
		{
			// Throw alien gibs
			CGib::SpawnRandomGibs(pev, 4, 0);
		}
		gibbed = true;
	}

	if (!IsPlayer())
	{
		if (gibbed)
		{
			// don't remove players!
			SetThink(&CBaseMonster::SUB_Remove);
			pev->nextthink = gpGlobals->time;
		}
		else
			FadeMonster();
	}
}
Esempio n. 4
0
void CBaseMonster::CallGibMonster()
{
	BOOL fade = FALSE;

	if (HasHumanGibs())
	{
		if (CVAR_GET_FLOAT("violence_hgibs") == 0)
			fade = TRUE;
	}
	else if (HasAlienGibs())
	{
		if (CVAR_GET_FLOAT("violence_agibs") == 0)
			fade = TRUE;
	}

	// do something with the body. while monster blows up
	pev->solid = SOLID_NOT;
	pev->takedamage = DAMAGE_NO;

	if (fade)
	{
		FadeMonster();
	}
	else
	{
		// make the model invisible.
		pev->effects = EF_NODRAW;
		GibMonster();
	}

	pev->deadflag = DEAD_DEAD;
	FCheckAITrigger();

	// don't let the status bar glitch for players.with <0 health.
	if (pev->health < -99.0f)
	{
		pev->health = 0;
	}

	if (ShouldFadeOnDeath() && !fade)
		UTIL_Remove(this);
}
Esempio n. 5
0
//=========================================================
// GibMonster - create some gore and get rid of a monster's
// model.
//=========================================================
void CBaseMonster :: GibMonster( void )
{
	TraceResult	tr;
	BOOL		gibbed = FALSE;

	EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM);		

	// only humans throw skulls !!!UNDONE - eventually monsters will have their own sets of gibs
	if ( HasHumanGibs() )
	{
		if ( CVAR_GET_FLOAT("violence_hgibs") != 0 )	// Only the player will ever get here
		{
			CGib::SpawnHeadGib( pev );
			CGib::SpawnRandomGibs( pev, 4, 1 );	// throw some human gibs.
		}
		gibbed = TRUE;
	}
	else if ( HasAlienGibs() )
	{
		if ( CVAR_GET_FLOAT("violence_agibs") != 0 )	// Should never get here, but someone might call it directly
		{
			CGib::SpawnRandomGibs( pev, 4, 0 );	// Throw alien gibs
		}
		gibbed = TRUE;
	}

	if ( !IsPlayer() )
	{
		if ( gibbed )
		{
			// don't remove players!
			SetThink ( SUB_Remove );
			pev->nextthink = gpGlobals->time;
		}
		else
		{
			FadeMonster();
		}
	}
}