Esempio n. 1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &startPos - 
//			&endPos - 
//			width - 
//			useMuzzle - 
//-----------------------------------------------------------------------------
void CASW_PropJeep::DrawBeam( const Vector &startPos, const Vector &endPos, float width )
{
	//Tracer down the middle
	UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer" );

	//Draw the main beam shaft
	CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 0.5 );
	
	pBeam->SetStartPos( startPos );
	pBeam->PointEntInit( endPos, this );
	pBeam->SetEndAttachment( LookupAttachment("Muzzle") );
	pBeam->SetWidth( width );
	pBeam->SetEndWidth( 0.05f );
	pBeam->SetBrightness( 255 );
	pBeam->SetColor( 255, 185+random->RandomInt( -16, 16 ), 40 );
	pBeam->RelinkBeam();
	pBeam->LiveForTime( 0.1f );

	//Draw electric bolts along shaft
	pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 3.0f );
	
	pBeam->SetStartPos( startPos );
	pBeam->PointEntInit( endPos, this );
	pBeam->SetEndAttachment( LookupAttachment("Muzzle") );

	pBeam->SetBrightness( random->RandomInt( 64, 255 ) );
	pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) );
	pBeam->RelinkBeam();
	pBeam->LiveForTime( 0.1f );
	pBeam->SetNoise( 1.6f );
	pBeam->SetEndWidth( 0.1f );
}
Esempio n. 2
0
void CWeaponGravityGun::DeleteActivePellets()
{
	CBaseEntity *pEnt = GetBeamEntity();

	for ( int i = 0; i < m_pelletCount; i++ )
	{
		CGravityPellet *pPellet = m_activePellets[i].pellet;
		if ( !pPellet )
			continue;

		Vector forward;
		AngleVectors( pPellet->GetAbsAngles(), &forward );
		g_pEffects->Dust( pPellet->GetAbsOrigin(), forward, 32, 30 );

		// UNDONE: Probably should just do this client side
		CBeam *pBeam = CBeam::BeamCreate( PHYSGUN_BEAM_SPRITE, 1.5 );
		pBeam->PointEntInit( pPellet->GetAbsOrigin(), pEnt );
		pBeam->SetEndAttachment( 1 );
		pBeam->SetBrightness( 255 );
		pBeam->SetColor( 255, 0, 0 );
		pBeam->RelinkBeam();
		pBeam->LiveForTime( 0.1 );

		UTIL_Remove( pPellet );
	}
	m_pelletCount = 0;
}
Esempio n. 3
0
void CWeaponMomentumGun::DrawBeam(const Vector &startPos, const Vector &endPos, float width)
{
	//Tracer down the middle
	UTIL_Tracer(startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer");

	//Draw the main beam shaft
	CBeam *pBeam = CBeam::BeamCreate("sprites/orangelight1.vmt", 15.5);

	// It starts at startPos
	pBeam->SetStartPos(startPos);

	// This sets up some things that the beam uses to figure out where
	// it should start and end
	pBeam->PointEntInit(endPos, this);

	// This makes it so that the laser appears to come from the muzzle of the pistol
	pBeam->SetEndAttachment(LookupAttachment("Muzzle"));
	pBeam->SetWidth(width);
	//	pBeam->SetEndWidth( 0.05f );

	// Higher brightness means less transparent
	pBeam->SetBrightness(255);
	pBeam->SetColor(255, 185 + random->RandomInt(-16, 16), 40);
	pBeam->RelinkBeam();

	// The beam should only exist for a very short time
	pBeam->LiveForTime(0.1f);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_GroundTurret::ProjectBeam( const Vector &vecStart, const Vector &vecDir, int width, int brightness, float duration )
{
	CBeam *pBeam;
	pBeam = CBeam::BeamCreate( GROUNDTURRET_BEAM_SPRITE, width );
	if ( !pBeam )
		return;

	trace_t tr;
	AI_TraceLine( vecStart, vecStart + vecDir * m_flSensingDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
	
	pBeam->SetStartPos( tr.endpos );
	pBeam->SetEndPos( tr.startpos );
	pBeam->SetWidth( width );
	pBeam->SetEndWidth( 0.1 );
	pBeam->SetFadeLength( 16 );

	pBeam->SetBrightness( brightness );
	pBeam->SetColor( 0, 145+random->RandomInt( -16, 16 ), 255 );
	pBeam->RelinkBeam();
	pBeam->LiveForTime( duration );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
#if 1
	//BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
	UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "AR2Tracer" );
#else
	CBeam *pBeam;
	int	width = 2;

	pBeam = CBeam::BeamCreate( GROUNDTURRET_BEAM_SPRITE, width );
	if ( !pBeam )
		return;
	
	pBeam->SetStartPos( vecTracerSrc );
	pBeam->SetEndPos( tr.endpos );
	pBeam->SetWidth( width );
	pBeam->SetEndWidth( width / 4.0f );

	pBeam->SetBrightness( 100 );
	pBeam->SetColor( 0, 145+random->RandomInt( -16, 16 ), 255 );
	pBeam->RelinkBeam();
	pBeam->LiveForTime( random->RandomFloat( 0.2f, 0.5f ) );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponGaussGun::DrawBeam( const Vector &startPos, const Vector &endPos, float width, bool useMuzzle )
{
	CBasePlayer *pOwner = ToBasePlayer(GetOwner());
	
	if (!pOwner)
		return;

	//Check to store off our view model index
	if (m_hViewModel == NULL)
	{
		CBaseViewModel *vm = pOwner->GetViewModel();

		if (vm)
			m_hViewModel.Set(vm);
	}

	//Draw the main beam shaft
	CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width );
	
	if ( useMuzzle )
	{
		pBeam->PointEntInit( endPos, m_hViewModel );
		pBeam->SetEndAttachment( 1 );
		pBeam->SetWidth( width / 4.0f );
		pBeam->SetEndWidth( width );
	}
	else
	{
		pBeam->SetStartPos( startPos );
		pBeam->SetEndPos( endPos );
		pBeam->SetWidth( width );
		pBeam->SetEndWidth( width / 4.0f );
	}

	pBeam->SetBrightness( 255 );
	pBeam->SetColor( 255, 145+random->RandomInt( -16, 16 ), 0 );
	pBeam->RelinkBeam();
	pBeam->LiveForTime( 0.1f );

	//Draw electric bolts along shaft
	for ( int i = 0; i < 3; i++ )
	{
		pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, (width/2.0f) + i );
		
		if ( useMuzzle )
		{
			pBeam->PointEntInit( endPos, m_hViewModel );
			pBeam->SetEndAttachment( 1 );
		}
		else
		{
			pBeam->SetStartPos( startPos );
			pBeam->SetEndPos( endPos );
		}
		
		pBeam->SetBrightness( random->RandomInt( 64, 255 ) );
		pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) );
		pBeam->RelinkBeam();
		pBeam->LiveForTime( 0.1f );
		pBeam->SetNoise( 1.6f * i );
		pBeam->SetEndWidth( 0.1f );
	}
}
Esempio n. 7
0
//=========================================================
// RunTask 
//=========================================================
void CLuciole :: RunTask ( Task_t *pTask )
{
	// petite loupiote

	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, Center() );
		WRITE_BYTE(TE_DLIGHT);
		WRITE_COORD(Center().x);	// X
		WRITE_COORD(Center().y);	// Y
		WRITE_COORD(Center().z);	// Z
		WRITE_BYTE( 7 );		// radius * 0.1
		WRITE_BYTE( 150 );		// r
		WRITE_BYTE( 71 );		// g
		WRITE_BYTE( 245 );		// b
		WRITE_BYTE( 3 );		// time * 10
		WRITE_BYTE( 0 );		// decay * 0.1
	MESSAGE_END( );

	
	// position de tir

	if ( m_hEnemy != NULL &&  (Center()-m_hEnemy->Center()).Length() < ATTACK_DIST && gpGlobals->time - m_flLastAttack > ATTACK_DELAY )
	{
		m_flLastAttack = gpGlobals->time;

		EMIT_SOUND ( edict(), CHAN_ITEM, "debris/beamstart14.wav", 1.0, ATTN_NORM );


		for ( int i=0; i<3; i++ )
		{
			CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 2 );

			if ( RANDOM_LONG(0,1) )
				pBeam->SetColor( 206,118, 254 );
			else
				pBeam->SetColor( 223,224, 255 );

			pBeam->SetBrightness( 192 );

			pBeam->PointEntInit( m_hEnemy->Center(), entindex( ) );
			pBeam->SetEndAttachment( 0 );

			pBeam->RelinkBeam( );

			pBeam->SetNoise ( 30 );
			pBeam->LiveForTime ( 0.4 );

			m_hEnemy->TakeDamage ( pev, pev, gSkillData.LucioleDamage, DMG_SHOCK );
		}



		return;
	}



	MakeIdealYaw( m_vecEnemyLKP );
	ChangeYaw( pev->yaw_speed );


	// run task classique

	switch ( pTask->iTask )
	{
	case TASK_FLYBEE_WAIT_FOR_MOVEMENT:
		{
			if (MovementIsComplete())
			{
				TaskComplete();
				RouteClear();		// Stop moving
			}
			break;
		}

	case TASK_LUCIOLE_GET_PATH:
		{
			// considère l'objectif atteint à 10 units de distance
			BOOL bFinDeRoute = FALSE;

			if ( (pev->origin-m_vecRoute).Length() < 10 )
			{
				bFinDeRoute = TRUE;
			}


			// actualise la position ennemie

			if ( m_hEnemy == NULL )
			{
				TaskComplete ();
				break;
			}

			Vector vecEnemy = m_hEnemy->Center();

			// vérifie la visibilité du joueur

			TraceResult tr;
			UTIL_TraceLine ( pev->origin, vecEnemy, dont_ignore_monsters, dont_ignore_glass, edict(), &tr ); 

			if ( tr.flFraction == 1.0 || FClassnameIs(tr.pHit, "player") )
			{
				// champ libre jusqu'au joueur

				m_vecRoute = vecEnemy;

				m_iMouchard = MOUCHARD_OFF;
			}


			// joueur invisible

			else
			{
				// trajectoire non finie - on continue

				if ( bFinDeRoute == FALSE )
				{
					// active le mouchard

					if ( m_iMouchard == MOUCHARD_OFF )
					{
						m_iMouchard = MOUCHARD_LANCEMENT;
						m_vecMouchard1 = m_vecRoute;
					}
				}

				// pas de trajectoire définie 

				else
				{
					// tente d'utiliser le mouchard

					TraceResult trMouchard;
					UTIL_TraceLine ( pev->origin, m_vecMouchard2, dont_ignore_monsters, dont_ignore_glass, edict(), &trMouchard ); 

					if ( m_iMouchard == MOUCHARD_ON && ( trMouchard.flFraction == 1.0 || FClassnameIs(trMouchard.pHit, "player") ) )
					{
						// c parti

						m_vecRoute = m_vecMouchard2;

						// mouchard obsolète, on en relance un nouveau

						m_iMouchard = MOUCHARD_LANCEMENT;
					}

					else
					{
						TraceResult trTete;
						UTIL_TraceLine ( pev->origin, m_hEnemy->pev->view_ofs, dont_ignore_monsters, dont_ignore_glass, edict(), &trTete ); 

						TraceResult trPieds;
						UTIL_TraceLine ( pev->origin, m_hEnemy->pev->origin, dont_ignore_monsters, dont_ignore_glass, edict(), &trPieds ); 

						if ( trTete.flFraction == 1.0 || FClassnameIs(trTete.pHit, "player") )
						{
							// champ libre jusqu'au joueur
							m_vecRoute = m_hEnemy->pev->view_ofs;
						}
						else if ( trPieds.flFraction == 1.0 || FClassnameIs(trPieds.pHit, "player") )
						{
							// champ libre jusqu'au joueur

							m_vecRoute = m_hEnemy->pev->origin;
						}

						// ennemi totalement invisible

						else
						{

							// bloqué par de petits obstacles - on tente de monter ou descendre un peu

							TraceResult trEvite [2];

							UTIL_MakeVectors ( pev->angles );

							int ordre [4];

							switch ( RANDOM_LONG(0,3) )
							{
								case 0:	ordre[0] = 0; ordre[1] = 1; ordre[2] = 2; ordre[3] = 3; break;
								case 1:	ordre[0] = 0; ordre[1] = 3; ordre[2] = 2; ordre[3] = 1; break;
								case 2:	ordre[0] = 2; ordre[1] = 3; ordre[2] = 0; ordre[3] = 1; break;
								case 3:	ordre[0] = 3; ordre[1] = 1; ordre[2] = 0; ordre[3] = 2; break;
							}

							UTIL_TraceLine ( pev->origin, pev->origin + Vector (0,0,RANDOM_FLOAT(40,60)), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[0]] ); 
							UTIL_TraceLine ( pev->origin, pev->origin - Vector (0,0,RANDOM_FLOAT(40,60)), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[1]] );
							UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_right * RANDOM_FLOAT(40,60), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[2]] );
							UTIL_TraceLine ( pev->origin, pev->origin - gpGlobals->v_right * RANDOM_FLOAT(40,60), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[3]] );
							

							for ( int i=0; i<4; i++ )
							{
								if ( trEvite[i].flFraction >= 0.5 )

								m_vecRoute = trEvite[i].vecEndPos - (trEvite[i].vecEndPos-pev->origin).Normalize() * 5;

								break;
							}
						}
					}
				}
			}



			// actualise le mouchard

			if ( m_iMouchard != MOUCHARD_OFF )
			{

				if ( m_iMouchard == MOUCHARD_LANCEMENT )
				{
					m_vecMouchard2 = m_vecMouchard1;
				}


				// vérifie si le joueur est visible depuis sa dernière position connue

				TraceResult trMouchard;
				UTIL_TraceLine ( m_vecMouchard1, vecEnemy, dont_ignore_monsters, dont_ignore_glass, edict(), &trMouchard ); 

				if ( trMouchard.flFraction == 1.0 || FClassnameIs(trMouchard.pHit, "player") )
				{
					m_vecMouchard2 = vecEnemy;
					m_iMouchard = MOUCHARD_ON;
				}
			}


			// trajectoire établie - application des vitesses

			float flDot = DotProduct ( pev->velocity.Normalize(), (m_vecRoute-pev->origin).Normalize() );

			float flRatio = 0.6 + (flDot+1)*0.6;

			float speed = pev->velocity.Length() * flRatio;

			speed = max ( 100, speed );
			speed = min ( speed, 250 );

			pev->velocity = (m_vecRoute - pev->origin).Normalize() * speed;

			break;
		}



	default: 
		CBaseMonster :: RunTask ( pTask );
		break;
	}
}
Esempio n. 8
0
void CWeaponGravityGun::SecondaryAttack( void )
{
	m_flNextSecondaryAttack = gpGlobals->curtime + 0.1;
	if ( m_active )
	{
		EffectDestroy();
		SoundDestroy();
		return;
	}

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	Assert( pOwner );

	if ( pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0 )
		return;

	m_viewModelIndex = pOwner->entindex();
	// Make sure I've got a view model
	CBaseViewModel *vm = pOwner->GetViewModel();
	if ( vm )
	{
		m_viewModelIndex = vm->entindex();
	}

	Vector forward;
	pOwner->EyeVectors( &forward );

	Vector start = pOwner->Weapon_ShootPosition();
	Vector end = start + forward * 4096;

	trace_t tr;
	UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr );
	if ( tr.fraction == 1.0 || (tr.surface.flags & SURF_SKY) )
		return;

	CBaseEntity *pHit = tr.m_pEnt;
	
	if ( pHit->entindex() == 0 )
	{
		pHit = NULL;
	}
	else
	{
		// if the object has no physics object, or isn't a physprop or brush entity, then don't glue
		if ( !pHit->VPhysicsGetObject() || pHit->GetMoveType() != MOVETYPE_VPHYSICS )
			return;
	}

	QAngle angles;
	WeaponSound( SINGLE );
	pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );

	VectorAngles( tr.plane.normal, angles );
	Vector endPoint = tr.endpos + tr.plane.normal;
	CGravityPellet *pPellet = (CGravityPellet *)CBaseEntity::Create( "gravity_pellet", endPoint, angles, this );
	if ( pHit )
	{
		pPellet->SetParent( pHit );
	}
	AddPellet( pPellet, pHit, tr.plane.normal );

	// UNDONE: Probably should just do this client side
	CBaseEntity *pEnt = GetBeamEntity();
	CBeam *pBeam = CBeam::BeamCreate( PHYSGUN_BEAM_SPRITE, 1.5 );
	pBeam->PointEntInit( endPoint, pEnt );
	pBeam->SetEndAttachment( 1 );
	pBeam->SetBrightness( 255 );
	pBeam->SetColor( 255, 0, 0 );
	pBeam->RelinkBeam();
	pBeam->LiveForTime( 0.1 );

}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeEmpProjectile::Detonate()
{
	if ( ShouldNotDetonate() )
	{
		RemoveGrenade();
		return;
	}

	// Explosion effect on client
	// SendDispatchEffect();

	float flRadius = 180;
	float flDamage = 1;

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

	// Apply some amount of EMP damage to every entity in the radius. They will calculate 
	// their own damage based on how much ammo they have or some other wacky calculation.

	CTakeDamageInfo info( this, GetThrower(), vec3_origin, GetAbsOrigin(), flDamage, /* DMG_EMP |*/ DMG_PREVENT_PHYSICS_FORCE );

	CBaseEntity *pEntityList[100];
	int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, 0 );
	int iEntity;
	for ( iEntity = 0; iEntity < nEntityCount; ++iEntity )
	{
		CBaseEntity *pEntity = pEntityList[iEntity];

		if ( pEntity == this )
			continue;

		if ( pEntity && pEntity->IsPlayer() )
			continue;

		if ( pEntity && ( pEntity->m_takedamage == DAMAGE_YES || pEntity->m_takedamage == DAMAGE_EVENTS_ONLY ) )
		{
			pEntity->TakeDamage( info );

			//if ( pEntity->IsPlayer() /* || is ammo box || is enemy object */ )
			{
				CBeam *pBeam = CBeam::BeamCreate( "sprites/physcannon_bluelight1b.vmt", 3.0 );
				if ( !pBeam )
					return;

				pBeam->PointsInit( GetAbsOrigin(), pEntity->WorldSpaceCenter() );

				pBeam->SetColor( 255, 255, 255 );
				pBeam->SetBrightness( 128 );
				pBeam->SetNoise( 12.0f );
				pBeam->SetEndWidth( 3.0f );
				pBeam->SetWidth( 3.0f );
				pBeam->LiveForTime( 0.5f );	// Fail-safe
				pBeam->SetFrameRate( 25.0f );
				pBeam->SetFrame( random->RandomInt( 0, 2 ) );
			}
		}
	}

	DispatchParticleEffect( "emp_shockwave", GetAbsOrigin(), vec3_angle );

	UTIL_Remove( this );

#if 0
	// Tell the bots an HE grenade has exploded
	CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
	if ( pPlayer )
	{
		KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" );
		pEvent->SetInt( "userid", pPlayer->GetUserID() );
		gameeventmanager->FireEventServerOnly( pEvent );
	}
#endif
}
Esempio n. 10
0
void CNPC_Dog::ThrowObject( const char *pAttachmentName )
{
	if ( m_hPhysicsEnt )
	{
		m_bHasObject = false;

		IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

		if ( pPhysObj )
		{
			Vector vGunPos;
			QAngle angGunAngles;

			AngularImpulse angVelocity = RandomAngularImpulse( -250 , -250 ) / pPhysObj->GetMass();

			InvalidateBoneCache();

			int iAttachment = LookupAttachment( pAttachmentName );

			if ( iAttachment == 0 )
				 iAttachment = m_iPhysGunAttachment;
			
			GetAttachment( iAttachment, vGunPos, angGunAngles );

			pPhysObj->Wake();

			if ( pPhysObj->GetShadowController() )
			{
				m_hPhysicsEnt->SetParent( NULL );
				m_hPhysicsEnt->SetMoveType( (MoveType_t)m_iContainerMoveType );
				m_hPhysicsEnt->SetOwnerEntity( this );

				pPhysObj->RemoveShadowController();
				pPhysObj->SetPosition( m_hPhysicsEnt->GetLocalOrigin(), m_hPhysicsEnt->GetLocalAngles(), true );

				pPhysObj->RecheckCollisionFilter();
				pPhysObj->RecheckContactPoints();
			}
				
			if ( m_hThrowTarget == NULL )
			#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
				m_hThrowTarget = UTIL_GetNearestVisiblePlayer(this); 
			#else
				m_hThrowTarget = AI_GetSinglePlayer();
			#endif //SecobMod__Enable_Fixed_Multiplayer_AI

			Vector vThrowDirection;

			if ( m_hThrowTarget )
			{
				Vector vThrowOrigin = m_hThrowTarget->GetAbsOrigin();
				
				if ( m_hThrowTarget->IsPlayer() )
					 vThrowOrigin = vThrowOrigin + Vector( random->RandomFloat( -128, 128 ), random->RandomFloat( -128, 128 ), 0 );

				Vector vecToss = VecCheckToss( this, vGunPos, vThrowOrigin, m_flThrowArcModifier, 1.0f, true );

				if( vecToss == vec3_origin )
				{
					// Fix up an impossible throw so dog will at least toss the box in the target's general direction instead of dropping it.
					// Also toss it up in the air so it will fall down and break. (Just throw the box up at a 45 degree angle)
					Vector forward, up;
					GetVectors( &forward, NULL, &up );

					vecToss = forward + up;
					VectorNormalize( vecToss );

					vecToss *= pPhysObj->GetMass() * 30.0f;
				}

				vThrowDirection = vecToss + ( m_hThrowTarget->GetSmoothedVelocity() / 2 );
							
				Vector vLinearDrag;

				Vector unitVel = vThrowDirection;
				VectorNormalize( unitVel );

				float flTest = 1000 / vThrowDirection.Length();

				float flDrag = pPhysObj->CalculateLinearDrag( vThrowDirection );
				vThrowDirection = vThrowDirection + ( unitVel * ( flDrag * flDrag ) ) / flTest;
			
				pPhysObj->SetVelocity( &vThrowDirection, &angVelocity );
				
				m_flTimeToCatch = gpGlobals->curtime + dog_max_wait_time.GetFloat();

				//Don't start pulling until the object is away from me.
				//We base the time on the throw velocity.
				m_flTimeToPull = gpGlobals->curtime + ( 1000 / vThrowDirection.Length() );
			}

			//Fire Output!
			m_OnThrow.FireOutput( this, this );

			ClearBeams();
			
			if ( m_bBeamEffects == true )
			{
				EmitSound( "Weapon_PhysCannon.Launch" );
				
				CBeam *pBeam = CBeam::BeamCreate(  "sprites/orangelight1.vmt", 1.8 );

				if ( pBeam != NULL )
				{
					pBeam->PointEntInit( m_hPhysicsEnt->WorldSpaceCenter(), this );
					pBeam->SetEndAttachment( m_iPhysGunAttachment );
					pBeam->SetWidth( 6.4 );
					pBeam->SetEndWidth( 12.8 );					
					pBeam->SetBrightness( 255 );
					pBeam->SetColor( 255, 255, 255 );
					pBeam->LiveForTime( 0.2f );
					pBeam->RelinkBeam();
					pBeam->SetNoise( 2 );
				}
			
				Vector	shotDir = ( m_hPhysicsEnt->WorldSpaceCenter() - vGunPos );
				VectorNormalize( shotDir );

				CPVSFilter filter( m_hPhysicsEnt->WorldSpaceCenter() );
				te->GaussExplosion( filter, 0.0f, m_hPhysicsEnt->WorldSpaceCenter() - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 );
			}
		}
	}
}