Esempio n. 1
0
void CTestEffect::TestThink( void )
{
	int i;
	float t = (gpGlobals->time - m_flStartTime);

	if (m_iBeam < 24)
	{
		CBeam *pbeam = CBeam::BeamCreate( "sprites/lgtning.spr", 100 );

		TraceResult		tr;

		Vector vecSrc = pev->origin;
		Vector vecDir = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) );
		vecDir = vecDir.Normalize();
		UTIL_TraceLine( vecSrc, vecSrc + vecDir * 128, ignore_monsters, ENT(pev), &tr);

		pbeam->PointsInit( vecSrc, tr.vecEndPos );
		// pbeam->SetColor( 80, 100, 255 );
		pbeam->SetColor( 255, 180, 100 );
		pbeam->SetWidth( 100 );
		pbeam->SetScrollRate( 12 );
		
		m_flBeamTime[m_iBeam] = gpGlobals->time;
		m_pBeam[m_iBeam] = pbeam;
		m_iBeam++;

#if 0
		Vector vecMid = (vecSrc + tr.vecEndPos) * 0.5;
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE(TE_DLIGHT);
			WRITE_COORD(vecMid.x);	// X
			WRITE_COORD(vecMid.y);	// Y
			WRITE_COORD(vecMid.z);	// Z
			WRITE_BYTE( 20 );		// radius * 0.1
			WRITE_BYTE( 255 );		// r
			WRITE_BYTE( 180 );		// g
			WRITE_BYTE( 100 );		// b
			WRITE_BYTE( 20 );		// time * 10
			WRITE_BYTE( 0 );		// decay * 0.1
		MESSAGE_END( );
#endif
	}

	if (t < 3.0)
	{
		for (i = 0; i < m_iBeam; i++)
		{
			t = (gpGlobals->time - m_flBeamTime[i]) / ( 3 + m_flStartTime - m_flBeamTime[i]);
			m_pBeam[i]->SetBrightness( 255 * t );
			// m_pBeam[i]->SetScrollRate( 20 * t );
		}
		pev->nextthink = gpGlobals->time + 0.1;
	}
	else
	{
		for (i = 0; i < m_iBeam; i++)
		{
			UTIL_Remove( m_pBeam[i] );
		}
		m_flStartTime = gpGlobals->time;
		m_iBeam = 0;
		// pev->nextthink = gpGlobals->time;
		SetThink( NULL );
	}
}
Esempio n. 2
0
void CLocusBeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	CBaseEntity *pStartEnt;
	CBaseEntity *pEndEnt;
	Vector vecStartPos;
	Vector vecEndPos;
	CBeam *pBeam;

	switch(pev->impulse)
	{
	case 0: // ents
		pStartEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszStart), pActivator);
		pEndEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEnd), pActivator);

		if (pStartEnt == NULL || pEndEnt == NULL)
			return;
		pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth );
		pBeam->EntsInit( pStartEnt->entindex(), pEndEnt->entindex() );
		break;

	case 1: // pointent
		vecStartPos = CalcLocus_Position( this, pActivator, STRING(m_iszStart) );
		pEndEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEnd), pActivator);

		if (pEndEnt == NULL)
			return;
		pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth );
		pBeam->PointEntInit( vecStartPos, pEndEnt->entindex() );
		break;
	case 2: // points
		vecStartPos = CalcLocus_Position( this, pActivator, STRING(m_iszStart) );
		vecEndPos = CalcLocus_Position( this, pActivator, STRING(m_iszEnd) );

		pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth );
		pBeam->PointsInit( vecStartPos, vecEndPos );
		break;
	case 3: // point & offset
		vecStartPos = CalcLocus_Position( this, pActivator, STRING(m_iszStart) );
		vecEndPos = CalcLocus_Velocity( this, pActivator, STRING(m_iszEnd) );

		pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth );
		pBeam->PointsInit( vecStartPos, vecStartPos + vecEndPos );
		break;
	}
	pBeam->SetColor( pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z );
	pBeam->SetBrightness( pev->renderamt );
	pBeam->SetNoise( m_iDistortion );
	pBeam->SetFrame( m_fFrame );
	pBeam->SetScrollRate( m_iScrollRate );
	pBeam->SetFlags( m_iFlags );
	pBeam->pev->dmg = m_fDamage;
	pBeam->pev->frags = m_iDamageType;
	pBeam->pev->spawnflags |= pev->spawnflags & (SF_BEAM_RING |
			SF_BEAM_SPARKSTART | SF_BEAM_SPARKEND | SF_BEAM_DECALS);
	if (m_fDuration)
	{
		pBeam->SetThink(&CBeam:: SUB_Remove );
		pBeam->SetNextThink( m_fDuration );
	}
	pBeam->pev->targetname = m_iszTargetName;

	if (pev->target)
	{
		FireTargets( STRING(pev->target), pBeam, this, USE_TOGGLE, 0 );
	}
}
//-----------------------------------------------------------------------------
// 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. 4
0
void CLeech::UpdateMotion( void )
{
	float flapspeed = (pev->speed - m_flAccelerate) / LEECH_ACCELERATE;
	m_flAccelerate = m_flAccelerate * 0.8 + pev->speed * 0.2;

	if (flapspeed < 0) 
		flapspeed = -flapspeed;
	flapspeed += 1.0;
	if (flapspeed < 0.5) 
		flapspeed = 0.5;
	if (flapspeed > 1.9) 
		flapspeed = 1.9;

	pev->framerate = flapspeed;

	if ( !m_fPathBlocked )
		pev->avelocity.y = pev->ideal_yaw;
	else
		pev->avelocity.y = pev->ideal_yaw * m_obstacle;

	if ( pev->avelocity.y > 150 )
		m_IdealActivity = ACT_TURN_LEFT;
	else if ( pev->avelocity.y < -150 )
		m_IdealActivity = ACT_TURN_RIGHT;
	else
		m_IdealActivity = ACT_SWIM;

	// lean
	float targetPitch, delta;
	delta = m_height - pev->origin.z;

	if ( delta < -10 )
		targetPitch = -30;
	else if ( delta > 10 )
		targetPitch = 30;
	else
		targetPitch = 0;

	pev->angles.x = UTIL_Approach( targetPitch, pev->angles.x, 60 * LEECH_FRAMETIME );

	// bank
	pev->avelocity.z = - (pev->angles.z + (pev->avelocity.y * 0.25));

	if ( m_MonsterState == MONSTERSTATE_COMBAT && HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
		m_IdealActivity = ACT_MELEE_ATTACK1;

	// Out of water check
	if ( !pev->waterlevel )
	{
		pev->movetype = MOVETYPE_TOSS;
		m_IdealActivity = ACT_TWITCH;
		pev->velocity = g_vecZero;

		// Animation will intersect the floor if either of these is non-zero
		pev->angles.z = 0;
		pev->angles.x = 0;

		if ( pev->framerate < 1.0 )
			pev->framerate = 1.0;
	}
	else if ( pev->movetype == MOVETYPE_TOSS )
	{
		pev->movetype = MOVETYPE_FLY;
		pev->flags &= ~FL_ONGROUND;
		RecalculateWaterlevel();
		m_waterTime = gpGlobals->time + 2;	// Recalc again soon, water may be rising
	}

	if ( m_Activity != m_IdealActivity )
	{
		SetActivity ( m_IdealActivity );
	}
	float flInterval = StudioFrameAdvance();
	DispatchAnimEvents ( flInterval );

#if DEBUG_BEAMS
	if ( !m_pb )
		m_pb = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 );
	if ( !m_pt )
		m_pt = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 );
	m_pb->PointsInit( pev->origin, pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST );
	m_pt->PointsInit( pev->origin, pev->origin - gpGlobals->v_right * (pev->avelocity.y*0.25) );
	if ( m_fPathBlocked )
	{
		float color = m_obstacle * 30;
		if ( m_obstacle == 1.0 )
			color = 0;
		if ( color > 255 )
			color = 255;
		m_pb->SetColor( 255, (int)color, (int)color );
	}
	else
		m_pb->SetColor( 255, 255, 0 );
	m_pt->SetColor( 0, 0, 255 );
#endif
}