Esempio n. 1
0
void CGib::SpawnHeadGib(entvars_t *pevVictim)
{
	CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL);

	if (g_Language == LANGUAGE_GERMAN)
	{
		// throw one head
		pGib->Spawn("models/germangibs.mdl");
		pGib->pev->body = 0;
	}
	else
	{
		// throw one head
		pGib->Spawn("models/hgibs.mdl");
		pGib->pev->body = 0;
	}

	if (pevVictim)
	{
		pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs;

		edict_t *pentPlayer = FIND_CLIENT_IN_PVS(pGib->edict());

		if (RANDOM_LONG(0, 100) <= 5 && pentPlayer != NULL)
		{
			// 5% chance head will be thrown at player's face.
			entvars_t *pevPlayer = VARS(pentPlayer);

			pGib->pev->velocity = ((pevPlayer->origin + pevPlayer->view_ofs) - pGib->pev->origin).Normalize() * 300;
			pGib->pev->velocity.z += 100;
		}
		else
		{
			// TODO: fix test demo
			pGib->pev->velocity.z = RANDOM_FLOAT(200, 300);
			pGib->pev->velocity.y = RANDOM_FLOAT(-100, 100);
			pGib->pev->velocity.x = RANDOM_FLOAT(-100, 100);
		}

		pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200);
		pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300);

		// copy owner's blood color
		pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();

		if (pevVictim->health > -50)
		{
			pGib->pev->velocity = pGib->pev->velocity * 0.7;
		}
		else if (pevVictim->health > -200)
		{
			pGib->pev->velocity = pGib->pev->velocity * 2;
		}
		else
			pGib->pev->velocity = pGib->pev->velocity * 4;
	}

	pGib->LimitVelocity();
}
void CGib::SpawnHeadGib( CBaseEntity *pVictim )
{
	CGib *pGib = CREATE_ENTITY( CGib, "gib" );

	//City17: Germany Violence Fix.
	/*if ( g_Language.GetInt() == LANGUAGE_GERMAN )
	{
		pGib->Spawn( "models/germangibs.mdl" );// throw one head
		pGib->m_nBody = 0;
	}
	else
	{*/
		pGib->Spawn( "models/gibs/hgibs.mdl" );// throw one head
		pGib->m_nBody = 0;
	//}

	if ( pVictim )
	{
		Vector vecNewVelocity = pGib->GetAbsVelocity();

		pGib->SetLocalOrigin( pVictim->EyePosition() );
		
		edict_t *pentPlayer = UTIL_FindClientInPVS( pGib->edict() );
		
		if ( random->RandomInt ( 0, 100 ) <= 5 && pentPlayer )
		{
			// 5% chance head will be thrown at player's face.
			CBasePlayer *player = (CBasePlayer *)CBaseEntity::Instance( pentPlayer );
			if ( player )
			{
				vecNewVelocity = ( player->EyePosition() ) - pGib->GetAbsOrigin();
				VectorNormalize(vecNewVelocity);
				vecNewVelocity *= 300;
				vecNewVelocity.z += 100;
			}
		}
		else
		{
			vecNewVelocity = Vector (random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(200,300));
		}

		QAngle vecNewAngularVelocity = pGib->GetLocalAngularVelocity();
		vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 );
		vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 );
		pGib->SetLocalAngularVelocity( vecNewAngularVelocity );

		// copy owner's blood color
		pGib->SetBloodColor( pVictim->BloodColor() );
		pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
		pGib->SetAbsVelocity( vecNewVelocity );
	}
	pGib->LimitVelocity();
}
Esempio n. 3
0
void CGib :: SpawnHeadGib( entvars_t *pevVictim, const char* szGibModel )
{
	CGib *pGib = GetClassPtr( (CGib *)NULL );

	pGib->Spawn( szGibModel );// throw one head
	pGib->pev->body = 0;

	if ( pevVictim )
	{
		pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs;
		
		edict_t		*pentPlayer = FIND_CLIENT_IN_PVS( pGib->edict() );
		
		if ( RANDOM_LONG ( 0, 100 ) <= 5 && pentPlayer )
		{
			// 5% chance head will be thrown at player's face.
			entvars_t	*pevPlayer;

			pevPlayer = VARS( pentPlayer );
			pGib->pev->velocity = ( ( pevPlayer->origin + pevPlayer->view_ofs ) - pGib->pev->origin ).Normalize() * 300;
			pGib->pev->velocity.z += 100;
		}
		else
		{
			pGib->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
		}


		pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
		pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );

		// copy owner's blood color
		pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
	
		if ( pevVictim->health > -50)
		{
			pGib->pev->velocity = pGib->pev->velocity * 0.7;
		}
		else if ( pevVictim->health > -200)
		{
			pGib->pev->velocity = pGib->pev->velocity * 2;
		}
		else
		{
			pGib->pev->velocity = pGib->pev->velocity * 4;
		}
	}
	pGib->LimitVelocity();
}
Esempio n. 4
0
void CGib :: SpawnHeadGib( entvars_t *pevVictim )
{
	CGib *pGib = GetClassPtr( (CGib *)NULL );

	if ( g_Language == LANGUAGE_GERMAN )
	{
		pGib->Spawn( "models/germangibs.mdl" );// throw one head
		pGib->pev->body = 0;
	}
	else
	{
		pGib->Spawn( "models/head.mdl" );// throw one head
	}

	if ( pevVictim )
	{
		pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs;
		
		edict_t		*pentPlayer = FIND_CLIENT_IN_PVS( pGib->edict() );

		pGib->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(300,400));

		pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
		pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );

		// copy owner's blood color
		pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();

		// Set its groupinfo to the player's
		pGib->pev->groupinfo = pevVictim->groupinfo;
		// Since this only ever happens when a player is hit by a frozen decapitator disc, make the gibs glow
		pGib->pev->renderfx = kRenderFxGlowShell;
		pGib->pev->rendercolor = Vector( 100,100, 250 );
		pGib->pev->renderamt = 25;
	}
	pGib->LimitVelocity();
}