コード例 #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_TEConcussiveExplosion::PostDataUpdate( DataUpdateType_t updateType )
{
	AffectRagdolls();

	FX_ConcussiveExplosion( m_vecOrigin, m_vecNormal );
	RecordConcussiveExplosion( m_vecOrigin, m_vecNormal );
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : bool - 
//-----------------------------------------------------------------------------
void C_TEExplosion::PostDataUpdate( DataUpdateType_t updateType )
{
	RecordExplosion();

	AffectRagdolls();

	// Filter out a water explosion
	if ( UTIL_PointContents( m_vecOrigin, MASK_WATER ) & CONTENTS_WATER )
	{
		WaterExplosionEffect().Create( m_vecOrigin, m_nMagnitude, m_fScale, m_nFlags );
		return;
	}

	if ( !( m_nFlags & TE_EXPLFLAG_NOFIREBALL ) )
	{
		if ( CExplosionOverlay *pOverlay = new CExplosionOverlay )
		{
			pOverlay->m_flLifetime	= 0;
			pOverlay->m_vPos		= m_vecOrigin;
			pOverlay->m_nSprites	= 1;
			
			pOverlay->m_vBaseColors[0].Init( 1.0f, 0.9f, 0.7f );

			pOverlay->m_Sprites[0].m_flHorzSize = 0.05f;
			pOverlay->m_Sprites[0].m_flVertSize = pOverlay->m_Sprites[0].m_flHorzSize*0.5f;

			pOverlay->Activate();
		}
	}

	BaseExplosionEffect().Create( m_vecOrigin, m_nMagnitude, m_fScale, m_nFlags );
}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool Impact( Vector &vecOrigin, Vector &vecStart, int iMaterial, int iDamageType, int iHitbox, int iEntIndex, trace_t &tr, bool bDecal, int maxLODToDecal )
{
	// Clear out the trace
	memset( &tr, 0, sizeof(trace_t));
	tr.fraction = 1.f;

	// Setup our shot information
	Vector shotDir = vecOrigin - vecStart;
	float flLength = VectorNormalize( shotDir );
	Vector traceExt;
	VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt );

	// Attempt to hit ragdolls
	bool bHitRagdoll = AffectRagdolls( vecOrigin, vecStart, iDamageType );

	// Get the entity we hit, according to the server
	C_BaseEntity *pEntity = ClientEntityList().GetEnt( iEntIndex );

	if ( bDecal )
	{
		int decalNumber = decalsystem->GetDecalIndexForName( GetImpactDecal( pEntity, iMaterial, iDamageType ) );
		if ( decalNumber == -1 )
			return false;

		if ( (iEntIndex == 0) && (iHitbox != 0) )
		{
			// Special case for world entity with hitbox (that's a static prop):
			// In this case, we've hit a static prop. Decal it!
			staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr );
		}
		else if ( pEntity )
		{
			// Here we deal with decals on entities.
			pEntity->AddDecal( vecStart, traceExt, vecOrigin, iHitbox, decalNumber, true, tr, maxLODToDecal );
		}
	}
	else
	{
		// Perform the trace ourselves
		Ray_t ray;
		ray.Init( vecStart, traceExt );
		enginetrace->ClipRayToEntity( ray, MASK_SHOT, pEntity, &tr );
	}

	// If we found the surface, emit debris flecks
	if ( ( tr.fraction == 1.0f ) || ( bHitRagdoll ) )
		return false;

	return true;
}