コード例 #1
0
ファイル: combat.cpp プロジェクト: a1batross/ReGameDLL_CS
void CBaseEntity::__MAKE_VHOOK(TraceBleed)(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	if (BloodColor() == DONT_BLEED)
		return;

	if (!flDamage)
		return;

	if (!(bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR)))
		return;

	// make blood decal on the wall!
	TraceResult Bloodtr;
	Vector vecTraceDir;
	float flNoise;
	int cCount;
	int i;

	if (flDamage < 10.0f)
	{
		flNoise = 0.1f;
		cCount = 1;
	}
	else if (flDamage < 25.0f)
	{
		flNoise = 0.2f;
		cCount = 2;
	}
	else
	{
		flNoise = 0.3f;
		cCount = 4;
	}

	for (i = 0; i < cCount; ++i)
	{
		// trace in the opposite direction the shot came from (the direction the shot is going)
		vecTraceDir = vecDir * -1.0f;

		vecTraceDir.x += RANDOM_FLOAT(-flNoise, flNoise);
		vecTraceDir.y += RANDOM_FLOAT(-flNoise, flNoise);
		vecTraceDir.z += RANDOM_FLOAT(-flNoise, flNoise);

		UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * -172.0f, ignore_monsters, ENT(pev), &Bloodtr);
		if (Bloodtr.flFraction != 1.0f)
		{
			if (!RANDOM_LONG(0, 2))
			{
				UTIL_BloodDecalTrace(&Bloodtr, BloodColor());
			}
		}
	}
}
コード例 #2
0
ファイル: effects.cpp プロジェクト: Fear-cool/DDRace
void CEffects::PlayerDeath(vec2 Pos, int ClientID)
{
	vec3 BloodColor(1.0f,1.0f,1.0f);

	if(ClientID >= 0)
	{
		if(m_pClient->m_aClients[ClientID].m_UseCustomColor)
			BloodColor = m_pClient->m_pSkins->GetColorV3(m_pClient->m_aClients[ClientID].m_ColorBody);
		else
		{
			const CSkins::CSkin *s = m_pClient->m_pSkins->Get(m_pClient->m_aClients[ClientID].m_SkinID);
			if(s)
				BloodColor = s->m_BloodColor;
		}
	}

	for(int i = 0; i < 64; i++)
	{
		CParticle p;
		p.SetDefault();
		p.m_Spr = SPRITE_PART_SPLAT01 + (rand()%3);
		p.m_Pos = Pos;
		p.m_Vel = RandomDir() * ((frandom()+0.1f)*900.0f);
		p.m_LifeSpan = 0.3f + frandom()*0.3f;
		p.m_StartSize = 24.0f + frandom()*16;
		p.m_EndSize = 0;
		p.m_Rot = frandom()*pi*2;
		p.m_Rotspeed = (frandom()-0.5f) * pi;
		p.m_Gravity = 800.0f;
		p.m_Friction = 0.8f;
		vec3 c = BloodColor * (0.75f + frandom()*0.25f);
		p.m_Color = vec4(c.r, c.g, c.b, 0.75f);
		m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
	}
}
コード例 #3
0
ファイル: c_hl2mp_player.cpp プロジェクト: uunx/quakelife2
void C_HL2MP_Player::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	Vector vecOrigin = ptr->endpos - vecDir * 4;

	float flDistance = 0.0f;
	
	if ( info.GetAttacker() )
	{
		flDistance = (ptr->endpos - info.GetAttacker()->GetAbsOrigin()).Length();
	}

	if ( m_takedamage )
	{
		AddMultiDamage( info, this );

		int blood = BloodColor();
		
		CBaseEntity *pAttacker = info.GetAttacker();

		if ( pAttacker )
		{
			if ( HL2MPRules()->IsTeamplay() && pAttacker->InSameTeam( this ) == true )
				return;
		}

		if ( blood != DONT_BLEED )
		{
			SpawnBlood( vecOrigin, vecDir, blood, flDistance );// a little surface blood.
			TraceBleed( flDistance, vecDir, ptr, info.GetDamageType() );
		}
	}
}
コード例 #4
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;
}
コード例 #5
0
ファイル: squeakgrenade.cpp プロジェクト: vermagav/mechmod
void CSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib )
{
	pev->model = iStringNull;// make invisible
	SetThink( SUB_Remove );
	SetTouch( NULL );
	pev->nextthink = gpGlobals->time + 0.1;

	// since squeak grenades never leave a body behind, clear out their takedamage now.
	// Squeaks do a bit of radius damage when they pop, and that radius damage will
	// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
	pev->takedamage = DAMAGE_NO;

	// play squeek blast
	EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM);	

	CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 );

	UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );

	if (m_hOwner != NULL)
		RadiusDamage ( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST );
	else
		RadiusDamage ( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST );

	// reset owner so death message happens
	if (m_hOwner != NULL)
		pev->owner = m_hOwner->edict();

	CBaseMonster :: Killed( pevAttacker, GIB_ALWAYS );
}
コード例 #6
0
ファイル: combat.cpp プロジェクト: a1batross/ReGameDLL_CS
NOXREF void CBaseMonster::MakeDamageBloodDecal(int cCount, float flNoise, TraceResult *ptr, Vector &vecDir)
{
	// make blood decal on the wall!
	TraceResult Bloodtr;
	Vector vecTraceDir;
	int i;

	if (!IsAlive())
	{
		// dealing with a dead monster.
		if (pev->max_health <= 0)
		{
			// no blood decal for a monster that has already decalled its limit.
			return;
		}
		else
			pev->max_health--;
	}

	for (i = 0; i < cCount; ++i)
	{
		vecTraceDir = vecDir;

		vecTraceDir.x += RANDOM_FLOAT(-flNoise, flNoise);
		vecTraceDir.y += RANDOM_FLOAT(-flNoise, flNoise);
		vecTraceDir.z += RANDOM_FLOAT(-flNoise, flNoise);

		UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * 172, ignore_monsters, ENT(pev), &Bloodtr);

		if (Bloodtr.flFraction != 1.0f)
		{
			UTIL_BloodDecalTrace(&Bloodtr, BloodColor());
		}
	}
}
コード例 #7
0
void CHL1NPCTalker::TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator)
{
	if ( info.GetDamage() >= 1.0 && !(info.GetDamageType() & DMG_SHOCK ) )
	{
		UTIL_BloodImpact( ptr->endpos, vecDir, BloodColor(), 4 );
	}

	BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
コード例 #8
0
void CHL1BaseNPC::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	if ( info.GetDamage() >= 1.0 && !(info.GetDamageType() & DMG_SHOCK ) )
	{
		UTIL_BloodSpray( ptr->endpos, vecDir, BloodColor(), 4, FX_BLOODSPRAY_ALL );	
	}

	BaseClass::TraceAttack( info, vecDir, ptr, NULL );
}
コード例 #9
0
ファイル: combat.cpp プロジェクト: 6779660/halflife
//=========================================================
// TraceAttack
//=========================================================
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	if ( pev->takedamage )
	{
		SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood.
		TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
		AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
	}
}
コード例 #10
0
ファイル: combat.cpp プロジェクト: 6779660/halflife
//=========================================================
//=========================================================
void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir )
{
	// make blood decal on the wall! 
	TraceResult Bloodtr;
	Vector vecTraceDir; 
	int i;

	if ( !IsAlive() )
	{
		// dealing with a dead monster. 
		if ( pev->max_health <= 0 )
		{
			// no blood decal for a monster that has already decalled its limit.
			return; 
		}
		else
		{
			pev->max_health--;
		}
	}

	for ( i = 0 ; i < cCount ; i++ )
	{
		vecTraceDir = vecDir;

		vecTraceDir.x += RANDOM_FLOAT( -flNoise, flNoise );
		vecTraceDir.y += RANDOM_FLOAT( -flNoise, flNoise );
		vecTraceDir.z += RANDOM_FLOAT( -flNoise, flNoise );

		UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * 172, ignore_monsters, ENT(pev), &Bloodtr);

/*
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_SHOWLINE);
			WRITE_COORD( ptr->vecEndPos.x );
			WRITE_COORD( ptr->vecEndPos.y );
			WRITE_COORD( ptr->vecEndPos.z );
			
			WRITE_COORD( Bloodtr.vecEndPos.x );
			WRITE_COORD( Bloodtr.vecEndPos.y );
			WRITE_COORD( Bloodtr.vecEndPos.z );
		MESSAGE_END();
*/

		if ( Bloodtr.flFraction != 1.0 )
		{
			UTIL_BloodDecalTrace( &Bloodtr, BloodColor() );
		}
	}
}
コード例 #11
0
ファイル: combat.cpp プロジェクト: 6779660/halflife
/*
================
TraceAttack
================
*/
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	Vector vecOrigin = ptr->vecEndPos - vecDir * 4;

	if ( pev->takedamage )
	{
		AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );

		int blood = BloodColor();
		
		if ( blood != DONT_BLEED )
		{
			SpawnBlood(vecOrigin, blood, flDamage);// a little surface blood.
			TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
		}
	}
}
コード例 #12
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CNPC_CombineS::GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info )
{
	bool isNohead = false;
	switch( iHitGroup )
	{
	case HITGROUP_HEAD:
		int HeadshotRandom = random->RandomInt(0, 4);
		if (!(g_Language.GetInt() == LANGUAGE_GERMAN || UTIL_IsLowViolence()) && g_fr_headshotgore.GetBool())
		{
			if (isNohead == false && HeadshotRandom == 0 && !(info.GetDamageType() & DMG_NEVERGIB) || isNohead == false && (info.GetDamageType() & (DMG_SNIPER | DMG_BUCKSHOT)) && !(info.GetDamageType() & DMG_NEVERGIB))
			{
				SetModel("models/gibs/combine_soldier_beheaded.mdl");
				DispatchParticleEffect("headshotspray", PATTACH_POINT_FOLLOW, this, "bloodspurt", true);
				SpawnBlood(GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage());
				CGib::SpawnSpecificGibs(this, 6, 750, 1500, "models/gibs/pgib_p3.mdl", 6);
				CGib::SpawnSpecificGibs(this, 6, 750, 1500, "models/gibs/pgib_p4.mdl", 6);
				EmitSound("Gore.Headshot");
				m_iHealth = 0;
				g_pGameRules->iHeadshotCount += 1;
				isNohead = true;
				CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
				if (g_fr_economy.GetBool())
				{
					pPlayer->AddMoney(5);
				}
				if (!g_fr_classic.GetBool())
				{
					pPlayer->AddXP(7);
				}
			}
			else
			{
				// Soldiers take double headshot damage
				return 2.0f;
			}
		}
		else
		{
			// Soldiers take double headshot damage
			return 2.0f;
		}
	}

	return BaseClass::GetHitgroupDamageMultiplier( iHitGroup, info );
}
コード例 #13
0
void CNPC_AlienGrunt::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	CTakeDamageInfo ainfo = info;
	
	float flDamage = ainfo.GetDamage();
	
	if ( ptr->hitgroup == 10 && (ainfo.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB)))
	{
		// hit armor
		if ( m_flDamageTime != gpGlobals->curtime || (random->RandomInt(0,10) < 1) )
		{
			CPVSFilter filter( ptr->endpos );
			te->ArmorRicochet( filter, 0.0, &ptr->endpos, &ptr->plane.normal );
			m_flDamageTime = gpGlobals->curtime;
		}

		if ( random->RandomInt( 0, 1 ) == 0 )
		{
			Vector vecTracerDir = vecDir;

			vecTracerDir.x += random->RandomFloat( -0.3, 0.3 );
			vecTracerDir.y += random->RandomFloat( -0.3, 0.3 );
			vecTracerDir.z += random->RandomFloat( -0.3, 0.3 );

			vecTracerDir = vecTracerDir * -512;

			Vector vEndPos = ptr->endpos + vecTracerDir;

			UTIL_Tracer( ptr->endpos, vEndPos, ENTINDEX( edict() ) );
		}

		flDamage -= 20;
		if (flDamage <= 0)
			flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated

		ainfo.SetDamage( flDamage );
	}
	else
	{
		SpawnBlood( ptr->endpos, vecDir, BloodColor(), flDamage);// a little surface blood.
		TraceBleed( flDamage, vecDir, ptr, ainfo.GetDamageType() );
	}

	AddMultiDamage( ainfo, this );
}
コード例 #14
0
ファイル: agrunt.cpp プロジェクト: Solexid/halflife
//=========================================================
// TraceAttack
//=========================================================
void CAGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	if ( ptr->iHitgroup == 10 && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB)))
	{
		// hit armor
		if ( pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0,10) < 1) )
		{
			UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2) );
			pev->dmgtime = gpGlobals->time;
		}

		if ( RANDOM_LONG( 0, 1 ) == 0 )
		{
			Vector vecTracerDir = vecDir;

			vecTracerDir.x += RANDOM_FLOAT( -0.3, 0.3 );
			vecTracerDir.y += RANDOM_FLOAT( -0.3, 0.3 );
			vecTracerDir.z += RANDOM_FLOAT( -0.3, 0.3 );

			vecTracerDir = vecTracerDir * -512;

			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, ptr->vecEndPos );
			WRITE_BYTE( TE_TRACER );
				WRITE_COORD( ptr->vecEndPos.x );
				WRITE_COORD( ptr->vecEndPos.y );
				WRITE_COORD( ptr->vecEndPos.z );

				WRITE_COORD( vecTracerDir.x );
				WRITE_COORD( vecTracerDir.y );
				WRITE_COORD( vecTracerDir.z );
			MESSAGE_END();
		}

		flDamage -= 20;
		if (flDamage <= 0)
			flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
	}
	else
	{
		SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood.
		TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
	}

	AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
}
コード例 #15
0
void CNihilanth::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	if (m_irritation == 3)
		m_irritation = 2;

	if (m_irritation == 2 && ptr->iHitgroup == 2 && flDamage > 2)
		m_irritation = 3;

	if (m_irritation != 3)
	{
		Vector vecBlood = (ptr->vecEndPos - pev->origin).Normalize( );

		UTIL_BloodStream( ptr->vecEndPos, vecBlood, BloodColor(), flDamage + (100 - 100 * (pev->health / gSkillData.nihilanthHealth)));
	}

	// SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage * 5.0);// a little surface blood.
	AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
}
コード例 #16
0
ファイル: combat.cpp プロジェクト: a1batross/ReGameDLL_CS
void CBaseMonster::__MAKE_VHOOK(TraceAttack)(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	Vector vecOrigin = ptr->vecEndPos - vecDir * 4;

	if (pev->takedamage == DAMAGE_YES)
	{
		m_LastHitGroup = ptr->iHitgroup;

		switch (ptr->iHitgroup)
		{
		case HITGROUP_GENERIC:
			break;
		case HITGROUP_HEAD:
			flDamage *= 3;
			break;
		case HITGROUP_CHEST:
		case HITGROUP_STOMACH:
			flDamage *= 1.5;
			break;
		case HITGROUP_LEFTARM:
		case HITGROUP_RIGHTARM:
			flDamage *= 1.0;
			break;
		case HITGROUP_LEFTLEG:
		case HITGROUP_RIGHTLEG:
			flDamage *= 0.75;
			break;
		case HITGROUP_SHIELD:
			flDamage = 0;
			break;
		default:
			break;
		}

		AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType);

		int blood = BloodColor();
		if (blood != DONT_BLEED)
		{
			// a little surface blood.
			SpawnBlood(vecOrigin, blood, flDamage);
		}
	}
}
コード例 #17
0
ファイル: effects.cpp プロジェクト: FruchtiHD/nodesRemake
void CEffects::PlayerDeath(vec2 Pos, int ClientID)
{
	vec3 BloodColor(1.0f,1.0f,1.0f);

	if(ClientID >= 0)
	{
		if(m_pClient->m_GameInfo.m_GameFlags&GAMEFLAG_TEAMS)
		{
			int ColorVal = m_pClient->m_pSkins->GetTeamColor(m_pClient->m_aClients[ClientID].m_aUseCustomColors[CSkins::SKINPART_BODY], m_pClient->m_aClients[ClientID].m_aSkinPartColors[CSkins::SKINPART_BODY],
																m_pClient->m_aClients[ClientID].m_Team, CSkins::SKINPART_BODY);
			BloodColor = m_pClient->m_pSkins->GetColorV3(ColorVal);
		}
		else
		{
			if(m_pClient->m_aClients[ClientID].m_aUseCustomColors[CSkins::SKINPART_BODY])
				BloodColor = m_pClient->m_pSkins->GetColorV3(m_pClient->m_aClients[ClientID].m_aSkinPartColors[CSkins::SKINPART_BODY]);
			else
			{
				const CSkins::CSkinPart *s = m_pClient->m_pSkins->GetSkinPart(CSkins::SKINPART_BODY, m_pClient->m_aClients[ClientID].m_SkinPartIDs[CSkins::SKINPART_BODY]);
				if(s)
					BloodColor = s->m_BloodColor;
			}
		}
	}

	for(int i = 0; i < 64; i++)
	{
		CParticle p;
		p.SetDefault();
		p.m_Spr = SPRITE_PART_SPLAT01 + (random_int()%3);
		p.m_Pos = Pos;
		p.m_Vel = RandomDir() * ((frandom()+0.1f)*900.0f);
		p.m_LifeSpan = 0.3f + frandom()*0.3f;
		p.m_StartSize = 24.0f + frandom()*16;
		p.m_EndSize = 0;
		p.m_Rot = frandom()*pi*2;
		p.m_Rotspeed = (frandom()-0.5f) * pi;
		p.m_Gravity = 800.0f;
		p.m_Friction = 0.8f;
		vec3 c = BloodColor * (0.75f + frandom()*0.25f);
		p.m_Color = vec4(c.r, c.g, c.b, 0.75f);
		m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
	}
}
コード例 #18
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CUnitBase::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	Vector vecOrigin = ptr->endpos - vecDir * 4;

	if ( m_takedamage )
	{
		AddMultiDamage( info, this );

		// Must always be called from the client to save data
#ifdef CLIENT_DLL
		int blood = BloodColor();
		if ( blood != DONT_BLEED )
		{
			SpawnBlood( vecOrigin, vecDir, blood, info.GetDamage() );// a little surface blood.
			TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() );
		}
#endif // CLIENT_DLL
	}
}
コード例 #19
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHL1NPCTalker::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 );

    data.m_nMaterial = 1;
	data.m_nHitBox = -m_iHealth;

	data.m_nColor = BloodColor();
	
	DispatchEffect( "HL1Gib", data );

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

	return true;
}
コード例 #20
0
ファイル: combat.cpp プロジェクト: Chuvi-w/CSSDK
//=========================================================
// TraceAttack
//=========================================================
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	if ( pev->takedamage )
	{
		m_LastHitGroup = ptr->iHitgroup;

		switch ( ptr->iHitgroup )
		{
		case HITGROUP_GENERIC:
			break;
		case HITGROUP_HEAD:
			flDamage *= gSkillData.monHead;
			break;
		case HITGROUP_CHEST:
			flDamage *= gSkillData.monChest;
			break;
		case HITGROUP_STOMACH:
			flDamage *= gSkillData.monStomach;
			break;
		case HITGROUP_LEFTARM:
		case HITGROUP_RIGHTARM:
			flDamage *= gSkillData.monArm;
			break;
		case HITGROUP_LEFTLEG:
		case HITGROUP_RIGHTLEG:
			flDamage *= gSkillData.monLeg;
			break;
		default:
			break;
		}

		SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood.
		TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
		AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
	}
}
コード例 #21
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CNPC_CombineAce::Event_Killed( const CTakeDamageInfo &info )
{
	if (!(g_Language.GetInt() == LANGUAGE_GERMAN || UTIL_IsLowViolence()) && info.GetDamageType() & (DMG_BLAST | DMG_CRUSH) && !(info.GetDamageType() & (DMG_DISSOLVE)) && !PlayerHasMegaPhysCannon())
	{
		Vector vecDamageDir = info.GetDamageForce();
		SpawnBlood(GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage());
		DispatchParticleEffect("headshotspray", GetAbsOrigin(), GetAbsAngles(), this);
		EmitSound("Gore.Headshot");
		float flFadeTime = 25.0;

		CGib::SpawnSpecificGibs(this, 1, 750, 1500, "models/gibs/soldier_ace_head.mdl", flFadeTime);

		Vector vecRagForce;
		vecRagForce.x = random->RandomFloat(-400, 400);
		vecRagForce.y = random->RandomFloat(-400, 400);
		vecRagForce.z = random->RandomFloat(0, 250);

		Vector vecRagDmgForce = (vecRagForce + vecDamageDir);

		CBaseEntity *pLeftArmGib = CreateRagGib("models/gibs/soldier_ace_left_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pLeftArmGib)
		{
			color32 color = pLeftArmGib->GetRenderColor();
			pLeftArmGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pRightArmGib = CreateRagGib("models/gibs/soldier_ace_right_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pRightArmGib)
		{
			color32 color = pRightArmGib->GetRenderColor();
			pRightArmGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pTorsoGib = CreateRagGib("models/gibs/soldier_ace_torso.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pTorsoGib)
		{
			color32 color = pTorsoGib->GetRenderColor();
			pTorsoGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pPelvisGib = CreateRagGib("models/gibs/soldier_ace_pelvis.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pPelvisGib)
		{
			color32 color = pPelvisGib->GetRenderColor();
			pPelvisGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pLeftLegGib = CreateRagGib("models/gibs/soldier_ace_left_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pLeftLegGib)
		{
			color32 color = pLeftLegGib->GetRenderColor();
			pLeftLegGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pRightLegGib = CreateRagGib("models/gibs/soldier_ace_right_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pRightLegGib)
		{
			color32 color = pRightLegGib->GetRenderColor();
			pRightLegGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		//now add smaller gibs.
		CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p3.mdl", flFadeTime);
		CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p4.mdl", flFadeTime);

		if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0)
		{
			pArmor->Remove();
			DropItem("item_shield", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360));
		}

		Vector forceVector = CalcDamageForceVector(info);

		// Drop any weapon that I own
		if (VPhysicsGetObject())
		{
			Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass();
			Weapon_Drop(m_hActiveWeapon, NULL, &weaponForce);
		}
		else
		{
			Weapon_Drop(m_hActiveWeapon);
		}

		if (info.GetAttacker()->IsPlayer())
		{
			((CSingleplayRules*)GameRules())->NPCKilled(this, info);
		}

		UTIL_Remove(this);
		SetThink(NULL);
		return;
	}

	// Don't bother if we've been told not to, or the player has a megaphyscannon
	if ( combine_ace_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
	{
		BaseClass::Event_Killed( info );
		return;
	}

	SetEyeState(ACE_EYE_DEAD);

	if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0)
	{
		pArmor->Remove();
	}

	CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );

	if ( !pPlayer )
	{
		CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ;
		if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() )
		{
			pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() );
		}
	}

	if ( pPlayer != NULL )
	{
		// Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
#ifdef HL2_EPISODIC
		if (HasSpawnFlags(SF_COMBINE_NO_AR2DROP) == false)
#endif
		{
			if (FClassnameIs(GetActiveWeapon(), "weapon_ar2"))
			{
				CBaseEntity *pItem = DropItem("item_ammo_ar2_altfire", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360));

				if (pItem)
				{
					IPhysicsObject *pObj = pItem->VPhysicsGetObject();

					if (pObj)
					{
						Vector			vel = RandomVector(-64.0f, 64.0f);
						AngularImpulse	angImp = RandomAngularImpulse(-300.0f, 300.0f);

						vel[2] = 0.0f;
						pObj->AddVelocity(&vel, &angImp);
					}

					if (info.GetDamageType() & DMG_DISSOLVE)
					{
						CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);

						if (pAnimating)
						{
							pAnimating->Dissolve(NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL);
						}
					}
					else
					{
						WeaponManager_AddManaged(pItem);
					}
				}
			}
			else if (FClassnameIs(GetActiveWeapon(), "weapon_smg1"))
			{
				CBaseEntity *pItem = DropItem("item_ammo_smg1_grenade", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360));

				if (pItem)
				{
					IPhysicsObject *pObj = pItem->VPhysicsGetObject();

					if (pObj)
					{
						Vector			vel = RandomVector(-64.0f, 64.0f);
						AngularImpulse	angImp = RandomAngularImpulse(-300.0f, 300.0f);

						vel[2] = 0.0f;
						pObj->AddVelocity(&vel, &angImp);
					}

					if (info.GetDamageType() & DMG_DISSOLVE)
					{
						CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);

						if (pAnimating)
						{
							pAnimating->Dissolve(NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL);
						}
					}
					else
					{
						WeaponManager_AddManaged(pItem);
					}
				}
			}
		}

		CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);

		// Attempt to drop health
		if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) )
		{
			DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pHL2GameRules->NPC_DroppedHealth();
		}

		if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0)
		{
			DropItem("item_shield", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360));
		}
	}

	BaseClass::Event_Killed( info );
}
コード例 #22
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CNPC_CombineS::Event_Killed( const CTakeDamageInfo &info )
{
	if (!(g_Language.GetInt() == LANGUAGE_GERMAN || UTIL_IsLowViolence()) && info.GetDamageType() & (DMG_BLAST | DMG_CRUSH) && !(info.GetDamageType() & (DMG_DISSOLVE)) && !PlayerHasMegaPhysCannon())
	{
		Vector vecDamageDir = info.GetDamageForce();
		SpawnBlood(GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage());
		DispatchParticleEffect("headshotspray", GetAbsOrigin(), GetAbsAngles(), this);
		EmitSound("Gore.Headshot");
		float flFadeTime = 25.0;

		CGib::SpawnSpecificGibs(this, 1, 750, 1500, "models/gibs/soldier_head.mdl", flFadeTime);
		
		Vector vecRagForce;
		vecRagForce.x = random->RandomFloat(-400, 400);
		vecRagForce.y = random->RandomFloat(-400, 400);
		vecRagForce.z = random->RandomFloat(0, 250);

		Vector vecRagDmgForce = (vecRagForce + vecDamageDir);

		CBaseEntity *pLeftArmGib = CreateRagGib("models/gibs/soldier_left_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pLeftArmGib)
		{ 
			color32 color = pLeftArmGib->GetRenderColor();
			pLeftArmGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pRightArmGib = CreateRagGib("models/gibs/soldier_right_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pRightArmGib)
		{
			color32 color = pRightArmGib->GetRenderColor();
			pRightArmGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pTorsoGib = CreateRagGib("models/gibs/soldier_torso.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pTorsoGib)
		{
			color32 color = pTorsoGib->GetRenderColor();
			pTorsoGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pPelvisGib = CreateRagGib("models/gibs/soldier_pelvis.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pPelvisGib)
		{
			color32 color = pPelvisGib->GetRenderColor();
			pPelvisGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pLeftLegGib = CreateRagGib("models/gibs/soldier_left_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pLeftLegGib)
		{
			color32 color = pLeftLegGib->GetRenderColor();
			pLeftLegGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		CBaseEntity *pRightLegGib = CreateRagGib("models/gibs/soldier_right_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire());
		if (pRightLegGib)
		{
			color32 color = pRightLegGib->GetRenderColor();
			pRightLegGib->SetRenderColor(color.r, color.g, color.b, color.a);
		}

		//now add smaller gibs.
		CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p3.mdl", flFadeTime);
		CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p4.mdl", flFadeTime);

		Vector forceVector = CalcDamageForceVector(info);

		// Drop any weapon that I own
		if (VPhysicsGetObject())
		{
			Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass();
			Weapon_Drop(m_hActiveWeapon, NULL, &weaponForce);
		}
		else
		{
			Weapon_Drop(m_hActiveWeapon);
		}

		if (info.GetAttacker()->IsPlayer())
		{
			((CSingleplayRules*)GameRules())->NPCKilled(this, info);
		}

		UTIL_Remove(this);
		SetThink(NULL);
		return;
	}

	// Don't bother if we've been told not to, or the player has a megaphyscannon
	if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
	{
		BaseClass::Event_Killed( info );
		return;
	}

	CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );

	if ( !pPlayer )
	{
		CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ;
		if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() )
		{
			pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() );
		}
	}

	if ( pPlayer != NULL )
	{
		CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);

		// Attempt to drop health
		if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) )
		{
			DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pHL2GameRules->NPC_DroppedHealth();
		}
		
		if ( HasSpawnFlags( SF_COMBINE_NO_GRENADEDROP ) == false )
		{
			// Attempt to drop a grenade
			if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
			{
				DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
				pHL2GameRules->NPC_DroppedGrenade();
			}
		}
	}

	BaseClass::Event_Killed( info );
}
コード例 #23
0
ファイル: combat.cpp プロジェクト: 6779660/halflife
void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
{
	if (BloodColor() == DONT_BLEED)
		return;
	
	if (flDamage == 0)
		return;

	if (! (bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR)))
		return;
	
	// make blood decal on the wall! 
	TraceResult Bloodtr;
	Vector vecTraceDir; 
	float flNoise;
	int cCount;
	int i;

/*
	if ( !IsAlive() )
	{
		// dealing with a dead monster. 
		if ( pev->max_health <= 0 )
		{
			// no blood decal for a monster that has already decalled its limit.
			return; 
		}
		else
		{
			pev->max_health--;
		}
	}
*/

	if (flDamage < 10)
	{
		flNoise = 0.1;
		cCount = 1;
	}
	else if (flDamage < 25)
	{
		flNoise = 0.2;
		cCount = 2;
	}
	else
	{
		flNoise = 0.3;
		cCount = 4;
	}

	for ( i = 0 ; i < cCount ; i++ )
	{
		vecTraceDir = vecDir * -1;// trace in the opposite direction the shot came from (the direction the shot is going)

		vecTraceDir.x += RANDOM_FLOAT( -flNoise, flNoise );
		vecTraceDir.y += RANDOM_FLOAT( -flNoise, flNoise );
		vecTraceDir.z += RANDOM_FLOAT( -flNoise, flNoise );

		UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * -172, ignore_monsters, ENT(pev), &Bloodtr);

		if ( Bloodtr.flFraction != 1.0 )
		{
			UTIL_BloodDecalTrace( &Bloodtr, BloodColor() );
		}
	}
}
コード例 #24
0
ファイル: asw_zombie.cpp プロジェクト: Cre3per/hl2sdk-csgo
// make the bleeding more pronounced
void CASW_Zombie::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	m_fNoDamageDecal = false;
	if ( m_takedamage == DAMAGE_NO )
		return;

	CTakeDamageInfo subInfo = info;

	SetLastHitGroup( ptr->hitgroup );
	m_nForceBone = ptr->physicsbone;		// save this bone for physics forces

	Assert( m_nForceBone > -255 && m_nForceBone < 256 );

	bool bDebug = showhitlocation.GetBool();

	switch ( ptr->hitgroup )
	{
	case HITGROUP_GENERIC:
		if( bDebug ) DevMsg("Hit Location: Generic\n");
		break;

	// hit gear, react but don't bleed
	case HITGROUP_GEAR:
		subInfo.SetDamage( 0.01 );
		ptr->hitgroup = HITGROUP_GENERIC;
		if( bDebug ) DevMsg("Hit Location: Gear\n");
		break;

	case HITGROUP_HEAD:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Head\n");
		break;

	case HITGROUP_CHEST:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Chest\n");
		break;

	case HITGROUP_STOMACH:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Stomach\n");
		break;

	case HITGROUP_LEFTARM:
	case HITGROUP_RIGHTARM:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Left/Right Arm\n");
		break
			;
	case HITGROUP_LEFTLEG:
	case HITGROUP_RIGHTLEG:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Left/Right Leg\n");
		break;

	default:
		if( bDebug ) DevMsg("Hit Location: UNKNOWN\n");
		break;
	}

	if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK ) )
	{
		if( !IsPlayer() || ( IsPlayer() && gpGlobals->maxClients > 1 ) )
		{
			// NPC's always bleed. Players only bleed in multiplayer.
			//SpawnBlood( ptr->endpos, vecDir, BloodColor(), subInfo.GetDamage() );// a little surface blood.
			//UTIL_ASW_DroneBleed( ptr->endpos, vecDir, 4 );
			UTIL_ASW_BloodDrips( GetAbsOrigin()+Vector(0,0,60)+vecDir*3, vecDir, BloodColor(), 5 );
		}

		TraceBleed( subInfo.GetDamage(), vecDir, ptr, subInfo.GetDamageType() );

		if ( ptr->hitgroup == HITGROUP_HEAD && m_iHealth - subInfo.GetDamage() > 0 )
		{
			m_fNoDamageDecal = true;
		}
	}

	// Airboat gun will impart major force if it's about to kill him....
	if ( info.GetDamageType() & DMG_AIRBOAT )
	{
		if ( subInfo.GetDamage() >= GetHealth() )
		{
			float flMagnitude = subInfo.GetDamageForce().Length();
			if ( (flMagnitude != 0.0f) && (flMagnitude < 400.0f * 65.0f) )
			{
				subInfo.ScaleDamageForce( 400.0f * 65.0f / flMagnitude );
			}
		}
	}

	if( info.GetInflictor() )
	{
		subInfo.SetInflictor( info.GetInflictor() );
	}
	else
	{
		subInfo.SetInflictor( info.GetAttacker() );
	}

	AddMultiDamage( subInfo, this );
}
コード例 #25
0
ファイル: squeakgrenade.cpp プロジェクト: suXinjke/HalfPayne
void CSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib )
{
	pev->model = iStringNull;// make invisible
	SetThink( &CSqueakGrenade::SUB_Remove );
	SetTouch( NULL );
	pev->nextthink = gpGlobals->time + 0.1;

	// since squeak grenades never leave a body behind, clear out their takedamage now.
	// Squeaks do a bit of radius damage when they pop, and that radius damage will
	// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
	pev->takedamage = DAMAGE_NO;

	// play squeek blast
	EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM);	

	CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 );

	UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );

	if ( !isPenguin ) {
		if (m_hOwner != NULL)
			RadiusDamage ( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST, false );
		else
			RadiusDamage ( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST, false );
	}

	// reset owner so death message happens
	if (m_hOwner != NULL)
		pev->owner = m_hOwner->edict();

	CBaseMonster :: Killed( pevAttacker, GIB_ALWAYS );

	if ( inceptionDepth > 0 ) {
		Vector spawnPos = pev->origin;
			
		CSqueakGrenade *snark1 = ( CSqueakGrenade * ) CBaseEntity::Create( "monster_snark", spawnPos + gpGlobals->v_right * 16 + gpGlobals->v_up * 8, pev->angles, NULL );
		snark1->inceptionDepth = inceptionDepth - 1;
		snark1->pev->velocity = gpGlobals->v_right * ( 160 + RANDOM_LONG( -60, 200 ) ) + gpGlobals->v_up * ( 50 + RANDOM_LONG( -10, 100 ) );

		CSqueakGrenade *snark2 = ( CSqueakGrenade * ) CBaseEntity::Create( "monster_snark", spawnPos + gpGlobals->v_right * -16 + gpGlobals->v_up * 8, pev->angles, NULL );
		snark2->inceptionDepth = inceptionDepth - 1;
		snark2->pev->velocity = -gpGlobals->v_right * ( 160 + RANDOM_LONG( -60, 200 ) ) + gpGlobals->v_up * ( 50 + RANDOM_LONG( -10, 100 ) );
	}

	if ( gameplayMods::snarkNuclear.isActive() ) {
		float damage = gSkillData.plrDmgHandGrenade / 1.8f;
		RadiusDamage ( pev, pev, damage, CLASS_NONE, DMG_BLAST, false );


		MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
			WRITE_BYTE( TE_EXPLOSION );		// This makes a dynamic light and the explosion sprites/sound
			WRITE_COORD( pev->origin.x );	// Send to PAS because of the sound
			WRITE_COORD( pev->origin.y );
			WRITE_COORD( pev->origin.z );
			if ( UTIL_PointContents ( pev->origin ) != CONTENTS_WATER) {
				WRITE_SHORT( g_sModelIndexFireball );
			} else {
				WRITE_SHORT( g_sModelIndexWExplosion );
			}
			WRITE_BYTE( ( damage - 50 ) * 0.6f  ); // scale * 10
			WRITE_BYTE( 15  ); // framerate
			WRITE_BYTE( TE_EXPLFLAG_NONE );
		MESSAGE_END();
	}
}
コード例 #26
0
void CASW_Alien::DoBloodDecal( float flDamage, const Vector &vecPos, const Vector &vecDir, trace_t *ptr, int bitsDamageType )
{
    if ( ( BloodColor() == DONT_BLEED) || ( BloodColor() == BLOOD_COLOR_MECH ) )
    {
        return;
    }

    if (flDamage == 0)
        return;

    if ( !( bitsDamageType & ( DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_AIRBOAT ) ) )
        return;

    // make blood decal on the wall!
    trace_t Bloodtr;
    Vector vecTraceDir;
    float flNoise;
    int cCount;
    int i;

#ifdef GAME_DLL
    if ( !IsAlive() )
    {
        // dealing with a dead npc.
        if ( GetMaxHealth() <= 0 )
        {
            // no blood decal for a npc that has already decalled its limit.
            return;
        }
        else
        {
            m_iMaxHealth -= 1;
        }
    }
#endif

    if (flDamage < 10)
    {
        flNoise = 0.1;
        cCount = 1;
    }
    else if (flDamage < 25)
    {
        flNoise = 0.2;
        cCount = 2;
    }
    else
    {
        flNoise = 0.3;
        cCount = 4;
    }

    float flTraceDist = (bitsDamageType & DMG_AIRBOAT) ? 384 : 172;
    for ( i = 0 ; i < cCount ; i++ )
    {
        vecTraceDir = vecDir * -1;// trace in the opposite direction the shot came from (the direction the shot is going)

        vecTraceDir.x += random->RandomFloat( -flNoise, flNoise );
        vecTraceDir.y += random->RandomFloat( -flNoise, flNoise );
        vecTraceDir.z += random->RandomFloat( -flNoise, flNoise );

        // Don't bleed on grates.
        UTIL_TraceLine( vecPos, vecPos + vecTraceDir * -flTraceDist, MASK_SOLID_BRUSHONLY & ~CONTENTS_GRATE, this, COLLISION_GROUP_NONE, &Bloodtr);

        if ( Bloodtr.fraction != 1.0 )
        {
            UTIL_BloodDecalTrace( &Bloodtr, BloodColor() );
        }
    }
}
コード例 #27
0
void C_ClientPartialRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
{
	BaseClass::ImpactTrace( pTrace, iDamageType, pCustomImpactName );

	// client entities have the network index -1 so lots of effects don't work easily
	if ( BloodColor() != DONT_BLEED )
	{
		const char *pszDecalName = NULL;

		switch ( BloodColor() )
		{
		case BLOOD_COLOR_RED:
			pszDecalName = "Blood";
			break;
		}

		int index = decalsystem->GetDecalIndexForName( pszDecalName );
		Vector vecDir = pTrace->endpos - pTrace->startpos;
		if ( vecDir.LengthSqr() > FLT_EPSILON )
		{
			vecDir.NormalizeInPlace();
		}

		if ( index >= 0 )
		{
			SetShrinkingEnabled( false );
			InvalidateBoneCache();
			SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );

			// add decal to model
			AddDecal( pTrace->startpos, pTrace->endpos, pTrace->endpos, pTrace->hitbox,
						index, false, *pTrace );

			SetShrinkingEnabled( true );
			InvalidateBoneCache();
		}

		// add decal to world
		trace_t tr;
		UTIL_TraceLine( pTrace->endpos, pTrace->endpos + vecDir * 35.0f, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );

		UTIL_BloodDecalTrace( &tr, BloodColor() );
		if ( ShouldCreateBloodParticles() )
		{
			UTIL_BloodImpact( pTrace->endpos, -vecDir, BloodColor(), 5 );
		}
	}

	if ( m_bReleaseRagdoll || m_bFadingOut )
		return;

	const float flGibbingChance = ( ( iDamageType & DMG_BLAST ) != 0 ) ?
		gstring_gibbing_explosion_chance.GetFloat() : gstring_gibbing_chance.GetFloat();
	const bool bSniperImpact = ( iDamageType & DMG_SNIPER ) != 0;

	if ( !bSniperImpact && RandomFloat() > flGibbingChance / 100.0f )
		return;

	CStudioHdr *pHdr = GetModelPtr();

	if ( pHdr == NULL )
		return;

	int iStudioBone = ConvertPhysBoneToStudioBone( this, pTrace->physicsbone );
	const bool bExplosionImpact = ( iDamageType & DMG_BLAST ) != 0;

	// if the hit bone is a valid studio bone and we know that this bone
	// is drawn as a normal bone (not shrunken)
	if ( iStudioBone >= 0
		&& m_normalBones.IsBitSet( iStudioBone )
		|| bExplosionImpact )
	{
		CUtlVector< ragdollparams_partial_t > gibModels;

		// we've been analysed already so use the known hit group
		// and try recusive splitting
		GibbingParamsRecursive_t params;
		params.pHdr = pHdr;
		params.pszHitBone = ( iStudioBone >= 0 && !bExplosionImpact ) ? pHdr->pBone( iStudioBone )->pszName() : NULL;
		params.pszParentName = STRING( m_strRecursiveParent );
		params.pszRootBone = ( m_iBranchRootBone >= 0 && m_iBranchRootBone < pHdr->numbones() )
			? pHdr->pBone( m_iBranchRootBone )->pszName() : NULL;
		params.pJointBones = &m_jointBones;

		const char *pszParentSplitBone;

		// find a suitable joint to cut
		if ( C_GibConfig::GetInstance()->GetGibsForGroup( params, gibModels, &pszParentSplitBone )
			|| bExplosionImpact && C_GibConfig::GetInstance()->GetRandomGibsForGroup( params, gibModels, &pszParentSplitBone ) )
		{
			int iSplitboneIndex = Studio_BoneIndexByName( pHdr, pszParentSplitBone );

			// don't do cutting if we cut this joint in the past
			// or if this joint is our current branch root
			if ( iSplitboneIndex < 0
				|| m_jointBones.IsBitSet( iSplitboneIndex )
				|| m_iBranchRootBone == iSplitboneIndex )
				return;

			matrix3x4_t boneDelta0[MAXSTUDIOBONES];
			matrix3x4_t boneDelta1[MAXSTUDIOBONES];
			matrix3x4_t currentBones[MAXSTUDIOBONES];
			const float boneDt = 0.1f;

			// setup bones without shrinking to position the new gibs
			SetShrinkingEnabled( false );
			GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
			SetShrinkingEnabled( true );

			InvalidateBoneCache();

			// create the new gibmodels
			FOR_EACH_VEC( gibModels, i )
			{
				ragdollparams_partial_t &partial = gibModels[ i ];

				// add old trunk joints
				for ( int iBit = m_jointBones.FindNextSetBit( 0 );
					iBit >= 0; iBit = m_jointBones.FindNextSetBit( iBit + 1 ) )
				{
					if ( m_iBranchRootBone == iBit )
						continue;

					const char *pszName = pHdr->pBone( iBit )->pszName();

					partial.trunkBones.AddToTail( pszName );
				}

				// if we create a trunk from an existing branch
				// we have to propagate the branch root bone
				if ( partial.rootBone.IsEmpty()
					&& m_iBranchRootBone >= 0 )
				{
					partial.rootBone = pHdr->pBone( m_iBranchRootBone )->pszName();
				}

				C_BaseAnimating *pGib = CreateRagdollCopy( false );
				C_ClientPartialRagdoll *pRecursiveRagdoll = dynamic_cast< C_ClientPartialRagdoll* >( pGib );
				Assert( pRecursiveRagdoll );

				// apply force and propagate cut information
				if ( pRecursiveRagdoll != NULL )
				{
					pRecursiveRagdoll->SetRecursiveGibData( STRING( m_strRecursiveParent ), STRING( m_strRecursiveGoreName ),
						STRING( m_strRecursiveGoreMaterialName ) );
					pRecursiveRagdoll->SetShrinkingEnabled( true );

					Vector vecDelta = pTrace->endpos - pTrace->startpos;
					if ( vecDelta.LengthSqr() <= FLT_EPSILON )
					{
						vecDelta = RandomVector( -1, 1 );
					}
					vecDelta.NormalizeInPlace();

					pRecursiveRagdoll->m_vecForce = vecDelta * RandomFloat( 15000.0f, 35000.0f );
					pRecursiveRagdoll->m_nForceBone = pTrace->physicsbone;

					pRecursiveRagdoll->SetBloodColor( BloodColor() );
					pRecursiveRagdoll->m_jointBones.Or( m_jointBones, &pRecursiveRagdoll->m_jointBones );

					//FOR_EACH_VEC( m_Gore, i )
					//{
					//	const int iBone = m_Gore[ i ].m_iBone;

					//	if ( iBone >= 0 && iBone == m_iBranchRootBone )
					//	{

					//	}
					//	pRecursiveRagdoll->m_Gore.AddToTail( m_Gore[ i ] );
					//	m_Gore.Remove( i );
					//	i--;
					//}
				}

				pGib->InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt, false, &partial );

				if ( bExplosionImpact
					&& RandomFloat() <= gstring_gibbing_explosion_recursive_chance.GetFloat() / 100.0f )
				{
					pGib->ImpactTrace( pTrace, iDamageType, pCustomImpactName );
				}

				if ( BloodColor() == BLOOD_COLOR_RED
					&& ( !pRecursiveRagdoll || !pRecursiveRagdoll->m_bReleaseRagdoll )
					&& ShouldCreateBloodParticles() )
				{
					Assert( pszParentSplitBone != NULL );

					DispatchGibParticle( pGib, pszParentSplitBone, bExplosionImpact, BloodColor() );
				}
			}