コード例 #1
0
ファイル: Script.c プロジェクト: TheThow/OpenClonk-Stuff
func FxFireDashStop(object target, proplist effect, int reason, bool temporary)
{
	if(temporary)
		return;
	
	target->Unstuck();
	target->SetObjectLayer(nil);
	
	target->SetAction("Jump");
	ExplosionEffect(effect.Size2, target->GetX(), target->GetY(),0,0,0);
	
	for(var o in FindObjects(Find_Distance(effect.Size2, target->GetX(), target->GetY()), Find_Func("CanBeHit", target)))
	{
		if(o->GetOwner() == target->GetOwner())
			continue;
			
		var angle = Angle(target->GetX(), target->GetY(), o->GetX(), o->GetY());
		
		o->AddFireHitEffect();
		o->Fling(Sin(angle, 8), -Cos(angle, 8) - 2);
		target->WeaponDamage(o, effect.SpellDamage2);
	}
	
	target->CastObjects(Flame, RandomX(6,8), RandomX(10,25));
	//effect.marker->RemoveObject();
	//effect.clonk->MakeHitable(true);

}
コード例 #2
0
ファイル: Explosive.cpp プロジェクト: OLR-xray/OLR-3.0
void CExplosive::ExplodeWaveProcessObject(collide::rq_results& storage, CPhysicsShellHolder*l_pGO)
{
	Fvector	l_goPos;
	if(l_pGO->Visual())		l_pGO->Center	(l_goPos); 
	else					return; //мне непонятно зачем наносить хит от взрыва по объектам не имеющим вижуал - поэтому игнорируем

#ifdef DEBUG
	if(ph_dbg_draw_mask.test(phDbgDrawExplosions))
	{
		DBG_OpenCashedDraw();
		
	}
#endif

	float l_effect=ExplosionEffect(storage,this,l_pGO,m_vExplodePos,m_fBlastRadius);
	float l_impuls	= m_fBlastHitImpulse * l_effect;
	float l_hit		= m_fBlastHit * l_effect;

	if(l_impuls > .001f||l_hit> 0.001) 
	{
	
		Fvector l_dir;l_dir.sub(l_goPos,m_vExplodePos);
		
		float rmag=_sqrt(m_fUpThrowFactor*m_fUpThrowFactor+1.f+2.f*m_fUpThrowFactor*l_dir.y);
		l_dir.y += m_fUpThrowFactor;
		//rmag -модуль l_dir после l_dir.y += m_fUpThrowFactor, модуль=_sqrt(l_dir^2+y^2+2.*(l_dir,y)),y=(0,m_fUpThrowFactor,0) (до этого модуль l_dir =1)
		l_dir.mul(1.f/rmag);//перенормировка
 		NET_Packet		P;
		SHit	HS;
		HS.GenHeader(GE_HIT, l_pGO->ID());			//		cast_game_object()->u_EventGen		(P,GE_HIT,l_pGO->ID());
		HS.whoID  =Initiator();						//		P.w_u16			(Initiator());
		HS.weaponID = cast_game_object()->ID();		//		P.w_u16			(cast_game_object()->ID());
		HS.dir = l_dir;								//		P.w_dir			(l_dir);
		HS.power = l_hit;							//		P.w_float		(l_hit);
		HS.p_in_bone_space = l_goPos;				//		P.w_vec3		(l_goPos);
		HS.impulse = l_impuls;						//		P.w_float		(l_impuls);
		HS.hit_type = (m_eHitTypeBlast);			//		P.w_u16			(u16(m_eHitTypeBlast));
		HS.boneID = 0;								//		P.w_s16			(0);
		HS.Write_Packet(P);
		cast_game_object()->u_EventSend		(P);
	}
#ifdef DEBUG
	if(ph_dbg_draw_mask.test(phDbgDrawExplosions))
	{
		DBG_ClosedCashedDraw(100000);

	}
#endif
}