コード例 #1
0
//---------------------------------------------------------
//---------------------------------------------------------
void CBaseSpriteProjectile::Touch( CBaseEntity *pOther )
{
	CBaseEntity *pOwner;

	pOwner = GetOwnerEntity();

	if( !pOwner )
	{
		pOwner = this;
	}

	trace_t	tr;
	tr = BaseClass::GetTouchTrace( );

	CTakeDamageInfo info( this, pOwner, m_iDmg, m_iDmgType );
	GuessDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
	pOther->TakeDamage( info );
	
	UTIL_Remove( this );
}
コード例 #2
0
ファイル: pointhurt.cpp プロジェクト: AluminumKen/hl2sb-src
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPointHurt::HurtThink( void )
{
	if ( m_strTarget != NULL_STRING )
	{
		CBaseEntity	*pEnt = NULL;
			
		CTakeDamageInfo info( this, m_pActivator, m_nDamage, m_bitsDamageType );
		while ( ( pEnt = gEntList.FindEntityByName( pEnt, m_strTarget, NULL, m_pActivator ) ) != NULL )
		{
			GuessDamageForce( &info, (pEnt->GetAbsOrigin() - GetAbsOrigin()), pEnt->GetAbsOrigin() );
			pEnt->TakeDamage( info );
		}
	}
	else
	{
		RadiusDamage( CTakeDamageInfo( this, this, m_nDamage, m_bitsDamageType ), GetAbsOrigin(), m_flRadius, CLASS_NONE, NULL );
	}

	SetNextThink( gpGlobals->curtime + m_flDelay );
}
コード例 #3
0
ファイル: hl2_triggers.cpp プロジェクト: Bubbasacs/FinalProj
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTriggerWateryDeath::Touch( CBaseEntity *pOther )
{	
	if (!PassesTriggerFilters(pOther))
		return;

	// Find our index
	EHANDLE hOther;
	hOther = pOther;
	int iIndex = m_hTouchingEntities.Find( hOther );
	if ( iIndex == m_hTouchingEntities.InvalidIndex() )
		return;

	float flKillTime = m_flEntityKillTimes[iIndex];
	
	// Time to kill it?
	if ( gpGlobals->curtime > flKillTime )
	{
		//EmitSound( filter, entindex(), "WateryDeath.Bite", &pOther->GetAbsOrigin() );
		// Kill it
		if ( pOther->IsPlayer() )
		{
			m_flPainValue = min( m_flPainValue + WD_PAINVALUE_STEP, WD_MAX_DAMAGE );
		}
		else
		{
			m_flPainValue = WD_MAX_DAMAGE;
		}

		// Use DMG_GENERIC & make the target inflict the damage on himself.
		// This ensures that if the target is the player, the damage isn't modified by skill
		CTakeDamageInfo info = CTakeDamageInfo( pOther, pOther, m_flPainValue, DMG_GENERIC );

		GuessDamageForce( &info, (pOther->GetAbsOrigin() - GetAbsOrigin()), pOther->GetAbsOrigin() );
		pOther->TakeDamage( info );

		m_flEntityKillTimes[iIndex] = gpGlobals->curtime + WD_KILLTIME_NEXT_BITE;
	}
}
コード例 #4
0
ファイル: npc_crow.cpp プロジェクト: Bubbasacs/FinalProj
//-----------------------------------------------------------------------------
// Purpose: Handles all flight movement because we don't ever build paths when
//			when we are flying.
// Input  : flInterval - Seconds to simulate.
//-----------------------------------------------------------------------------
bool CNPC_Crow::OverrideMove( float flInterval )
{
	if ( GetNavigator()->GetPath()->CurWaypointNavType() == NAV_FLY && GetNavigator()->GetNavType() != NAV_FLY )
	{
		SetNavType( NAV_FLY );
	}

	if ( IsFlying() )
	{
		if ( GetNavigator()->GetPath()->GetCurWaypoint() )
		{
			if ( m_flLastStuckCheck <= gpGlobals->curtime )
			{
				if ( m_vLastStoredOrigin == GetAbsOrigin() )
				{
					if ( GetAbsVelocity() == vec3_origin )
					{
						float flDamage = m_iHealth;
						
						CTakeDamageInfo	dmgInfo( this, this, flDamage, DMG_GENERIC );
						GuessDamageForce( &dmgInfo, vec3_origin - Vector( 0, 0, 0.1 ), GetAbsOrigin() );
						TakeDamage( dmgInfo );

						return false;
					}
					else
					{
						m_vLastStoredOrigin = GetAbsOrigin();
					}
				}
				else
				{
					m_vLastStoredOrigin = GetAbsOrigin();
				}
				
				m_flLastStuckCheck = gpGlobals->curtime + 1.0f;
			}

			if (m_bReachedMoveGoal )
			{
				SetIdealActivity( (Activity)ACT_CROW_LAND );
				SetFlyingState( FlyState_Landing );
				TaskMovementComplete();
			}
			else
			{
				SetIdealActivity ( ACT_FLY );
				MoveCrowFly( flInterval );
			}

		}
		else
		{
			SetSchedule( SCHED_CROW_IDLE_FLY );
			SetFlyingState( FlyState_Flying );
			SetIdealActivity ( ACT_FLY );
		}
		return true;
	}
	
	return false;
}
コード例 #5
0
static int luasrc_GuessDamageForce (lua_State *L) {
  GuessDamageForce(&luaL_checkdamageinfo(L, 1), luaL_checkvector(L, 2), luaL_checkvector(L, 3), luaL_optnumber(L, 4, 1.0));
  return 0;
}