//----------------------------------------------------------------------------- // Creates the explosion effect //----------------------------------------------------------------------------- void CEnvHeadcrabCanister::Detonate( ) { // Send the impact output m_OnImpacted.FireOutput( this, this, 0 ); if ( !HasSpawnFlags( SF_NO_IMPACT_SOUND ) ) { StopSound( "HeadcrabCanister.IncomingSound" ); EmitSound( "HeadcrabCanister.Explosion" ); } // If we're supposed to be removed, do that now if ( HasSpawnFlags( SF_REMOVE_ON_IMPACT ) ) { SetAbsOrigin( m_vecImpactPosition ); SetModel( ENV_HEADCRABCANISTER_BROKEN_MODEL ); SetMoveType( MOVETYPE_NONE ); IncrementInterpolationFrame(); m_bLanded = true; // Become invisible so our trail can finish up AddEffects( EF_NODRAW ); SetSolidFlags( FSOLID_NOT_SOLID ); SetThink( &CEnvHeadcrabCanister::SUB_Remove ); SetNextThink( gpGlobals->curtime + ENV_HEADCRABCANISTER_TRAIL_TIME ); return; } // Test for damaging things TestForCollisionsAgainstWorld( m_vecImpactPosition ); // Shake the screen unless flagged otherwise if ( !HasSpawnFlags( SF_NO_SHAKE ) ) { CBasePlayer *pPlayer = UTIL_GetNearestPlayer(GetAbsOrigin()); // If the player is on foot, then do a more limited shake float shakeRadius = ( pPlayer && pPlayer->IsInAVehicle() ) ? sk_env_headcrabcanister_shake_radius_vehicle.GetFloat() : sk_env_headcrabcanister_shake_radius.GetFloat(); UTIL_ScreenShake( m_vecImpactPosition, sk_env_headcrabcanister_shake_amplitude.GetFloat(), 150.0, 1.0, shakeRadius, SHAKE_START ); } // Do explosion effects if ( !HasSpawnFlags( SF_NO_IMPACT_EFFECTS ) ) { // Normal explosion ExplosionCreate( m_vecImpactPosition, GetAbsAngles(), this, 50.0f, 500.0f, SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSOUND, 1300.0f ); // Dust explosion AR2Explosion *pExplosion = AR2Explosion::CreateAR2Explosion( m_vecImpactPosition ); if( pExplosion ) { pExplosion->SetLifetime(10); } } }
//----------------------------------------------------------------------------- // Purpose: Creates the explosion effect. //----------------------------------------------------------------------------- void CEnvAR2Explosion::InputExplode( inputdata_t &inputdata ) { AR2Explosion *pExplosion = AR2Explosion::CreateAR2Explosion(GetAbsOrigin()); if (pExplosion) { pExplosion->SetLifetime( 10 ); if (m_iszMaterialName != NULL_STRING) { pExplosion->SetMaterialName(STRING(m_iszMaterialName)); } } }
AR2Explosion* AR2Explosion::CreateAR2Explosion(const Vector &pos) { CBaseEntity *pEnt = CreateEntityByName(AR2EXPLOSION_ENTITYNAME); if(pEnt) { AR2Explosion *pEffect = dynamic_cast<AR2Explosion*>(pEnt); if(pEffect && pEffect->pev) { pEffect->SetLocalOrigin( pos ); pEffect->Activate(); return pEffect; } else { UTIL_Remove(pEnt); } } return NULL; }