//----------------------------------------------------------------------------- // Purpose: Create a concussive blast entity and detonate it //----------------------------------------------------------------------------- void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude ) { QAngle angles; VectorAngles( surfaceNormal, angles ); CConcussiveBlast *pBlast = (CConcussiveBlast *) CBaseEntity::Create( "concussiveblast", origin, angles, pOwner ); if ( pBlast ) { pBlast->Explode( magnitude ); } }
//----------------------------------------------------------------------------- // Purpose: Create a concussive blast entity and detonate it //----------------------------------------------------------------------------- void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude, float damage = 200.0f, float dmgradius = 256.0f ) { QAngle angles; VectorAngles( surfaceNormal, angles ); CConcussiveBlast *pBlast = (CConcussiveBlast *) CBaseEntity::Create( "concussiveblast", origin, angles, pOwner ); if ( pBlast ) { pBlast->SetDamage( damage ); pBlast->SetDamageRadius( dmgradius ); pBlast->Explode( magnitude ); } }