コード例 #1
0
ファイル: gib.cpp プロジェクト: BenLubar/SwarmDirector2
//------------------------------------------------------------------------------
// Purpose : Spawn random gibs of the given gib type
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CGib::SpawnRandomGibs( CBaseEntity *pVictim, int cGibs, GibType_e eGibType )
{
	int cSplat;

	for ( cSplat = 0 ; cSplat < cGibs ; cSplat++ )
	{
		CGib *pGib = CREATE_ENTITY( CGib, "gib" );

		if ( g_Language.GetInt() == LANGUAGE_GERMAN )
		{
			pGib->Spawn( "models/germangibs.mdl" );
			pGib->m_nBody = random->RandomInt(0,GERMAN_GIB_COUNT-1);
		}
		else
		{
			switch (eGibType)
			{
			case GIB_HUMAN:
				// human pieces
				pGib->Spawn( "models/gibs/hgibs.mdl" );
				pGib->m_nBody = random->RandomInt(1,HUMAN_GIB_COUNT-1);// start at one to avoid throwing random amounts of skulls (0th gib)
				break;
			case GIB_ALIEN:
				// alien pieces
				pGib->Spawn( "models/gibs/agibs.mdl" );
				pGib->m_nBody = random->RandomInt(0,ALIEN_GIB_COUNT-1);
				break;
			}
		}
		pGib->InitGib( pVictim, 300, 400);
	}
}
コード例 #2
0
ファイル: combat.cpp プロジェクト: a1batross/ReGameDLL_CS
NOXREF void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs)
{
	if (g_Language == LANGUAGE_GERMAN)
	{
		// no sticky gibs in germany right now!
		return;
	}

	for (int i = 0; i < cGibs; ++i)
	{
		CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL);

		pGib->Spawn("models/stickygib.mdl");
		pGib->pev->body = RANDOM_LONG(0, 2);

		if (pevVictim)
		{
			pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT(-3, 3);
			pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT(-3, 3);
			pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT(-3, 3);

			// make the gib fly away from the attack vector
			pGib->pev->velocity = g_vecAttackDir * -1;

			// mix in some noise
			pGib->pev->velocity.x += RANDOM_FLOAT(-0.15, 0.15);
			pGib->pev->velocity.y += RANDOM_FLOAT(-0.15, 0.15);
			pGib->pev->velocity.z += RANDOM_FLOAT(-0.15, 0.15);

			pGib->pev->velocity = pGib->pev->velocity * 900;

			pGib->pev->avelocity.x = RANDOM_FLOAT(250, 400);
			pGib->pev->avelocity.y = RANDOM_FLOAT(250, 400);

			// copy owner's blood color
			pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();

			if (pevVictim->health > -50)
			{
				pGib->pev->velocity = pGib->pev->velocity * 0.7;
			}
			else if (pevVictim->health > -200)
			{
				pGib->pev->velocity = pGib->pev->velocity * 2;
			}
			else
			{
				pGib->pev->velocity = pGib->pev->velocity * 4;
			}

			pGib->pev->movetype = MOVETYPE_TOSS;
			pGib->pev->solid = SOLID_BBOX;
			UTIL_SetSize(pGib->pev, Vector(0, 0,0), Vector(0, 0, 0));
			pGib->SetTouch(&CGib::StickyGibTouch);
			pGib->SetThink(NULL);
		}

		pGib->LimitVelocity();
	}
}
コード例 #3
0
//------------------------------------------------------------------------------
// Purpose : Given an .mdl file with gibs and the number of gibs in the file
//			 spawns them in pVictim's bounding box
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CGib::SpawnSpecificGibs(	CBaseEntity*	pVictim, 
								int				nNumGibs, 
								float			vMinVelocity, 
								float			vMaxVelocity, 
								const char*		cModelName,
								float			flLifetime)
{
	for ( int i = 0; i < nNumGibs; i++ )
	{
		CGib *pGib = CREATE_ENTITY( CGib, "gib" );
		pGib->Spawn( cModelName, flLifetime );
		pGib->m_nBody = i;
		pGib->InitGib( pVictim, vMinVelocity, vMaxVelocity );
		pGib->m_lifeTime = flLifetime;
 
		if ( pVictim != NULL )
		{
			pGib->SetOwnerEntity( pVictim );
		}
 
		//If pVictim is on fire, ignite pVictim's gibs as well.
		if ( pVictim->GetFlags() & FL_ONFIRE )
		{
			pGib->Ignite( ( flLifetime - 1 ), false );
		}
	}
}
コード例 #4
0
ファイル: combat.cpp プロジェクト: a1batross/ReGameDLL_CS
void CGib::SpawnHeadGib(entvars_t *pevVictim)
{
	CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL);

	if (g_Language == LANGUAGE_GERMAN)
	{
		// throw one head
		pGib->Spawn("models/germangibs.mdl");
		pGib->pev->body = 0;
	}
	else
	{
		// throw one head
		pGib->Spawn("models/hgibs.mdl");
		pGib->pev->body = 0;
	}

	if (pevVictim)
	{
		pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs;

		edict_t *pentPlayer = FIND_CLIENT_IN_PVS(pGib->edict());

		if (RANDOM_LONG(0, 100) <= 5 && pentPlayer != NULL)
		{
			// 5% chance head will be thrown at player's face.
			entvars_t *pevPlayer = VARS(pentPlayer);

			pGib->pev->velocity = ((pevPlayer->origin + pevPlayer->view_ofs) - pGib->pev->origin).Normalize() * 300;
			pGib->pev->velocity.z += 100;
		}
		else
		{
			// TODO: fix test demo
			pGib->pev->velocity.z = RANDOM_FLOAT(200, 300);
			pGib->pev->velocity.y = RANDOM_FLOAT(-100, 100);
			pGib->pev->velocity.x = RANDOM_FLOAT(-100, 100);
		}

		pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200);
		pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300);

		// copy owner's blood color
		pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();

		if (pevVictim->health > -50)
		{
			pGib->pev->velocity = pGib->pev->velocity * 0.7;
		}
		else if (pevVictim->health > -200)
		{
			pGib->pev->velocity = pGib->pev->velocity * 2;
		}
		else
			pGib->pev->velocity = pGib->pev->velocity * 4;
	}

	pGib->LimitVelocity();
}
コード例 #5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_AntlionGrub::SpawnSquashedGrub( void )
{
	CGib *pStandin = CREATE_ENTITY( CGib, "gib" );

	Assert( pStandin );

	pStandin->SetModel( ANTLIONGRUB_SQUASHED_MODEL );
	pStandin->AddSolidFlags( FSOLID_NOT_SOLID );
	pStandin->SetLocalAngles( GetLocalAngles() );
	pStandin->SetLocalOrigin( GetLocalOrigin() );
}
コード例 #6
0
void CGib :: SpawnHeadGib( entvars_t *pevVictim, const char* szGibModel )
{
	CGib *pGib = GetClassPtr( (CGib *)NULL );

	pGib->Spawn( szGibModel );// throw one head
	pGib->pev->body = 0;

	if ( pevVictim )
	{
		pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs;
		
		edict_t		*pentPlayer = FIND_CLIENT_IN_PVS( pGib->edict() );
		
		if ( RANDOM_LONG ( 0, 100 ) <= 5 && pentPlayer )
		{
			// 5% chance head will be thrown at player's face.
			entvars_t	*pevPlayer;

			pevPlayer = VARS( pentPlayer );
			pGib->pev->velocity = ( ( pevPlayer->origin + pevPlayer->view_ofs ) - pGib->pev->origin ).Normalize() * 300;
			pGib->pev->velocity.z += 100;
		}
		else
		{
			pGib->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
		}


		pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
		pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );

		// copy owner's blood color
		pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
	
		if ( pevVictim->health > -50)
		{
			pGib->pev->velocity = pGib->pev->velocity * 0.7;
		}
		else if ( pevVictim->health > -200)
		{
			pGib->pev->velocity = pGib->pev->velocity * 2;
		}
		else
		{
			pGib->pev->velocity = pGib->pev->velocity * 4;
		}
	}
	pGib->LimitVelocity();
}
コード例 #7
0
CGib *CGibShooter :: CreateGib ( void )
{
	if ( CVAR_GET_FLOAT("violence_hgibs") == 0 )
		return NULL;

	CGib *pGib = GetClassPtr( (CGib *)NULL );
	pGib->Spawn( "models/hgibs.mdl" );
	pGib->m_bloodColor = BLOOD_COLOR_RED;

	if ( pev->body <= 1 )
	{
		ALERT ( at_aiconsole, "GibShooter Body is <= 1!\n" );
	}

	pGib->pev->body = RANDOM_LONG ( 1, pev->body - 1 );// avoid throwing random amounts of the 0th gib. (skull).

	return pGib;
}
コード例 #8
0
ファイル: houndeye.cpp プロジェクト: jlecorre/hlinvasion
void CHoundeye :: MakeGib ( int body, entvars_t *pevAttacker )
{

	if ( m_iHasGibbed == 1 )
		return;
	m_iHasGibbed = 1;

	CGib *pGib = GetClassPtr( (CGib *)NULL );
	pGib->Spawn( "models/houndeye_gibs.mdl" );
	pGib->m_bloodColor = BLOOD_COLOR_YELLOW;
	pGib->pev->body = body;

	pGib->pev->origin = pev->origin + Vector ( 0, 0, 40 );
	pGib->pev->velocity = ( Center() - pevAttacker->origin).Normalize() * 300;
	
	pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
	pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );

}
コード例 #9
0
ファイル: gib.cpp プロジェクト: BenLubar/SwarmDirector2
//------------------------------------------------------------------------------
// Purpose : Given an .mdl file with gibs and the number of gibs in the file
//			 spawns them in pVictim's bounding box
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CGib::SpawnSpecificGibs(	CBaseEntity*	pVictim, 
								int				nNumGibs, 
								float			vMinVelocity, 
								float			vMaxVelocity, 
								const char*		cModelName,
								float			flLifetime)
{
	for (int i=0;i<nNumGibs;i++)
	{
		CGib *pGib = CREATE_ENTITY( CGib, "gib" );
		pGib->Spawn( cModelName );
		pGib->m_nBody = i;
		pGib->InitGib( pVictim, vMinVelocity, vMaxVelocity );
		pGib->m_lifeTime = flLifetime;
		
		if ( pVictim != NULL )
		{
			pGib->SetOwnerEntity( pVictim );
		}
	}
}
コード例 #10
0
ファイル: combat.cpp プロジェクト: 6779660/halflife
void CGib :: SpawnHeadGib( entvars_t *pevVictim )
{
	CGib *pGib = GetClassPtr( (CGib *)NULL );

	if ( g_Language == LANGUAGE_GERMAN )
	{
		pGib->Spawn( "models/germangibs.mdl" );// throw one head
		pGib->pev->body = 0;
	}
	else
	{
		pGib->Spawn( "models/head.mdl" );// throw one head
	}

	if ( pevVictim )
	{
		pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs;
		
		edict_t		*pentPlayer = FIND_CLIENT_IN_PVS( pGib->edict() );

		pGib->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(300,400));

		pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
		pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );

		// copy owner's blood color
		pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();

		// Set its groupinfo to the player's
		pGib->pev->groupinfo = pevVictim->groupinfo;
		// Since this only ever happens when a player is hit by a frozen decapitator disc, make the gibs glow
		pGib->pev->renderfx = kRenderFxGlowShell;
		pGib->pev->rendercolor = Vector( 100,100, 250 );
		pGib->pev->renderamt = 25;
	}
	pGib->LimitVelocity();
}
コード例 #11
0
CGib *CEnvShooter :: CreateGib ( void )
{
	CGib *pGib = GetClassPtr( (CGib *)NULL );

	pGib->Spawn( STRING(pev->model) );
	
	int bodyPart = 0;

	if ( pev->body > 1 )
		bodyPart = RANDOM_LONG( 0, pev->body-1 );

	pGib->pev->body = bodyPart;
	pGib->m_bloodColor = DONT_BLEED;
	pGib->m_material = m_iGibMaterial;

	pGib->pev->rendermode = pev->rendermode;
	pGib->pev->renderamt = pev->renderamt;
	pGib->pev->rendercolor = pev->rendercolor;
	pGib->pev->renderfx = pev->renderfx;
	pGib->pev->scale = pev->scale;
	pGib->pev->skin = pev->skin;

	return pGib;
}
コード例 #12
0
ファイル: gib.cpp プロジェクト: BenLubar/SwarmDirector2
void CGib::SpawnHeadGib( CBaseEntity *pVictim )
{
	CGib *pGib = CREATE_ENTITY( CGib, "gib" );

	if ( g_Language.GetInt() == LANGUAGE_GERMAN )
	{
		pGib->Spawn( "models/germangibs.mdl" );// throw one head
		pGib->m_nBody = 0;
	}
	else
	{
		pGib->Spawn( "models/gibs/hgibs.mdl" );// throw one head
		pGib->m_nBody = 0;
	}

	if ( pVictim )
	{
		Vector vecNewVelocity = pGib->GetAbsVelocity();

		pGib->SetLocalOrigin( pVictim->EyePosition() );
		
		edict_t *pentPlayer = UTIL_FindClientInPVS( pGib->edict() );
		
		if ( random->RandomInt ( 0, 100 ) <= 5 && pentPlayer )
		{
			// 5% chance head will be thrown at player's face.
			CBasePlayer *player = (CBasePlayer *)CBaseEntity::Instance( pentPlayer );
			if ( player )
			{
				vecNewVelocity = ( player->EyePosition() ) - pGib->GetAbsOrigin();
				VectorNormalize(vecNewVelocity);
				vecNewVelocity *= 300;
				vecNewVelocity.z += 100;
			}
		}
		else
		{
			vecNewVelocity = Vector (random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(200,300));
		}

		QAngle vecNewAngularVelocity = pGib->GetLocalAngularVelocity();
		vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 );
		vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 );
		pGib->SetLocalAngularVelocity( vecNewAngularVelocity );

		// copy owner's blood color
		pGib->SetBloodColor( pVictim->BloodColor() );
		pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
		pGib->SetAbsVelocity( vecNewVelocity );
	}
	pGib->LimitVelocity();
}
コード例 #13
0
ファイル: gargantua.cpp プロジェクト: XashDev/XashXT
//=========================================================
// RunTask
//=========================================================
void CGargantua::RunTask( Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_DIE:
		if ( gpGlobals->time > m_flWaitFinished )
		{
			pev->renderfx = kRenderFxExplode;
			pev->rendercolor.x = 255;
			pev->rendercolor.y = 0;
			pev->rendercolor.z = 0;
			StopAnimation();
			pev->nextthink = gpGlobals->time + 0.15;
			SetThink( SUB_Remove );
			int i;
			int parts = MODEL_FRAMES( gGargGibModel );
			for ( i = 0; i < 10; i++ )
			{
				CGib *pGib = GetClassPtr( (CGib *)NULL );

				pGib->Spawn( GARG_GIB_MODEL );
				
				int bodyPart = 0;
				if ( parts > 1 )
					bodyPart = RANDOM_LONG( 0, pev->body-1 );

				pGib->pev->body = bodyPart;
				pGib->m_bloodColor = BLOOD_COLOR_YELLOW;
				pGib->m_material = matNone;
				pGib->SetAbsOrigin( GetAbsOrigin() );
				pGib->SetAbsVelocity( UTIL_RandomBloodVector() * RANDOM_FLOAT( 300, 500 ));
				pGib->SetNextThink( 1.25 );
				pGib->SetThink( SUB_FadeOut );
			}

			Vector vecOrigin = GetAbsOrigin();

			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
				WRITE_BYTE( TE_BREAKMODEL);

				// position
				WRITE_COORD( vecOrigin.x );
				WRITE_COORD( vecOrigin.y );
				WRITE_COORD( vecOrigin.z );

				// size
				WRITE_COORD( 200 );
				WRITE_COORD( 200 );
				WRITE_COORD( 128 );

				// velocity
				WRITE_COORD( 0 ); 
				WRITE_COORD( 0 );
				WRITE_COORD( 0 );

				// randomization
				WRITE_BYTE( 200 ); 

				// Model
				WRITE_SHORT( gGargGibModel );	//model id#

				// # of shards
				WRITE_BYTE( 50 );

				// duration
				WRITE_BYTE( 20 );// 3.0 seconds

				// flags

				WRITE_BYTE( BREAK_FLESH );
			MESSAGE_END();

			return;
		}
		else
			CBaseMonster::RunTask(pTask);
		break;

	case TASK_FLAME_SWEEP:
		if ( gpGlobals->time > m_flWaitFinished )
		{
			FlameDestroy();
			TaskComplete();
			FlameControls( 0, 0 );
			SetBoneController( 0, 0 );
			SetBoneController( 1, 0 );
		}
		else
		{
			BOOL cancel = FALSE;

			Vector angles = g_vecZero;

			FlameUpdate();
			CBaseEntity *pEnemy = m_hEnemy;
			if ( pEnemy )
			{
				Vector org = GetAbsOrigin();
				org.z += 64;
				Vector dir = pEnemy->BodyTarget(org) - org;
				angles = UTIL_VecToAngles( dir );
				angles.y -= GetAbsAngles().y;
				if ( dir.Length() > 400 )
					cancel = TRUE;
			}
			if ( fabs(angles.y) > 60 )
				cancel = TRUE;
			
			if ( cancel )
			{
				m_flWaitFinished -= 0.5;
				m_flameTime -= 0.5;
			}
			// FlameControls( angles.x + 2 * sin(gpGlobals->time*8), angles.y + 28 * sin(gpGlobals->time*8.5) );
			FlameControls( angles.x, angles.y );
		}
		break;

	default:
		CBaseMonster::RunTask( pTask );
		break;
	}
}
コード例 #14
0
ファイル: vehicle_apc.cpp プロジェクト: paralin/hl2sdk
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropAPC::Event_Killed( const CTakeDamageInfo &info )
{
	m_OnDeath.FireOutput( info.GetAttacker(), this );

	Vector vecAbsMins, vecAbsMaxs;
	CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );

	Vector vecNormalizedMins, vecNormalizedMaxs;
	CollisionProp()->WorldToNormalizedSpace( vecAbsMins, &vecNormalizedMins );
	CollisionProp()->WorldToNormalizedSpace( vecAbsMaxs, &vecNormalizedMaxs );

	Vector vecAbsPoint;
	CPASFilter filter( GetAbsOrigin() );
	for (int i = 0; i < 5; i++)
	{
		CollisionProp()->RandomPointInBounds( vecNormalizedMins, vecNormalizedMaxs, &vecAbsPoint );
		te->Explosion( filter, random->RandomFloat( 0.0, 1.0 ),	&vecAbsPoint, 
			g_sModelIndexFireball, random->RandomInt( 4, 10 ), 
			random->RandomInt( 8, 15 ), 
			( i < 2 ) ? TE_EXPLFLAG_NODLIGHTS : TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NOFIREBALLSMOKE | TE_EXPLFLAG_NODLIGHTS,
			100, 0 );
	}

	// TODO: make the gibs spawn in sync with the delayed explosions
	int nGibs = random->RandomInt( 1, 4 );
	for ( int i = 0; i < nGibs; i++)
	{
		// Throw a flaming, smoking chunk.
		CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
		pChunk->Spawn( "models/gibs/hgibs.mdl" );
		pChunk->SetBloodColor( DONT_BLEED );

		QAngle vecSpawnAngles;
		vecSpawnAngles.Random( -90, 90 );
		pChunk->SetAbsOrigin( vecAbsPoint );
		pChunk->SetAbsAngles( vecSpawnAngles );

		int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
		pChunk->Spawn( s_pChunkModelName[nGib] );
		pChunk->SetOwnerEntity( this );
		pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
		pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
		IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
		
		// Set the velocity
		if ( pPhysicsObject )
		{
			pPhysicsObject->EnableMotion( true );
			Vector vecVelocity;

			QAngle angles;
			angles.x = random->RandomFloat( -20, 20 );
			angles.y = random->RandomFloat( 0, 360 );
			angles.z = 0.0f;
			AngleVectors( angles, &vecVelocity );
			
			vecVelocity *= random->RandomFloat( 300, 900 );
			vecVelocity += GetAbsVelocity();

			AngularImpulse angImpulse;
			angImpulse = RandomAngularImpulse( -180, 180 );

			pChunk->SetAbsVelocity( vecVelocity );
			pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
		}

		CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
		if ( pFlame != NULL )
		{
			pFlame->SetLifetime( pChunk->m_lifeTime );
		}
	}

	UTIL_ScreenShake( vecAbsPoint, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );

	if( hl2_episodic.GetBool() )
	{
		// EP1 perf hit
		Ignite( 6, false );
	}
	else
	{
		Ignite( 60, false );
	}

	m_lifeState = LIFE_DYING;

	// Spawn a lesser amount if the player is close
	m_iRocketSalvoLeft = DEATH_VOLLEY_ROCKET_COUNT;
	m_flRocketTime = gpGlobals->curtime;
}
コード例 #15
0
ファイル: vehicle_apc.cpp プロジェクト: paralin/hl2sdk
//------------------------------------------------------------------------------
// Pow!
//------------------------------------------------------------------------------
void CPropAPC::ExplodeAndThrowChunk( const Vector &vecExplosionPos )
{
	ExplosionCreate( vecExplosionPos, vec3_angle, this, 1000, 500, 
		SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS	|
		SF_ENVEXPLOSION_NOSMOKE  | SF_ENVEXPLOSION_NOFIREBALLSMOKE, 0 );
	UTIL_ScreenShake( vecExplosionPos, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );

	// Drop a flaming, smoking chunk.
	CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
	pChunk->Spawn( "models/gibs/hgibs.mdl" );
	pChunk->SetBloodColor( DONT_BLEED );

	QAngle vecSpawnAngles;
	vecSpawnAngles.Random( -90, 90 );
	pChunk->SetAbsOrigin( vecExplosionPos );
	pChunk->SetAbsAngles( vecSpawnAngles );

	int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
	pChunk->Spawn( s_pChunkModelName[nGib] );
	pChunk->SetOwnerEntity( this );
	pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
	pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
	IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
	
	// Set the velocity
	if ( pPhysicsObject )
	{
		pPhysicsObject->EnableMotion( true );
		Vector vecVelocity;

		QAngle angles;
		angles.x = random->RandomFloat( -40, 0 );
		angles.y = random->RandomFloat( 0, 360 );
		angles.z = 0.0f;
		AngleVectors( angles, &vecVelocity );
		
		vecVelocity *= random->RandomFloat( 300, 900 );
		vecVelocity += GetAbsVelocity();

		AngularImpulse angImpulse;
		angImpulse = RandomAngularImpulse( -180, 180 );

		pChunk->SetAbsVelocity( vecVelocity );
		pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
	}

	CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
	if ( pFlame != NULL )
	{
		pFlame->SetLifetime( pChunk->m_lifeTime );
	}
}
コード例 #16
0
ファイル: tank.cpp プロジェクト: jlecorre/hlinvasion
void CTank :: TankDeath ( void )
{
	bTankDead = 1;
	pev->sequence = 2;/*LookupSequence( "die" );*/
	ResetSequenceInfo ();

	m_pPlayer->TakeDamage ( pev,pev,(float)999, DMG_CRUSH );	// mouru

	pev->velocity = pev->avelocity = m_pTankBSP->pev->velocity = m_pTankBSP->pev->avelocity =Vector (0,0,0);
	m_pTankBSP->pev->origin = pev->origin;
	m_pTankBSP->pev->angles = pev->angles;

	m_pCam->pev->velocity = m_pCam->pev->avelocity = Vector (0,0,0);

	UpdateSound ();

	SetThink ( DeadThink );
	pev->nextthink = gpGlobals->time + 29 / 21.0;

	// maman, c'est quoi qu'a fait boum ?

	EMIT_SOUND(ENT(pev), CHAN_AUTO, TANK_EXPLO_SOUND1, 1, ATTN_NORM);	
	EMIT_SOUND(ENT(pev), CHAN_WEAPON, TANK_EXPLO_SOUND2, 1, ATTN_NORM);	


	// sprites de feu - explosion

	for ( int i=0; i<20; i++ )
	{
		CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_FEU, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 50), TRUE );
		pSpr->SetScale ( SPRITE_FEU_SCALE*2 );
		pSpr->AnimateAndDie ( RANDOM_FLOAT(20,22) );
		pSpr->SetTransparency ( kRenderTransAdd, 255, 255, 255, 120, kRenderFxNone );

		pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-150,150),RANDOM_FLOAT(-150,150),100/*RANDOM_FLOAT(130,150)*/ );
	}
	// sprites de feu en colonne

	for ( i=0; i<6; i++ )
	{
		CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_FEU, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE );
		pSpr->SetScale ( SPRITE_FEU_SCALE );
		pSpr->AnimateAndDie ( RANDOM_FLOAT(20,25) );
		pSpr->SetTransparency ( kRenderTransAdd, 255, 255, 255, 120, kRenderFxNone );

		pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),140/*RANDOM_FLOAT(130,150)*/ );
	}

	for ( i=0; i<10; i++ )
	{
		CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_SMOKEBALL, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE );
		pSpr->SetScale ( SPRITE_SMOKEBALL_SCALE );
		pSpr->AnimateAndDie ( RANDOM_FLOAT(2,3) );
		pSpr->SetTransparency ( kRenderTransAlpha, 255, 255, 255, 255, kRenderFxNone );
		pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),RANDOM_FLOAT(50,50) );
	}


	// gibs

	for ( i = 0; i<20; i++ )
	{
		CGib *pGib = GetClassPtr( (CGib *)NULL );
		pGib->Spawn( "models/mechgibs.mdl" );
		pGib->m_bloodColor = DONT_BLEED;
		pGib->pev->body = RANDOM_LONG (1,5);

		pGib->pev->origin = pev->origin + Vector ( 0, 0, 250 );
		pGib->pev->velocity = Vector ( RANDOM_FLOAT(-200,200),RANDOM_FLOAT(-200,200),RANDOM_FLOAT(0,400));
		pGib->pev->avelocity = Vector ( RANDOM_FLOAT(-1000,1000), RANDOM_FLOAT(-1000,1000), RANDOM_FLOAT(-1000,1000) );

		pGib->pev->solid = SOLID_NOT;
		pGib->SetThink(SUB_Remove);
		pGib->pev->nextthink = gpGlobals->time + 1;
	}

	// étincelles

	for ( i = 0; i < 10; i++ )
	{
		Create( "spark_shower", pev->origin, Vector (0,0,1), NULL );
	}



}
コード例 #17
0
ファイル: gib.cpp プロジェクト: BenLubar/SwarmDirector2
void CGib::SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs )
{
	int i;

	if ( g_Language.GetInt() == LANGUAGE_GERMAN )
	{
		// no sticky gibs in germany right now!
		return; 
	}

	for ( i = 0 ; i < cGibs ; i++ )
	{
		CGib *pGib = (CGib *)CreateEntityByName( "gib" );

		pGib->Spawn( "models/stickygib.mdl" );
		pGib->m_nBody = random->RandomInt(0,2);

		if ( pVictim )
		{
			pGib->SetLocalOrigin(
				Vector( vecOrigin.x + random->RandomFloat( -3, 3 ),
						vecOrigin.y + random->RandomFloat( -3, 3 ),
						vecOrigin.z + random->RandomFloat( -3, 3 ) ) );

			// make the gib fly away from the attack vector
			Vector vecNewVelocity = g_vecAttackDir * -1;

			// mix in some noise
			vecNewVelocity.x += random->RandomFloat ( -0.15, 0.15 );
			vecNewVelocity.y += random->RandomFloat ( -0.15, 0.15 );
			vecNewVelocity.z += random->RandomFloat ( -0.15, 0.15 );

			vecNewVelocity *= 900;

			QAngle vecAngVelocity( random->RandomFloat ( 250, 400 ), random->RandomFloat ( 250, 400 ), 0 );
			pGib->SetLocalAngularVelocity( vecAngVelocity );

			// copy owner's blood color
			pGib->SetBloodColor( pVictim->BloodColor() );
		
			pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
			pGib->SetAbsVelocity( vecNewVelocity );
			
			pGib->SetMoveType( MOVETYPE_FLYGRAVITY );
			pGib->RemoveSolidFlags( FSOLID_NOT_SOLID );
			pGib->SetCollisionBounds( vec3_origin, vec3_origin );
			pGib->SetTouch ( &CGib::StickyGibTouch );
			pGib->SetThink (NULL);
		}
		pGib->LimitVelocity();
	}
}
コード例 #18
0
// Fograin92: Extension of "cough" animation, just for fun
void CGrapple::PukeGibs(void)
{
	// Fograin92: Make sure we go back to idle anim after this
	SetThink(&CGrapple::WeaponIdle);
	pev->nextthink = gpGlobals->time + 1.3;

#ifndef CLIENT_DLL

	// Fograin92: Get proper XYZ values
	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); 
	Vector GunPosition = m_pPlayer->GetGunPosition();
	GunPosition = GunPosition + gpGlobals->v_up * -4 + gpGlobals->v_right * 3 + gpGlobals->v_forward * 16;

	CGib *pGib = GetClassPtr( (CGib *)NULL );

	// Fograin92: Changed model dir and names
			int iRandom = RANDOM_LONG(2, 11);

			switch( iRandom)
			{
				case 2:		pGib->Spawn( "models/gibs/human_gib2.mdl" );	break;
				case 3:		pGib->Spawn( "models/gibs/human_gib3.mdl" );	break;
				case 4:		pGib->Spawn( "models/gibs/human_gib4.mdl" );	break;
				case 5:		pGib->Spawn( "models/gibs/human_gib5.mdl" );	break;
				case 6:		pGib->Spawn( "models/gibs/human_gib6.mdl" );	break;
				case 7:		pGib->Spawn( "models/gibs/human_gib7.mdl" );	break;
				case 8:		pGib->Spawn( "models/gibs/human_gib8.mdl" );	break;
				case 9:		pGib->Spawn( "models/gibs/human_gib9.mdl" );	break;
				case 10:	pGib->Spawn( "models/gibs/human_gib10.mdl" );	break;
				case 11:	pGib->Spawn( "models/gibs/human_gib11.mdl" );	break;

				default:	pGib->Spawn( "models/gibs/human_gib3.mdl" );	break;
			}

			pGib->pev->body = 0;


	//pGib->Spawn( "models/hgibs.mdl" );
	pGib->m_bloodColor = BLOOD_COLOR_RED;
	pGib->pev->body = 0;
	pGib->pev->origin = GunPosition + gpGlobals->v_forward * 40;
	pGib->pev->velocity = gpGlobals->v_forward * 100;

	// Fograin92: Some spin variations
	pGib->pev->avelocity.x = RANDOM_LONG( 200, 600 );
	pGib->pev->avelocity.y = RANDOM_LONG( 200, 600 );
	pGib->pev->avelocity.z = RANDOM_LONG( 100, 200 );

	pGib->pev->nextthink = gpGlobals->time + 10.0;
	pGib->SetThink( &CBaseEntity::SUB_FadeOut );

	// Fograin92: Cough some blood
	MESSAGE_BEGIN(MSG_ALL, gmsgParticles);
		WRITE_SHORT(0);
		WRITE_BYTE(0);
		WRITE_COORD( pGib->pev->origin.x );
	    WRITE_COORD( pGib->pev->origin.y );
		WRITE_COORD( pGib->pev->origin.z );
		WRITE_COORD( pGib->pev->avelocity.x );
		WRITE_COORD( pGib->pev->avelocity.y );
		WRITE_COORD( pGib->pev->avelocity.z );
		WRITE_SHORT(iImpactBloodRed);
    MESSAGE_END();

#endif
}
コード例 #19
0
ファイル: combat.cpp プロジェクト: a1batross/ReGameDLL_CS
void CGib::SpawnRandomGibs(entvars_t *pevVictim, int cGibs, int human)
{
	int cSplat;
	for (cSplat = 0; cSplat < cGibs; ++cSplat)
	{
		CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL);

		if (g_Language == LANGUAGE_GERMAN)
		{
			pGib->Spawn("models/germangibs.mdl");
			pGib->pev->body = RANDOM_LONG(0, GERMAN_GIB_COUNT - 1);
		}
		else
		{
			if (human)
			{
				// human pieces
				pGib->Spawn("models/hgibs.mdl");
				// start at one to avoid throwing random amounts of skulls (0th gib)
				pGib->pev->body = RANDOM_LONG(1, HUMAN_GIB_COUNT - 1);
			}
			else
			{
				// aliens
				pGib->Spawn("models/agibs.mdl");
				pGib->pev->body = RANDOM_LONG(0, ALIEN_GIB_COUNT - 1);
			}
		}

		if (pevVictim)
		{
			// spawn the gib somewhere in the monster's bounding volume
			pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT(0, 1));
			pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT(0, 1));
			// absmin.z is in the floor because the engine subtracts 1 to enlarge the box
			pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT(0, 1)) + 1;

			// make the gib fly away from the attack vector
			pGib->pev->velocity = g_vecAttackDir * -1;

			// mix in some noise
			pGib->pev->velocity.x += RANDOM_FLOAT(-0.25, 0.25);
			pGib->pev->velocity.y += RANDOM_FLOAT(-0.25, 0.25);
			pGib->pev->velocity.z += RANDOM_FLOAT(-0.25, 0.25);

			pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT(300, 400);

			pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200);
			pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300);

			// copy owner's blood color
			pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();

			if (pevVictim->health > -50)
				pGib->pev->velocity = pGib->pev->velocity * 0.7;

			else if (pevVictim->health > -200)
				pGib->pev->velocity = pGib->pev->velocity * 2;
			else
				pGib->pev->velocity = pGib->pev->velocity * 4;

			pGib->pev->solid = SOLID_BBOX;
			UTIL_SetSize(pGib->pev, Vector(0, 0, 0), Vector(0, 0, 0));
		}
		pGib->LimitVelocity();
	}
}
コード例 #20
0
//LRC - changed signature, to support custom gib models
void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int notfirst, const char *szGibModel )
{
	if (cGibs == 0) return; // spawn nothing!

	CGib *pGib = GetClassPtr( (CGib *)NULL );
	pGib->Spawn( szGibModel );

	//LRC - check the model itself to find out how many gibs are available
	studiohdr_t *pstudiohdr = (studiohdr_t *)(GET_MODEL_PTR( ENT(pGib->pev) ));
	if (! pstudiohdr)
		return;

	mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex);
	//ALERT(at_console, "read %d bodyparts, canonical is %d\n", pbodypart->nummodels, HUMAN_GIB_COUNT);

	for (int cSplat = 0 ; cSplat < cGibs ; cSplat++ )
	{
		if (pGib == NULL) // first time through, we set pGib before the loop started
		{
			pGib = GetClassPtr( (CGib *)NULL );
			pGib->Spawn( szGibModel );
		}

		if (notfirst)
			pGib->pev->body = RANDOM_LONG(1, pbodypart->nummodels - 1);// start at one to avoid throwing random amounts of skulls (0th gib)
		else
			pGib->pev->body = RANDOM_LONG(0, pbodypart->nummodels - 1);

		if ( pevVictim )
		{
			// spawn the gib somewhere in the monster's bounding volume
			pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) );
			pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT ( 0 , 1 ) );
			pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT ( 0 , 1 ) ) + 1;	// absmin.z is in the floor because the engine subtracts 1 to enlarge the box

			// make the gib fly away from the attack vector
			pGib->pev->velocity = g_vecAttackDir * -1;

			// mix in some noise
			pGib->pev->velocity.x += RANDOM_FLOAT ( -0.25, 0.25 );
			pGib->pev->velocity.y += RANDOM_FLOAT ( -0.25, 0.25 );
			pGib->pev->velocity.z += RANDOM_FLOAT ( -0.25, 0.25 );

			pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT ( 300, 400 );

			pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
			pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );

			// copy owner's blood color
			pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
			
			if ( pevVictim->health > -50)
			{
				pGib->pev->velocity = pGib->pev->velocity * 0.7;
			}
			else if ( pevVictim->health > -200)
			{
				pGib->pev->velocity = pGib->pev->velocity * 2;
			}
			else
			{
				pGib->pev->velocity = pGib->pev->velocity * 4;
			}

			pGib->pev->solid = SOLID_BBOX;
			UTIL_SetSize ( pGib->pev, Vector( 0 , 0 , 0 ), Vector ( 0, 0, 0 ) );
		}
		pGib->LimitVelocity();
		pGib = NULL; //LRC
	}
}
コード例 #21
0
ファイル: combat.cpp プロジェクト: 6779660/halflife
void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human )
{
	int cSplat;

	for ( cSplat = 0 ; cSplat < cGibs ; cSplat++ )
	{
		CGib *pGib = GetClassPtr( (CGib *)NULL );

		if ( g_Language == LANGUAGE_GERMAN )
		{
			pGib->Spawn( "models/germangibs.mdl" );
			pGib->pev->body = RANDOM_LONG(0,GERMAN_GIB_COUNT-1);
		}
		else
		{
			if ( human )
			{
				// human pieces
				pGib->Spawn( "models/hgibs.mdl" );
				pGib->pev->body = RANDOM_LONG(1,HUMAN_GIB_COUNT-1);// start at one to avoid throwing random amounts of skulls (0th gib)
			}
			else
			{
				// aliens
				pGib->Spawn( "models/agibs.mdl" );
				pGib->pev->body = RANDOM_LONG(0,ALIEN_GIB_COUNT-1);
			}
		}

		if ( pevVictim )
		{
			// spawn the gib somewhere in the monster's bounding volume
			pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) );
			pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT ( 0 , 1 ) );
			pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT ( 0 , 1 ) ) + 1;	// absmin.z is in the floor because the engine subtracts 1 to enlarge the box

			// make the gib fly away from the attack vector
			pGib->pev->velocity = g_vecAttackDir * -1;

			// mix in some noise
			pGib->pev->velocity.x += RANDOM_FLOAT ( -0.25, 0.25 );
			pGib->pev->velocity.y += RANDOM_FLOAT ( -0.25, 0.25 );
			pGib->pev->velocity.z += RANDOM_FLOAT ( -0.25, 0.25 );

			pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT ( 600, 700 );

			pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 );
			pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 );

			// copy owner's blood color
			pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();
			
			if ( pevVictim->health > -50)
			{
				pGib->pev->velocity = pGib->pev->velocity * 0.7;
			}
			else if ( pevVictim->health > -200)
			{
				pGib->pev->velocity = pGib->pev->velocity * 2;
			}
			else
			{
				pGib->pev->velocity = pGib->pev->velocity * 4;
			}

			pGib->pev->solid = SOLID_BBOX;
			UTIL_SetSize ( pGib->pev, Vector( 0 , 0 , 0 ), Vector ( 0, 0, 0 ) );

			// Set its groupinfo to the player's
			pGib->pev->groupinfo = pevVictim->groupinfo;
			// Since this only ever happens when a player is hit by a frozen decapitator disc, make the gibs glow
			pGib->pev->renderfx = kRenderFxGlowShell;
			pGib->pev->rendercolor = Vector( 150,150,250 );
			pGib->pev->renderamt = 100;
		}
		pGib->LimitVelocity();
	}
}
コード例 #22
0
//=========================================================
// RunTask
//=========================================================
void CNPC_Gargantua::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_DIE:

		if ( gpGlobals->curtime > m_flWaitFinished )
		{
			//TEMP TEMP
			m_nRenderFX = kRenderFxExplode;
			SetRenderColor( 255, 0, 0 , 255 );
			StopAnimation();
			SetNextThink( gpGlobals->curtime + 0.15 );
			SetThink( &CBaseEntity::SUB_Remove );

			int i;
		
			int parts = modelinfo->GetModelFrameCount( modelinfo->GetModel( gGargGibModel ) );

			for ( i = 0; i < 10; i++ )
			{
				CGib *pGib = CREATE_ENTITY( CGib, "gib" );

				pGib->Spawn( GARG_GIB_MODEL);
				
				int bodyPart = 0;

				if ( parts > 1 )
					 bodyPart = random->RandomInt( 0, parts-1 );

				pGib->SetBodygroup( 0, bodyPart );
				pGib->SetBloodColor( BLOOD_COLOR_YELLOW );
				pGib->m_material = matNone;
				pGib->SetAbsOrigin( GetAbsOrigin() );
				pGib->SetAbsVelocity( UTIL_RandomBloodVector() * random->RandomFloat( 300, 500 ) );
	
				pGib->SetNextThink( gpGlobals->curtime + 1.25 );
				pGib->SetThink( &CBaseEntity::SUB_FadeOut );
			}
	
			Vector vecSize = Vector( 200, 200, 128 );
			CPVSFilter filter( GetAbsOrigin() );
			te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle, vecSize, vec3_origin, 
				gGargGibModel, 200, 50, 3.0, BREAK_FLESH );
	
			return;
		}
		else
			BaseClass::RunTask( pTask );
		break;

	case TASK_FLAME_SWEEP:
		if ( gpGlobals->curtime > m_flWaitFinished )
		{
			//TEMP TEMP
			FlameDestroy();
			TaskComplete();
			FlameControls( 0, 0 );
			SetBoneController( 0, 0 );
			SetBoneController( 1, 0 );
		}
		else
		{
			bool cancel = false;

			QAngle angles = QAngle( 0, 0, 0 );

			//TEMP TEMP
			FlameUpdate();
			CBaseEntity *pEnemy = GetEnemy();

			if ( pEnemy )
			{
				Vector org = GetAbsOrigin();
				org.z += 64;
				Vector dir = pEnemy->BodyTarget(org) - org;

				VectorAngles( dir, angles );
				angles.x = -angles.x;
				angles.y -= GetAbsAngles().y;

				if ( dir.Length() > 400 )
					cancel = true;
			}
			if ( fabs(angles.y) > 60 )
				cancel = true;
			
			if ( cancel )
			{
				m_flWaitFinished -= 0.5;
				m_flameTime -= 0.5;
			}

			//TEMP TEMP
			//FlameControls( angles.x + 2 * sin(gpGlobals->curtime*8), angles.y + 28 * sin(gpGlobals->curtime*8.5) );
			FlameControls( angles.x, angles.y );
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}