//------------------------------------------------------------------------------ // Pow! //------------------------------------------------------------------------------ void CPropAPC2::ExplodeAndThrowChunk( const Vector &vecExplosionPos ) { ExplosionCreate( vecExplosionPos, vec3_angle, this, 1000, 500.0f, 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 ); } pChunk->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); }