コード例 #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CAntlionGrub::FadeGlow( void )
{
	if ( m_hGlowSprite )
	{
		m_hGlowSprite->FadeAndDie( 0.25f );
	}
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::UpdateOnRemove( void )
{
	DestroyConstraint();

	if ( m_hGlowSprite != NULL )
	{
		m_hGlowSprite->FadeAndDie( 0.5f );
		m_hGlowSprite = NULL;
	}

	if ( m_hParticleEffect )
	{
		UTIL_Remove( m_hParticleEffect );
	}

	BaseClass::UpdateOnRemove();
}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOther - 
//-----------------------------------------------------------------------------
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
	if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
		return;

	if ( pOther->m_takedamage != DAMAGE_NO )
	{
		trace_t	tr, tr2;
		tr = BaseClass::GetTouchTrace();
		Vector	vecNormalizedVel = GetAbsVelocity();

		ClearMultiDamage();
		VectorNormalize( vecNormalizedVel );

		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_NEVERGIB );
			dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}
		else
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET | DMG_NEVERGIB );
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}

		ApplyMultiDamage();

		//Adrian: keep going through the glass.
		if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
			 return;

		SetAbsVelocity( Vector( 0, 0, 0 ) );

		// play body "thwack" sound
		EmitSound( "Weapon_Crossbow.BoltHitBody" );

		Vector vForward;

		AngleVectors( GetAbsAngles(), &vForward );
		VectorNormalize ( vForward );

		UTIL_TraceLine( GetAbsOrigin(),	GetAbsOrigin() + vForward * 128, MASK_OPAQUE, pOther, COLLISION_GROUP_NONE, &tr2 );

		if ( tr2.fraction != 1.0f )
		{
//			NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
//			NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );

			if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
			{
				CEffectData	data;

				data.m_vOrigin = tr2.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = tr2.fraction != 1.0f;
			
				DispatchEffect( "BoltImpact", data );
			}
		}
		
		SetTouch( NULL );
		SetThink( NULL );

		UTIL_Remove( this );
	}
	else
	{
		trace_t	tr;
		tr = BaseClass::GetTouchTrace();

		// See if we struck the world
		if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
		{
			EmitSound( "Weapon_Crossbow.BoltHitWorld" );

			// if what we hit is static architecture, can stay around for a while.
			Vector vecDir = GetAbsVelocity();
			float speed = VectorNormalize( vecDir );

			// See if we should reflect off this surface
			float hitDot = DotProduct( tr.plane.normal, -vecDir );
			
			if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
			{
				Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir;
				
				QAngle reflectAngles;

				VectorAngles( vReflection, reflectAngles );

				SetLocalAngles( reflectAngles );

				SetAbsVelocity( vReflection * speed * 0.75f );

				// Start to sink faster
				SetGravity( 1.0f );
			}
			else
			{
				SetThink( &CCrossbowBolt::SUB_Remove );
				SetNextThink( gpGlobals->curtime + 2.0f );
				
				//FIXME: We actually want to stick (with hierarchy) to what we've hit
				SetMoveType( MOVETYPE_NONE );
			
				Vector vForward;

				AngleVectors( GetAbsAngles(), &vForward );
				VectorNormalize ( vForward );

				CEffectData	data;

				data.m_vOrigin = tr.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = 0;
			
				DispatchEffect( "BoltImpact", data );
				
				UTIL_ImpactTrace( &tr, DMG_BULLET );

				AddEffects( EF_NODRAW );
				SetTouch( NULL );
				SetThink( &CCrossbowBolt::SUB_Remove );
				SetNextThink( gpGlobals->curtime + 2.0f );

				if ( m_pGlowSprite != NULL )
				{
					m_pGlowSprite->TurnOn();
					m_pGlowSprite->FadeAndDie( 3.0f );
				}
			}
			
			// Shoot some sparks
			if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
			{
				g_pEffects->Sparks( GetAbsOrigin() );
			}
		}
		else
		{
			// Put a mark unless we've hit the sky
			if ( ( tr.surface.flags & SURF_SKY ) == false )
			{
				UTIL_ImpactTrace( &tr, DMG_BULLET );
			}

			UTIL_Remove( this );
		}
	}

	if ( g_pGameRules->IsMultiplayer() )
	{
//		SetThink( &CCrossbowBolt::ExplodeThink );
//		SetNextThink( gpGlobals->curtime + 0.1f );
	}
}
コード例 #4
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
	if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
	{
		// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
		if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
			return;
	}

	if ( pOther->m_takedamage != DAMAGE_NO )
	{
		trace_t	tr, tr2;
		tr = BaseClass::GetTouchTrace();
		Vector	vecNormalizedVel = GetAbsVelocity();

		ClearMultiDamage();
		VectorNormalize( vecNormalizedVel );

#if defined(HL2_EPISODIC)
		//!!!HACKHACK - specific hack for ep2_outland_10 to allow crossbow bolts to pass through her bounding box when she's crouched in front of the player
		// (the player thinks they have clear line of sight because Alyx is crouching, but her BBOx is still full-height and blocks crossbow bolts.
		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->Classify() == CLASS_PLAYER_ALLY_VITAL && FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
		{
			// Change the owner to stop further collisions with Alyx. We do this by making her the owner.
			// The player won't get credit for this kill but at least the bolt won't magically disappear!
			SetOwnerEntity( pOther );
			return;
		}
#endif//HL2_EPISODIC

		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_NEVERGIB );
			dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );

			CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() );
			if ( pPlayer )
			{
				gamestats->Event_WeaponHit( pPlayer, true, "weapon_crossbow", dmgInfo );
			}

		}
		else
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_BULLET | DMG_NEVERGIB );
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}

		ApplyMultiDamage();

		//Adrian: keep going through the glass.
		if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
			 return;

		/*if ( !pOther->IsAlive() )
		{
			// We killed it! 
			const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
			if ( pdata->game.material == CHAR_TEX_GLASS )
			{
				return;
			}
		}*/

		SetAbsVelocity( Vector( 0, 0, 0 ) );

		// play body "thwack" sound
		EmitSound( "Weapon_Crossbow.BoltHitBody" );

		Vector vForward;

		AngleVectors( GetAbsAngles(), &vForward );
		VectorNormalize ( vForward );

		UTIL_TraceLine( GetAbsOrigin(),	GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 );

		if ( tr2.fraction != 1.0f )
		{
//			NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
//			NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );

			if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
			{
				CEffectData	data;

				data.m_vOrigin = tr2.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = tr2.fraction != 1.0f;
			
				DispatchEffect( "BoltImpact", data );
			}
		}
		
		SetTouch( NULL );
		SetThink( NULL );

		if ( !g_pGameRules->IsMultiplayer() )
		{
			UTIL_Remove( this );
		}
	}
	else
	{
		trace_t	tr;
		tr = BaseClass::GetTouchTrace();

		// See if we struck the world
		if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
		{
			EmitSound( "Weapon_Crossbow.BoltHitWorld" );

			// if what we hit is static architecture, can stay around for a while.
			Vector vecDir = GetAbsVelocity();
			float speed = VectorNormalize( vecDir );

			// See if we should reflect off this surface
			float hitDot = DotProduct( tr.plane.normal, -vecDir );
			
			if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
			{
				Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir;
				
				QAngle reflectAngles;

				VectorAngles( vReflection, reflectAngles );

				SetLocalAngles( reflectAngles );

				SetAbsVelocity( vReflection * speed * 0.75f );

				// Start to sink faster
				SetGravity( 1.0f );
			}
			else
			{
				SetThink( &CCrossbowBolt::SUB_Remove );
				SetNextThink( gpGlobals->curtime + 2.0f );
				
				//FIXME: We actually want to stick (with hierarchy) to what we've hit
				SetMoveType( MOVETYPE_NONE );
			
				Vector vForward;

				AngleVectors( GetAbsAngles(), &vForward );
				VectorNormalize ( vForward );

				CEffectData	data;

				data.m_vOrigin = tr.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = 0;
			
				DispatchEffect( "BoltImpact", data );
				
				UTIL_ImpactTrace( &tr, DMG_BULLET );

				AddEffects( EF_NODRAW );
				SetTouch( NULL );
				SetThink( &CCrossbowBolt::SUB_Remove );
				SetNextThink( gpGlobals->curtime + 2.0f );

				if ( m_pGlowSprite != NULL )
				{
					m_pGlowSprite->TurnOn();
					m_pGlowSprite->FadeAndDie( 3.0f );
				}
			}
			
			// Shoot some sparks
			if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
			{
				g_pEffects->Sparks( GetAbsOrigin() );
			}
		}
		else
		{
			// Put a mark unless we've hit the sky
			if ( ( tr.surface.flags & SURF_SKY ) == false )
			{
				UTIL_ImpactTrace( &tr, DMG_BULLET );
			}

			UTIL_Remove( this );
		}
	}

	if ( g_pGameRules->IsMultiplayer() )
	{
//		SetThink( &CCrossbowBolt::ExplodeThink );
//		SetNextThink( gpGlobals->curtime + 0.1f );
	}
}