// функция отрывания и выбрасывания головы // Cremator's head is separated from the body and dropped on death. // Input: head's velocity. // TODO: make it part of brickbat ammo list. void CNPC_Cremator::DropHead( int iVelocity ) { CPhysicsProp *pGib = assert_cast<CPhysicsProp*>(CreateEntityByName( "prop_physics" )); pGib->SetAbsOrigin( GetAbsOrigin() ); pGib->SetAbsAngles( GetAbsAngles() ); pGib->SetAbsVelocity( GetAbsVelocity() ); pGib->SetModel( GetHeadpropModel() ); pGib->Spawn(); pGib->SetMoveType( MOVETYPE_VPHYSICS ); Vector vecVelocity; pGib->GetMassCenter( &vecVelocity ); vecVelocity -= WorldSpaceCenter(); vecVelocity.z = fabs(vecVelocity.z); VectorNormalize( vecVelocity ); float flRandomVel = random->RandomFloat( 35, 75 ); vecVelocity *= (iVelocity * flRandomVel) / 15; vecVelocity.z += 100.0f; AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 ); IPhysicsObject *pObj = pGib->VPhysicsGetObject(); if ( pObj != NULL ) { pObj->AddVelocity( &vecVelocity, &angImpulse ); } pGib->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE ); }
//----------------------------------------------------------------------------- // Create a corpse //----------------------------------------------------------------------------- void CPropAPC::CreateCorpse( ) { m_lifeState = LIFE_DEAD; for ( int i = 0; i < APC_MAX_GIBS; ++i ) { CPhysicsProp *pGib = assert_cast<CPhysicsProp*>(CreateEntityByName( "prop_physics" )); pGib->SetAbsOrigin( GetAbsOrigin() ); pGib->SetAbsAngles( GetAbsAngles() ); pGib->SetAbsVelocity( GetAbsVelocity() ); pGib->SetModel( s_pGibModelName[i] ); pGib->Spawn(); pGib->SetMoveType( MOVETYPE_VPHYSICS ); float flMass = pGib->GetMass(); if ( flMass < 200 ) { Vector vecVelocity; pGib->GetMassCenter( &vecVelocity ); vecVelocity -= WorldSpaceCenter(); vecVelocity.z = fabs(vecVelocity.z); VectorNormalize( vecVelocity ); // Apply a force that would make a 100kg mass travel 150 - 300 m/s float flRandomVel = random->RandomFloat( 150, 300 ); vecVelocity *= (100 * flRandomVel) / flMass; vecVelocity.z += 100.0f; AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 ); IPhysicsObject *pObj = pGib->VPhysicsGetObject(); if ( pObj != NULL ) { pObj->AddVelocity( &vecVelocity, &angImpulse ); } pGib->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); } if( hl2_episodic.GetBool() ) { // EP1 perf hit pGib->Ignite( 6, false ); } else { pGib->Ignite( 60, false ); } } AddSolidFlags( FSOLID_NOT_SOLID ); AddEffects( EF_NODRAW ); UTIL_Remove( this ); }
void QUA_helicopter::CreateCorpse( ) { m_lifeState = LIFE_DEAD; for ( int i = 0; i < HELICOPTER_MAX_GIBS; ++i ) { CPhysicsProp *pGib = assert_cast<CPhysicsProp*>(CreateEntityByName( "prop_physics_multiplayer" )); pGib->SetAbsOrigin( GetAbsOrigin() ); pGib->SetAbsAngles( GetAbsAngles() ); pGib->SetAbsVelocity( GetAbsVelocity() ); pGib->SetModel( s_pGibModelName[i] ); pGib->Spawn(); pGib->SetMoveType( MOVETYPE_VPHYSICS ); float flMass = pGib->GetMass(); /*if ( flMass < 200 ) {*/ Vector vecVelocity; pGib->GetMassCenter( &vecVelocity ); vecVelocity -= WorldSpaceCenter(); vecVelocity.z = fabs(vecVelocity.z); VectorNormalize( vecVelocity ); // Apply a force that would make a 100kg mass travel 150 - 300 m/s float flRandomVel = random->RandomFloat( 150, 300 ); vecVelocity *= (100 * flRandomVel) / flMass; vecVelocity.z += 100.0f; AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 ); IPhysicsObject *pObj = pGib->VPhysicsGetObject(); if ( pObj != NULL ) { pObj->AddVelocity( &vecVelocity, &angImpulse ); } pGib->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); /*}*/ pGib->Ignite( 60, false ); pGib->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); } AddSolidFlags( FSOLID_NOT_SOLID ); AddEffects( EF_NODRAW ); UTIL_RemoveImmediate( this ); }
//----------------------------------------------------------------------------- // Create a corpse //----------------------------------------------------------------------------- void CPropAPC2::CreateCorpse( ) { m_lifeState = LIFE_DEAD; for ( int i = 0; i < APC_MAX_GIBS; ++i ) { CPhysicsProp *pGib = assert_cast<CPhysicsProp*>(CreateEntityByName( "prop_physics_multiplayer" )); pGib->SetAbsOrigin( GetAbsOrigin() ); pGib->SetAbsAngles( GetAbsAngles() ); pGib->SetAbsVelocity( GetAbsVelocity() ); pGib->SetModel( s_pGibModelName[i] ); pGib->Spawn(); pGib->SetMoveType( MOVETYPE_VPHYSICS ); float flMass = pGib->GetMass(); /*if ( flMass < 200 ) {*/ Vector vecVelocity; pGib->GetMassCenter( &vecVelocity ); vecVelocity -= WorldSpaceCenter(); vecVelocity.z = fabs(vecVelocity.z); VectorNormalize( vecVelocity ); // Apply a force that would make a 100kg mass travel 150 - 300 m/s float flRandomVel = random->RandomFloat( 150, 300 ); vecVelocity *= (100 * flRandomVel) / flMass; vecVelocity.z += 100.0f; AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 ); IPhysicsObject *pObj = pGib->VPhysicsGetObject(); if ( pObj != NULL ) { pObj->AddVelocity( &vecVelocity, &angImpulse ); } pGib->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); /*}*/ //pGib->Ignite( 60, false ); pGib->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); } // CPropAPC2 *pAPC = (CPropAPC2 *)CreateEntityByName( "prop_vehicle_apc2" ); if ( pAPC ) { pAPC->InicialSpawn=m_vOriginalSpawnOrigin; pAPC->InicialAngle=m_vOriginalSpawnAngles; pAPC->m_bSpawn=true; pAPC->SetThink( &CPropAPC2::Materialize ); pAPC->SetContextThink( &CPropAPC2::Materialize, gpGlobals->curtime + 5.0f, "RESPAWNING" ); pAPC->SetNextThink( gpGlobals->curtime + 5.0f ); } else { Warning("Respawn failed to create %s!\n", GetClassname() ); } // AddSolidFlags( FSOLID_NOT_SOLID ); AddEffects( EF_NODRAW ); UTIL_Remove( this ); }