コード例 #1
0
void CASW_Queen_Divers::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	if ( m_takedamage == DAMAGE_NO )
		return;

	CTakeDamageInfo subInfo = info;

	m_nForceBone = ptr->physicsbone;		// save this bone for physics forces

	Assert( m_nForceBone > -255 && m_nForceBone < 256 );

	if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK )
		 && !(subInfo.GetDamageType() & DMG_BURN ))
	{
		
		UTIL_ASW_DroneBleed( ptr->endpos, vecDir, 4 );
				
		ASWTraceBleed( subInfo.GetDamage(), vecDir, ptr, subInfo.GetDamageType() );
	}

	if( info.GetInflictor() )
	{
		subInfo.SetInflictor( info.GetInflictor() );
	}
	else
	{
		subInfo.SetInflictor( info.GetAttacker() );
	}

	AddMultiDamage( subInfo, this );
}
コード例 #2
0
void CASW_Simple_Alien::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	if ( m_takedamage == DAMAGE_NO )
		return;

	CTakeDamageInfo subInfo = info;	
	m_nForceBone = ptr->physicsbone;		// save this bone for physics forces
	Assert( m_nForceBone > -255 && m_nForceBone < 256 );

	if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK )
		 && !(subInfo.GetDamageType() & DMG_BURN ))
	{		
		// NPC's always bleed. Players only bleed in multiplayer.
		//SpawnBlood( ptr->endpos, vecDir, BloodColor(), subInfo.GetDamage() );// a little surface blood.		
		UTIL_ASW_DroneBleed( ptr->endpos, vecDir, 4 );	//  + m_LagCompensation.GetLagCompensationOffset()
		ASWTraceBleed( subInfo.GetDamage(), vecDir, ptr, subInfo.GetDamageType() );
	}

	if( info.GetInflictor() )
	{
		subInfo.SetInflictor( info.GetInflictor() );
	}
	else
	{
		subInfo.SetInflictor( info.GetAttacker() );
	}

	AddMultiDamage( subInfo, this );
}
コード例 #3
0
void QUA_helicopter::Event_Killed( const CTakeDamageInfo &info )
{
	//m_lifeState=LIFE_DYING;

	// Calculate death force
	m_vecTotalBulletForce = CalcDamageForceVector( info );

	CBasePlayer *pPlayer = m_hPlayer;
	if ( pPlayer )
		 {
		pPlayer->LeaveVehicle(); // Force exit vehicle
		CBaseEntity *pAPC=this->GetBaseEntity();
		CTakeDamageInfo playerinfo;
			if (info.GetAttacker()==pAPC && info.GetInflictor()==pAPC) {
				playerinfo.SetAttacker(pPlayer);
				playerinfo.SetInflictor(pPlayer);
				playerinfo.SetDamage(10000);
				playerinfo.SetDamageType(DMG_BLAST);
			} else {
				playerinfo.SetAttacker(info.GetAttacker());
				playerinfo.SetInflictor(info.GetInflictor());
				playerinfo.SetDamage(10000);
				playerinfo.SetDamageType(DMG_BLAST);
			}
		playerinfo.SetDamagePosition( pPlayer->WorldSpaceCenter() );
		playerinfo.SetDamageForce( Vector(0,0,-1) );
		pPlayer->TakeDamage( playerinfo );
		m_hPlayer = NULL;
		 }
	m_OnDeath.FireOutput( info.GetAttacker(), this );
	//StopSmoking();
	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 );
	}
	// Aqui destruiremos todo
	StopLoopingSounds();
	BecomeRagdoll( info, m_vecTotalBulletForce );
	UTIL_ScreenShake( vecAbsPoint, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );

	CreateCorpse();
	
	//BecomeRagdoll( info, m_vecTotalBulletForce );
    //BecomeRagdollOnClient(m_vecTotalBulletForce);
	//Dissolve(NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL);
}
コード例 #4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseProjectile::ProjectileTouch( CBaseEntity *pOther )
{
	// Verify a correct "other."
	Assert( pOther );
	if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
		return;

	// Handle hitting skybox (disappear).
	const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
	trace_t *pNewTrace = const_cast<trace_t*>( pTrace );

	if( pTrace->surface.flags & SURF_SKY )
	{
		UTIL_Remove( this );
		return;
	}

	CTakeDamageInfo info;
	info.SetAttacker( GetOwnerEntity() );
	info.SetInflictor( this );
	info.SetDamage( GetDamage() );
	info.SetDamageType( GetDamageType() );
	CalculateMeleeDamageForce( &info, GetAbsVelocity(), GetAbsOrigin(), GetDamageScale() );

	Vector dir;
	AngleVectors( GetAbsAngles(), &dir );

	pOther->DispatchTraceAttack( info, dir, pNewTrace );
	ApplyMultiDamage();

	UTIL_Remove( this );
}
コード例 #5
0
void CGEPropDynamic::InputDestroy(inputdata_t &inputdata)
{
	CTakeDamageInfo destroyinfo;

	destroyinfo.SetDamage(m_iHealth);
	destroyinfo.SetAttacker(inputdata.pActivator);
	destroyinfo.SetInflictor(this);

	TakeDamage(destroyinfo);
}
コード例 #6
0
void CNPC_Sentry::SentryTouch( CBaseEntity *pOther )
{
	//trigger the sentry to turn on if a monster or player touches it
	if ( pOther && (pOther->IsPlayer() || FBitSet ( pOther->GetFlags(), FL_NPC )) )
	{
		CTakeDamageInfo info;
		info.SetAttacker( pOther );
		info.SetInflictor( pOther );
		info.SetDamage( 0 );

		TakeDamage(info);
	}
}
コード例 #7
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOther - 
//-----------------------------------------------------------------------------
void CDODBaseRocket::RocketTouch( CBaseEntity *pOther )
{
	Assert( pOther );
	if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
		return;

	if ( pOther->GetCollisionGroup() == COLLISION_GROUP_WEAPON )
		return;

	// if we hit the skybox, just disappear
	const trace_t &tr = CBaseEntity::GetTouchTrace();

	const trace_t *p = &tr;
	trace_t *newTrace = const_cast<trace_t*>(p);

	if( tr.surface.flags & SURF_SKY )
	{
		UTIL_Remove( this );
		return;
	}

	if( !pOther->IsPlayer() )
	{
		CTakeDamageInfo info;
		info.SetAttacker( this );
		info.SetInflictor( this );
		info.SetDamage( 50 );
		info.SetDamageForce( vec3_origin );	// don't worry about this not having a damage force.
											// It will explode on touch and impart its own forces
		info.SetDamageType( DMG_CLUB );

		Vector dir;
		AngleVectors( GetAbsAngles(), &dir );

		pOther->DispatchTraceAttack( info, dir, newTrace );
		ApplyMultiDamage();
	}

	if( pOther->IsAlive() )
	{
		Explode();
	}

	// else we will continue our movement
}
コード例 #8
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::BusterDetachThink()
{
	SetNextThink( gpGlobals->curtime + 0.1f );

	trace_t tr;
	UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1200), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );

	if( fabs(tr.startpos.z - tr.endpos.z) < 240.0f )
	{
		SetThink(NULL);
		EmitSound( "Weapon_StriderBuster.Dud_Detonate" );
		DispatchParticleEffect( "striderbuster_break_flechette", GetAbsOrigin(), GetAbsAngles() );
		SetHealth( 0 );
		CTakeDamageInfo info;
		info.SetDamage( 1.0f );
		info.SetAttacker( this );
		info.SetInflictor( this );
		Shatter(this);
	}
}
コード例 #9
0
//-----------------------------------------------------------------------------
// Purpose: Slowly destroy the object I'm attached to
//-----------------------------------------------------------------------------
void CObjectSapper::SapperThink( void )
{
	if ( !GetTeam() )
		return;

	CBaseObject *pObject = GetParentObject();
	if ( !pObject )
	{
		DestroyObject();
		return;
	}

	SetNextThink( gpGlobals->curtime + 0.1, SAPPER_THINK_CONTEXT );

	// Don't bring objects back from the dead
	if ( !pObject->IsAlive() || pObject->IsDying() )
		return;

	// how much damage to give this think?
	float flTimeSinceLastThink = gpGlobals->curtime - m_flLastThinkTime;
	float flDamageToGive = ( flTimeSinceLastThink ) * obj_sapper_amount.GetFloat();

	// add to accumulator
	m_flSapperDamageAccumulator += flDamageToGive;

	int iDamage = (int)m_flSapperDamageAccumulator;

	m_flSapperDamageAccumulator -= iDamage;

	CTakeDamageInfo info;
	info.SetDamage( iDamage );
	info.SetAttacker( this );
	info.SetInflictor( this );
	info.SetDamageType( DMG_CRUSH );

	pObject->TakeDamage( info );

	m_flLastThinkTime = gpGlobals->curtime;
}
コード例 #10
0
//=========================================================
// Pensamiento: Nectar
//=========================================================
void CFR_Player::NectarThink()
{
	// Menos nectar para tu cuerpo.
	if ( random->RandomInt(0, 5) <= 2 && m_iNectar > 0 )
		--m_iNectar;

	DevMsg("m_iEmptyNectarSeconds: %i \r\n", m_iEmptyNectarSeconds);
	
	// ¡Te has quedado sin nectar!
	if ( m_iNectar <= 0 )
	{
		// Todavia te quedan unos segundos para recuperar el nectar perdido.
		if ( m_iEmptyNectarSeconds > 0 )
			--m_iEmptyNectarSeconds;

		// Sin nectar y sin segundos. Le quitamos salud cada 5 segs.
		else if ( GetLastDamageTime() < (gpGlobals->curtime - 5) )
		{
			CTakeDamageInfo damage;

			damage.SetAttacker(this);
			damage.SetInflictor(this);
			damage.SetDamageType(DMG_GENERIC);
			damage.SetDamage(random->RandomInt(10, 30)); // Entre 10 a 30 de daño.

			TakeDamage(damage);
		}
	}

	// Tienes nectar, restaurar los segundos para recuperarlo.
	else if ( m_iEmptyNectarSeconds != fr_emptynectar_seconds.GetInt() )
		m_iEmptyNectarSeconds = fr_emptynectar_seconds.GetInt();

	m_HL2Local.m_iNectar = GetNectar();
	SetNextThink(gpGlobals->curtime + 1, "NectarContext");
}
コード例 #11
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Blob::RunAI()
{
	BaseClass::RunAI();

	if( !m_bInitialized )
	{
		// m_bInitialized is set to false in the constructor. So this bit of
		// code runs one time, the first time I think.
		Msg("I need to initialize\n");
		InitializeElements();
		m_bInitialized = true;
		return;
	}

	int iIdealNumElements = blob_numelements.GetInt();
	if( iIdealNumElements != m_iNumElements )
	{
		int delta = iIdealNumElements - m_iNumElements;

		if( delta < 0 )
		{
			delta = -delta;
			delta = MIN(delta, 5 );
			RemoveExcessElements( delta );
			
			if( m_iReconfigureElement > m_iNumElements )
			{
				// Start this index over at zero, if it is past the new end of the utlvector.
				m_iReconfigureElement = 0;
			}
		}
		else
		{
			delta = MIN(delta, 5 );
			AddNewElements( delta );
		}
	
		RecomputeIdealElementDist();
	}

	ComputeCentroid();

	if( npc_blob_show_centroid.GetBool() )
	{
		NDebugOverlay::Cross3D( m_vecCentroid + Vector( 0, 0, 12 ), 32, 0, 255, 0, false, 0.025f );
	}

	if( npc_blob_use_threading.GetBool() )
	{
		IterRangeParallel( this, &CNPC_Blob::DoBlobBatchedAI, 0, m_Elements.Count() );
	}
	else
	{
		DoBlobBatchedAI( 0, m_Elements.Count() );
	}

	if( GetEnemy() != NULL )
	{
		float flEnemyDistSqr = m_vecCentroid.DistToSqr( GetEnemy()->GetAbsOrigin() );

		if( flEnemyDistSqr <= Square( 32.0f ) )
		{
			if( GetEnemy()->Classify() == CLASS_COMBINE )
			{
				if( !m_bEatCombineHack )
				{
					variant_t var;

					var.SetFloat( 0 );
					g_EventQueue.AddEvent( GetEnemy(), "HitByBugBait", 0.0f, this, this );
					g_EventQueue.AddEvent( GetEnemy(), "SetHealth", var, 3.0f, this, this );
					m_bEatCombineHack = true;

					blob_radius.SetValue( 48.0f );
					RecomputeIdealElementDist();
				}
			}
			else
			{
				CTakeDamageInfo info;

				info.SetAttacker( this );
				info.SetInflictor( this );
				info.SetDamage( 5 );
				info.SetDamageType( DMG_SLASH );
				info.SetDamageForce( Vector( 0, 0, 1 ) );

				GetEnemy()->TakeDamage( info );
			}
		}
	}

	SetNextThink( gpGlobals->curtime + npc_blob_think_interval.GetFloat() );
}
コード例 #12
0
void CASW_Alien::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
#ifdef GAME_DLL
    m_fNoDamageDecal = false;
    if ( m_takedamage == DAMAGE_NO )
        return;
#endif

    CTakeDamageInfo subInfo = info;

#ifdef GAME_DLL
    SetLastHitGroup( ptr->hitgroup );
    m_nForceBone = ptr->physicsbone;		// save this bone for physics forces
#endif

    Assert( m_nForceBone > -255 && m_nForceBone < 256 );

    // mining laser does reduced damage
    if ( info.GetDamageType() & DMG_ENERGYBEAM )
    {
        subInfo.ScaleDamage( asw_alien_mining_laser_damage_scale.GetFloat() );
    }

    if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK )
            && !( subInfo.GetDamageType() & DMG_BURN ) )
    {
#ifdef GAME_DLL
        Bleed( subInfo, ptr->endpos + m_LagCompensation.GetLagCompensationOffset(), vecDir, ptr );
        if ( ptr->hitgroup == HITGROUP_HEAD && m_iHealth - subInfo.GetDamage() > 0 )
        {
            m_fNoDamageDecal = true;
        }
#else
        Bleed( subInfo, ptr->endpos, vecDir, ptr );
        //OnHurt();
#endif
    }

    if( !info.GetInflictor() )
    {
        subInfo.SetInflictor( info.GetAttacker() );
    }


    AddMultiDamage( subInfo, this );
#ifdef GAME_DLL
#else
    CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>( subInfo.GetAttacker() );
    CASW_Player *pPlayerAttacker = NULL;

    if ( pMarine )
    {
        pPlayerAttacker = pMarine->GetCommander();
    }

    IGameEvent * event = gameeventmanager->CreateEvent( "alien_hurt" );
    if ( event )
    {
        event->SetInt( "attacker", ( pPlayerAttacker ? pPlayerAttacker->GetUserID() : 0 ) );
        event->SetInt( "entindex", entindex() );
        event->SetInt( "amount", subInfo.GetDamage() );
        gameeventmanager->FireEventClientSide( event );
    }

    UTIL_ASW_ClientFloatingDamageNumber( subInfo );
#endif
}
コード例 #13
0
//=========================================================
// ActiveThink - 
//=========================================================
void CNPC_BaseTurret::ActiveThink(void)
{
	int fAttack = 0;

	SetNextThink( gpGlobals->curtime + 0.1 );
	StudioFrameAdvance( );

	if ( (!m_iOn) || (GetEnemy() == NULL) )
	{
		SetEnemy( NULL );
		m_flLastSight = gpGlobals->curtime + m_flMaxWait;
		SetThink(&CNPC_BaseTurret::SearchThink);
		return;
	}
	
	// if it's dead, look for something new
	if ( !GetEnemy()->IsAlive() )
	{
		if (!m_flLastSight)
		{
			m_flLastSight = gpGlobals->curtime + 0.5; // continue-shooting timeout
		}
		else
		{
			if (gpGlobals->curtime > m_flLastSight)
			{	
				SetEnemy( NULL );
				m_flLastSight = gpGlobals->curtime + m_flMaxWait;
				SetThink(&CNPC_BaseTurret::SearchThink);
				return;
			}
		}
	}


	Vector vecMid = GetAbsOrigin() + GetViewOffset();
	Vector vecMidEnemy = GetEnemy()->BodyTarget( vecMid, false );

	// Look for our current enemy
	int fEnemyVisible = FBoxVisible(this, GetEnemy(), vecMidEnemy );	
	
	//We want to look at the enemy's eyes so we don't jitter
	Vector	vecDirToEnemyEyes = vecMidEnemy - vecMid;

	float flDistToEnemy = vecDirToEnemyEyes.Length();

	VectorNormalize( vecDirToEnemyEyes );

	QAngle vecAnglesToEnemy;
	VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );

	// Current enmey is not visible.
	if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE))
	{
		if (!m_flLastSight)
			m_flLastSight = gpGlobals->curtime + 0.5;
		else
		{
			// Should we look for a new target?
			if (gpGlobals->curtime > m_flLastSight)
			{
				SetEnemy( NULL );
				m_flLastSight = gpGlobals->curtime + m_flMaxWait;
				SetThink(&CNPC_BaseTurret::SearchThink);
				return;
			}
		}
		fEnemyVisible = 0;
	}
	else
	{
		m_vecLastSight = vecMidEnemy;
	}
	
	//ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n", 
	//	m_vecCurAngles.x, m_vecCurAngles.y,
	//	gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z );

	Vector vecLOS = vecDirToEnemyEyes; //vecMid - m_vecLastSight;
	VectorNormalize( vecLOS );

	Vector vecMuzzle, vecMuzzleDir;
	QAngle vecMuzzleAng;
	GetAttachment( 1, vecMuzzle, vecMuzzleAng );

	AngleVectors( vecMuzzleAng, &vecMuzzleDir );
	
	// Is the Gun looking at the target
	if (DotProduct(vecLOS, vecMuzzleDir) <= 0.866) // 30 degree slop
		fAttack = FALSE;
	else
		fAttack = TRUE;

	//forward
//	NDebugOverlay::Line(vecMuzzle, vecMid + ( vecMuzzleDir * 200 ), 255,0,0, false, 0.1);
	//LOS
//	NDebugOverlay::Line(vecMuzzle, vecMid + ( vecLOS * 200 ), 0,0,255, false, 0.1);

	// fire the gun
	if (m_iSpin && ((fAttack) || (m_fBeserk)))
	{
		Vector vecOrigin;
		QAngle vecAngles;
		GetAttachment( 1, vecOrigin, vecAngles );
		Shoot(vecOrigin, vecMuzzleDir );
		SetTurretAnim(TURRET_ANIM_FIRE);
	} 
	else
	{
		SetTurretAnim(TURRET_ANIM_SPIN);
	}

	//move the gun
	if (m_fBeserk)
	{
		if (random->RandomInt(0,9) == 0)
		{
			m_vecGoalAngles.y = random->RandomFloat(0,360);
			m_vecGoalAngles.x = random->RandomFloat(0,90) - 90 * m_iOrientation;

			CTakeDamageInfo info;
			info.SetAttacker(this);
			info.SetInflictor(this);
			info.SetDamage( 1 );
			info.SetDamageType( DMG_GENERIC );

			TakeDamage( info ); // don't beserk forever
			return;
		}
	} 
	else if (fEnemyVisible)
	{
		if (vecAnglesToEnemy.y > 360)
			vecAnglesToEnemy.y -= 360;

		if (vecAnglesToEnemy.y < 0)
			vecAnglesToEnemy.y += 360;

		//ALERT(at_console, "[%.2f]", vec.x);
		
		if (vecAnglesToEnemy.x < -180)
			vecAnglesToEnemy.x += 360;

		if (vecAnglesToEnemy.x > 180)
			vecAnglesToEnemy.x -= 360;

		// now all numbers should be in [1...360]
		// pin to turret limitations to [-90...14]

		if (m_iOrientation == TURRET_ORIENTATION_FLOOR)
		{
			if (vecAnglesToEnemy.x > 90)
				vecAnglesToEnemy.x = 90;
			else if (vecAnglesToEnemy.x < m_iMinPitch)
				vecAnglesToEnemy.x = m_iMinPitch;
		}
		else
		{
			if (vecAnglesToEnemy.x < -90)
				vecAnglesToEnemy.x = -90;
			else if (vecAnglesToEnemy.x > -m_iMinPitch)
				vecAnglesToEnemy.x = -m_iMinPitch;
		}

		//DevMsg( 1, "->[%.2f]\n", vec.x);

		m_vecGoalAngles.y = vecAnglesToEnemy.y;
		m_vecGoalAngles.x = vecAnglesToEnemy.x;

	}

	SpinUpCall();
	MoveTurret();
}
コード例 #14
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CRagdollProp::HandleFirstCollisionInteractions( int index, gamevcollisionevent_t *pEvent )
{
	IPhysicsObject *pObj = VPhysicsGetObject();
	if ( !pObj)
		return;

	if( HasPhysgunInteraction( "onfirstimpact", "break" ) )
	{
		// Looks like it's best to break by having the object damage itself. 
		CTakeDamageInfo info;

		info.SetDamage( m_iHealth );
		info.SetAttacker( this );
		info.SetInflictor( this );
		info.SetDamageType( DMG_GENERIC );

		Vector vecPosition;
		Vector vecVelocity;

		VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );
		VPhysicsGetObject()->GetPosition( &vecPosition, NULL );

		info.SetDamageForce( vecVelocity );
		info.SetDamagePosition( vecPosition );

		TakeDamage( info );
		return;
	}

	if( HasPhysgunInteraction( "onfirstimpact", "paintsplat" ) )
	{
		IPhysicsObject *pObj = VPhysicsGetObject();
 
		Vector vecPos;
		pObj->GetPosition( &vecPos, NULL );
 
		trace_t tr;
		UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

		switch( random->RandomInt( 1, 3 ) )
		{
		case 1:
			UTIL_DecalTrace( &tr, "PaintSplatBlue" );
			break;

		case 2:
			UTIL_DecalTrace( &tr, "PaintSplatGreen" );
			break;

		case 3:
			UTIL_DecalTrace( &tr, "PaintSplatPink" );
			break;
		}
	}

	bool bAlienBloodSplat = HasPhysgunInteraction( "onfirstimpact", "alienbloodsplat" );
	if( bAlienBloodSplat || HasPhysgunInteraction( "onfirstimpact", "bloodsplat" ) )
	{
		IPhysicsObject *pObj = VPhysicsGetObject();
 
		Vector vecPos;
		pObj->GetPosition( &vecPos, NULL );
 
		trace_t tr;
		UTIL_TraceLine( vecPos, vecPos + pEvent->preVelocity[0] * 1.5, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

		UTIL_BloodDecalTrace( &tr, bAlienBloodSplat ? BLOOD_COLOR_GREEN : BLOOD_COLOR_RED );
	}
}
コード例 #15
0
ファイル: asw_zombie.cpp プロジェクト: Cre3per/hl2sdk-csgo
// make the bleeding more pronounced
void CASW_Zombie::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	m_fNoDamageDecal = false;
	if ( m_takedamage == DAMAGE_NO )
		return;

	CTakeDamageInfo subInfo = info;

	SetLastHitGroup( ptr->hitgroup );
	m_nForceBone = ptr->physicsbone;		// save this bone for physics forces

	Assert( m_nForceBone > -255 && m_nForceBone < 256 );

	bool bDebug = showhitlocation.GetBool();

	switch ( ptr->hitgroup )
	{
	case HITGROUP_GENERIC:
		if( bDebug ) DevMsg("Hit Location: Generic\n");
		break;

	// hit gear, react but don't bleed
	case HITGROUP_GEAR:
		subInfo.SetDamage( 0.01 );
		ptr->hitgroup = HITGROUP_GENERIC;
		if( bDebug ) DevMsg("Hit Location: Gear\n");
		break;

	case HITGROUP_HEAD:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Head\n");
		break;

	case HITGROUP_CHEST:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Chest\n");
		break;

	case HITGROUP_STOMACH:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Stomach\n");
		break;

	case HITGROUP_LEFTARM:
	case HITGROUP_RIGHTARM:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Left/Right Arm\n");
		break
			;
	case HITGROUP_LEFTLEG:
	case HITGROUP_RIGHTLEG:
		subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) );
		if( bDebug ) DevMsg("Hit Location: Left/Right Leg\n");
		break;

	default:
		if( bDebug ) DevMsg("Hit Location: UNKNOWN\n");
		break;
	}

	if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK ) )
	{
		if( !IsPlayer() || ( IsPlayer() && gpGlobals->maxClients > 1 ) )
		{
			// NPC's always bleed. Players only bleed in multiplayer.
			//SpawnBlood( ptr->endpos, vecDir, BloodColor(), subInfo.GetDamage() );// a little surface blood.
			//UTIL_ASW_DroneBleed( ptr->endpos, vecDir, 4 );
			UTIL_ASW_BloodDrips( GetAbsOrigin()+Vector(0,0,60)+vecDir*3, vecDir, BloodColor(), 5 );
		}

		TraceBleed( subInfo.GetDamage(), vecDir, ptr, subInfo.GetDamageType() );

		if ( ptr->hitgroup == HITGROUP_HEAD && m_iHealth - subInfo.GetDamage() > 0 )
		{
			m_fNoDamageDecal = true;
		}
	}

	// Airboat gun will impart major force if it's about to kill him....
	if ( info.GetDamageType() & DMG_AIRBOAT )
	{
		if ( subInfo.GetDamage() >= GetHealth() )
		{
			float flMagnitude = subInfo.GetDamageForce().Length();
			if ( (flMagnitude != 0.0f) && (flMagnitude < 400.0f * 65.0f) )
			{
				subInfo.ScaleDamageForce( 400.0f * 65.0f / flMagnitude );
			}
		}
	}

	if( info.GetInflictor() )
	{
		subInfo.SetInflictor( info.GetInflictor() );
	}
	else
	{
		subInfo.SetInflictor( info.GetAttacker() );
	}

	AddMultiDamage( subInfo, this );
}
コード例 #16
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropAPC2::Event_Killed( const CTakeDamageInfo &info )
{
	CBasePlayer *pPlayer = m_hPlayer;
	if ( pPlayer )
		 {
		pPlayer->LeaveVehicle(); // Force exit vehicle
		CBaseEntity *pAPC=this->GetBaseEntity();
		CTakeDamageInfo playerinfo;
			if (info.GetAttacker()==pAPC && info.GetInflictor()==pAPC) {
				playerinfo.SetAttacker(pPlayer);
				playerinfo.SetInflictor(pPlayer);
				playerinfo.SetDamage(10000);
				playerinfo.SetDamageType(DMG_BLAST);
			} else {
				playerinfo.SetAttacker(info.GetAttacker());
				playerinfo.SetInflictor(info.GetInflictor());
				playerinfo.SetDamage(10000);
				playerinfo.SetDamageType(DMG_BLAST);
			}
		playerinfo.SetDamagePosition( pPlayer->WorldSpaceCenter() );
		playerinfo.SetDamageForce( Vector(0,0,-1) );
		pPlayer->TakeDamage( playerinfo );
		m_hPlayer = NULL;
		 }
	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 < 3; 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 ( 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 );
	//	}
	//	pChunk->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
	//}

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

	//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;*/
	CreateCorpse();
}