void CSDKPlayer::Event_Killed( const CTakeDamageInfo &info ) { ThrowActiveWeapon(); // show killer in death cam mode // chopped down version of SetObserverTarget without the team check if( info.GetAttacker() && info.GetAttacker()->IsPlayer() ) { // set new target m_hObserverTarget.Set( info.GetAttacker() ); // reset fov to default SetFOV( this, 0 ); } else m_hObserverTarget.Set( NULL ); // Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW // because we still want to transmit to the clients in our PVS. CreateRagdollEntity(); State_Transition( STATE_DEATH_ANIM ); // Transition into the dying state. //Tony; after transition, remove remaining items RemoveAllItems( true ); BaseClass::Event_Killed( info ); }
void CHL2MP_Player::Event_Killed( const CTakeDamageInfo &info ) { //update damage info with our accumulated physics force CTakeDamageInfo subinfo = info; subinfo.SetDamageForce( m_vecTotalBulletForce ); SetNumAnimOverlays( 0 ); // Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW // because we still want to transmit to the clients in our PVS. CreateRagdollEntity(); DetonateTripmines(); BaseClass::Event_Killed( subinfo ); if ( info.GetDamageType() & DMG_DISSOLVE ) { if ( m_hRagdoll ) { m_hRagdoll->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); } } FlashlightTurnOff(); m_lifeState = LIFE_DEAD; RemoveEffects( EF_NODRAW ); // still draw player body StopZooming(); }
void CSDKPlayer::Event_Killed( const CTakeDamageInfo &info ) { // Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW // because we still want to transmit to the clients in our PVS. BaseClass::Event_Killed( info ); CreateRagdollEntity(); }
void CHL2MP_Player::Event_Killed( const CTakeDamageInfo &info ) { //update damage info with our accumulated physics force CTakeDamageInfo subinfo = info; subinfo.SetDamageForce( m_vecTotalBulletForce ); #ifdef GE_DLL // Since we fixed force application, give the ragdoll an extra oomph to emphasize his death m_vecTotalBulletForce.x *= 2.5f; m_vecTotalBulletForce.y *= 2.5f; m_vecTotalBulletForce.z *= 2.0f; #endif // Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW // because we still want to transmit to the clients in our PVS. CreateRagdollEntity(); #ifndef GE_DLL DetonateTripmines(); #endif BaseClass::Event_Killed( subinfo ); if ( info.GetDamageType() & DMG_DISSOLVE ) { if ( m_hRagdoll ) { m_hRagdoll->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); } } #ifndef GE_DLL CBaseEntity *pAttacker = info.GetAttacker(); if ( pAttacker ) { int iScoreToAdd = 1; if ( pAttacker == this ) { iScoreToAdd = -1; } GetGlobalTeam( pAttacker->GetTeamNumber() )->AddMatchScore( iScoreToAdd ); } #endif FlashlightTurnOff(); m_lifeState = LIFE_DEAD; RemoveEffects( EF_NODRAW ); // still draw player body StopZooming(); }
void CHL2MP_Player::Event_Killed( const CTakeDamageInfo &info ) { //update damage info with our accumulated physics force CTakeDamageInfo subinfo = info; subinfo.SetDamageForce( m_vecTotalBulletForce ); // Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW // because we still want to transmit to the clients in our PVS. CreateRagdollEntity(); //DHL - Skillet - SLAMs are removed, plus the sound is cheesy at death //DetonateTripmines(); BaseClass::Event_Killed( subinfo ); if ( info.GetDamageType() & DMG_DISSOLVE ) { if ( m_hRagdoll ) { m_hRagdoll->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); } } CBaseEntity *pAttacker = info.GetAttacker(); if ( pAttacker ) { int iScoreToAdd = 1; if ( pAttacker == this ) { iScoreToAdd = -1; } if ( !DHLRules()->IsGameWaiting() ) //DHL { GetGlobalTeam( pAttacker->GetTeamNumber() )->AddScore( iScoreToAdd ); } } FlashlightTurnOff(); m_lifeState = LIFE_DEAD; RemoveEffects( EF_NODRAW ); // still draw player body StopZooming(); }
void CHL1MP_Player::Event_Killed( const CTakeDamageInfo &info ) { DoAnimationEvent( PLAYERANIMEVENT_DIE ); // SetNumAnimOverlays( 0 ); // Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW // because we still want to transmit to the clients in our PVS. CreateRagdollEntity(); DetonateSatchelCharges(); BaseClass::Event_Killed( info ); m_lifeState = LIFE_DEAD; RemoveEffects( EF_NODRAW ); // still draw player body }
void CHL2MP_Player::Event_Killed( const CTakeDamageInfo &info ) { //update damage info with our accumulated physics force CTakeDamageInfo subinfo = info; subinfo.SetDamageForce( m_vecTotalBulletForce ); //BP empêche de créer un ragdoll si on change de team en mode spectateur if(GetTeamNumber() != TEAM_SPECTATOR) CreateRagdollEntity(); BaseClass::Event_Killed( subinfo ); if ( info.GetDamageType() & DMG_DISSOLVE ) if ( m_hRagdoll ) m_hRagdoll->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); CBaseEntity *pAttacker = info.GetAttacker(); if ( pAttacker ) { int iScoreToAdd = 1; if ( pAttacker == this) { if(HL2MPRules()->GetGameType() == GAME_TDM) iScoreToAdd = 0; else iScoreToAdd = -1; } if((HL2MPRules()->GetGameType() == GAME_FORTS) || (HL2MPRules()->GetGameType() == GAME_PUSH)) iScoreToAdd = 0; GetGlobalTeam( pAttacker->GetTeamNumber() )->AddScore( iScoreToAdd ); } FlashlightTurnOff(); m_lifeState = LIFE_DEAD; RemoveEffects( EF_NODRAW ); // still draw player body StopZooming(); DetonateTripmines(); //BP enregistre le tueur SetKiller(info.GetAttacker()); }