//---------------------------------------------------------------------------- void Application::UpdateLogic() { #ifndef MULTITHREADED // Update Input UpdateInput(); // Update time variable // Run the game logic if (!isPaused) Update(); // Render frame UpdateFrame(); // Update physics simulation UpdatePhysics(); // Update logic done after physics if (!isPaused) UpdateLate(); // Update sound system UpdateSound(); // Update delta time // Calculate FPS // Increment current frame variable TODO: removeme currentFrame++; #ifdef _DEBUG // Update Debug Console UpdateDebug(); #endif #endif }
void Region::initSound() { if ( isSurface() ) { std::string snd = SoundBank[0][0][0]; NosuchAssert(snd!=""); params.sound = snd; UpdateSound(); } }
void Region::initSound() { if ( isRegion() ) { std::string snd = SoundBank[0][0][0]; NosuchAssert(snd!=""); _regionParams->sound.set(snd); UpdateSound(); } }
/* ================ rvClientEntity::Think ================ */ void rvClientEntity::Think( void ) { if ( bindMaster.IsValid() && bindMaster->IsInterpolated() ) { UpdateBind( true ); } else { UpdateBind( false ); } UpdateSound(); Present(); }
void Loop() { while(!OpQuit() && _sys_judge_event(NULL) >= 0) { if(!Handler()->FullSpeed()) WaitTimer(); UpdateSound(); UpdateKeys(); Handler()->OnLoop(); UpdateVideo(); } }
void SoundSystemManager::Update () { SndTime = csGetTicks(); // call it all 100 Ticks if (Initialised && LastUpdateTime + 100 <= SndTime) { UpdateSound(); // make a update on sounddata to check if there are sounds to unload soundData->Update(); } }
/* ================ rvClientEntity::StartSoundShader ================ */ int rvClientEntity::StartSoundShader( const idSoundShader* shader, const soundChannel_t channel, int soundShaderFlags ) { if ( !shader ) { return 0; } if ( !refSound.referenceSound ) { refSound.referenceSound = gameSoundWorld->AllocSoundEmitter(); } UpdateSound(); return refSound.referenceSound->StartSound( shader, channel, channel, gameLocal.random.RandomFloat(), soundShaderFlags ); }
void CFuncVehicle::Find() { m_ppath = CPathTrack::Instance(FIND_ENTITY_BY_TARGETNAME(nullptr, STRING(pev->target))); if (!m_ppath) return; entvars_t *pevTarget = m_ppath->pev; if (!FClassnameIs(pevTarget, "path_track")) { ALERT(at_error, "func_track_train must be on a path of path_track\n"); m_ppath = nullptr; return; } Vector nextPos = pevTarget->origin; nextPos.z += m_height; Vector look = nextPos; look.z -= m_height; m_ppath->LookAhead(&look, m_length, 0); look.z += m_height; pev->angles = UTIL_VecToAngles(look - nextPos); pev->angles.y += 180; if (pev->spawnflags & SF_TRACKTRAIN_NOPITCH) { pev->angles.x = 0; } UTIL_SetOrigin(pev, nextPos); NextThink(pev->ltime + 0.1, FALSE); SetThink(&CFuncVehicle::Next); pev->speed = m_startSpeed; UpdateSound(); }
SoundSystemManager::~SoundSystemManager () { Initialised = false; // pause all sounds and call updatesound to remove them for (size_t i = 0; i < soundHandles.GetSize (); i++) { soundHandles[i]->sndstream->Pause(); soundHandles[i]->SetAutoRemove(true); } UpdateSound(); // FIXME we must delete all SoundControls for (size_t i = 0; i < soundController.GetSize(); i++) { delete soundController[i]; } soundController.DeleteAll(); delete soundSystem; delete soundData; }
void CFuncVehicle::Next() { Vector vGravityVector, forward, right, up; float time = 0.1f; vGravityVector = g_vecZero; UTIL_MakeVectors(pev->angles); forward = (gpGlobals->v_forward * -1) * (m_length * 0.5); right = (gpGlobals->v_right * -1) * (m_width * 0.5); up = gpGlobals->v_up * 16; m_vFrontLeft = pev->origin + forward - right + up; m_vFrontRight = pev->origin + forward + right + up; m_vFront = pev->origin + forward + up; m_vBackLeft = pev->origin - forward - right + up; m_vBackRight = pev->origin - forward + right + up; m_vBack = pev->origin - forward + up; m_vSurfaceNormal = g_vecZero; CheckTurning(); if (m_flSteeringWheelDecay < gpGlobals->time) { m_flSteeringWheelDecay = gpGlobals->time + 0.1f; if (m_iTurnAngle < 0) m_iTurnAngle++; else if (m_iTurnAngle > 0) m_iTurnAngle--; } if (m_flAcceleratorDecay < gpGlobals->time) { m_flAcceleratorDecay = gpGlobals->time + 0.1f; if (pev->speed < 0) { pev->speed += 20; if (pev->speed > 0) pev->speed = 0; } else if (pev->speed > 0) { pev->speed -= 20; if (pev->speed < 0) pev->speed = 0; } } if (pev->speed == 0) { m_iTurnAngle = 0; pev->avelocity = g_vecZero; pev->velocity = g_vecZero; SetThink(&CFuncVehicle::Next); NextThink(pev->ltime + time, TRUE); return; } TerrainFollowing(); CollisionDetection(); Vector temp; if (m_vSurfaceNormal != g_vecZero) { Vector vTargetAngle, vAngle; float vx; real_t vy; m_vVehicleDirection = CrossProduct(m_vSurfaceNormal, gpGlobals->v_forward); m_vVehicleDirection = CrossProduct(m_vSurfaceNormal, m_vVehicleDirection); vTargetAngle = UTIL_VecToAngles(m_vVehicleDirection); vAngle = pev->angles; vTargetAngle.y += 180; if (m_iTurnAngle != 0) { vTargetAngle.y += m_iTurnAngle; } UTIL_FixupAngles(vTargetAngle); UTIL_FixupAngles(vAngle); vx = UTIL_AngleDistance(vTargetAngle.x, vAngle.x); vy = UTIL_AngleDistance(vTargetAngle.y, vAngle.y); if (vx > 10) vx = 10; else if (vx < -10) vx = -10; if (vy > 10) vy = 10; else if (vy < -10) vy = -10; pev->avelocity.y = int(vy * 10); pev->avelocity.x = int(vx * 10); m_flLaunchTime = -1; m_flLastNormalZ = m_vSurfaceNormal.z; } else { if (m_flLaunchTime != -1) { vGravityVector.x = 0; vGravityVector.y = 0; vGravityVector.z = (gpGlobals->time - m_flLaunchTime) * -35; if (vGravityVector.z < -400) { vGravityVector.z = -400; } } else { m_flLaunchTime = gpGlobals->time; vGravityVector = Vector(0, 0, 0); pev->velocity = pev->velocity * 1.5; } m_vVehicleDirection = gpGlobals->v_forward * -1; } UTIL_VecToAngles(m_vVehicleDirection); if (m_flUpdateSound < gpGlobals->time) { UpdateSound(); m_flUpdateSound = gpGlobals->time + 1.0f; } if (m_vSurfaceNormal != g_vecZero) { pev->velocity = m_vVehicleDirection.Normalize() * pev->speed; } else { pev->velocity = pev->velocity + vGravityVector; } SetThink(&CFuncVehicle::Next); NextThink(pev->ltime + time, TRUE); }
void Emitter::SetupSound(Sound& sound) { sound.GetSource().SetReferenceDistance(120.0f); InternalSetupSound(sound); UpdateSound(sound); }
//------------------------------------------------------------------------ void CRapid::Update(float frameTime, uint32 frameId) { FUNCTION_PROFILER( GetISystem(), PROFILE_GAME ); CSingle::Update(frameTime, frameId); if (m_speed <= 0.0f && m_acceleration < 0.0001f) { FinishDeceleration(); return; } m_pWeapon->RequireUpdate(eIUS_FireMode); m_speed = m_speed + m_acceleration*frameTime; if (m_speed > m_pShared->rapidparams.max_speed) { m_speed = m_pShared->rapidparams.max_speed; m_accelerating = false; } if ((m_speed >= m_pShared->rapidparams.min_speed) && (!m_decelerating)) { float dt = 1.0f; if (cry_fabsf(m_speed)>0.001f && cry_fabsf(m_pShared->rapidparams.max_speed>0.001f)) dt=m_speed/m_pShared->rapidparams.max_speed; m_next_shot_dt = 60.0f/(m_pShared->fireparams.rate*dt); bool canShoot = CanFire(false); if (canShoot) { if (!OutOfAmmo()) { if (m_netshooting) Firing(true); else Firing(Shoot(true, false)); if (m_firing && !(m_pShared->rapidparams.camshake_rotate.IsZero() && m_pShared->rapidparams.camshake_shift.IsZero())) { CActor *act = m_pWeapon->GetOwnerActor(); if (act && act->IsClient()) { IView *pView = g_pGame->GetIGameFramework()->GetIViewSystem()->GetActiveView(); if (pView) pView->SetViewShake(Ang3(m_pShared->rapidparams.camshake_rotate), m_pShared->rapidparams.camshake_shift, m_next_shot_dt/m_pShared->rapidparams.camshake_perShot, m_next_shot_dt/m_pShared->rapidparams.camshake_perShot, 0, 1); } } } else { Firing(false); Accelerate(m_pShared->rapidparams.deceleration); if (m_pWeapon->GetOwnerActor() && m_pWeapon->GetOwnerActor()->IsPlayer()) { SmokeEffect(); m_pWeapon->Reload(); } } } } else if (m_firing) { Firing(false); if (OutOfAmmo() && m_pWeapon->GetOwnerActor() && m_pWeapon->GetOwnerActor()->IsPlayer()) { SmokeEffect(); m_pWeapon->Reload(); } } if ((m_speed < m_pShared->rapidparams.min_speed) && (m_acceleration < 0.0f) && (!m_decelerating)) Accelerate(m_pShared->rapidparams.deceleration); UpdateRotation(frameTime); UpdateSound(frameTime); }
int main(int argc, char *argv[]) { // Initialize the SDL library // This is required to avoid _main errors at runtime. #ifdef UseSDLMixer if ( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0 ) { #else if ( SDL_Init(SDL_INIT_VIDEO ) < 0 ) { #endif fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } // Init SDL_Image - only applies above 1.2.7 // load support for the JPG and PNG image formats int IMGflags=IMG_INIT_JPG|IMG_INIT_PNG; int initted=IMG_Init(IMGflags); if(initted && IMGflags != IMGflags) { printf("IMG_Init: Failed to init required jpg and png support!\n"); printf("IMG_Init: %s\n", IMG_GetError()); // handle error } #ifdef UseSDLMixer // Initialize SDL mixer. if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024) != 0) { fprintf(stderr, "Unable to initialize audio: %s\n", Mix_GetError()); exit(1); } #endif // Retrieve display gamma for reference in fade in/fade out routines. SDL_GetGammaRamp(redGamma, greenGamma, blueGamma); // printf("%u", *redGamma); Initialize( ); LoadPrefs( ); ReserveMonitor( ); ShowTitle( ); ChooseMusic( 13 ); while( !finished ) { if( showStartMenu ) { GameStartMenu( ); showStartMenu = false; } if( !finished ) { DoFullRepaint = NeedRefresh; CheckKeys( ); HandlePlayers( ); UpdateOpponent( ); UpdateBalloon( ); UpdateSound( ); DoFullRepaint = NoPaint; if( needsRefresh ) { RefreshAll(); needsRefresh = false; } if( !showStartMenu && pauseKey ) { FreezeGameTickCount( ); PauseMusic( ); MaskRect( &playerWindowRect[0] ); MaskRect( &playerWindowRect[1] ); WaitForRelease( ); HandleDialog( kPauseDialog ); WaitForRelease( ); RefreshPlayerWindow( 0 ); RefreshPlayerWindow( 1 ); ResumeMusic( ); UnfreezeGameTickCount( ); } } } SavePrefs( ); ReleaseMonitor( ); return 0; } void NoPaint( void ) { } void MaskRect( MRect *r ) { SDL_Rect sdlRect; SDLU_MRectToSDLRect( r, &sdlRect ); SDLU_BlitFrontSurface( backdropSurface, &sdlRect, &sdlRect ); }
void ALSound::Update(){ UpdateSound(); }
void CTank :: TankDeath ( void ) { bTankDead = 1; pev->sequence = 2;/*LookupSequence( "die" );*/ ResetSequenceInfo (); m_pPlayer->TakeDamage ( pev,pev,(float)999, DMG_CRUSH ); // mouru pev->velocity = pev->avelocity = m_pTankBSP->pev->velocity = m_pTankBSP->pev->avelocity =Vector (0,0,0); m_pTankBSP->pev->origin = pev->origin; m_pTankBSP->pev->angles = pev->angles; m_pCam->pev->velocity = m_pCam->pev->avelocity = Vector (0,0,0); UpdateSound (); SetThink ( DeadThink ); pev->nextthink = gpGlobals->time + 29 / 21.0; // maman, c'est quoi qu'a fait boum ? EMIT_SOUND(ENT(pev), CHAN_AUTO, TANK_EXPLO_SOUND1, 1, ATTN_NORM); EMIT_SOUND(ENT(pev), CHAN_WEAPON, TANK_EXPLO_SOUND2, 1, ATTN_NORM); // sprites de feu - explosion for ( int i=0; i<20; i++ ) { CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_FEU, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 50), TRUE ); pSpr->SetScale ( SPRITE_FEU_SCALE*2 ); pSpr->AnimateAndDie ( RANDOM_FLOAT(20,22) ); pSpr->SetTransparency ( kRenderTransAdd, 255, 255, 255, 120, kRenderFxNone ); pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-150,150),RANDOM_FLOAT(-150,150),100/*RANDOM_FLOAT(130,150)*/ ); } // sprites de feu en colonne for ( i=0; i<6; i++ ) { CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_FEU, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE ); pSpr->SetScale ( SPRITE_FEU_SCALE ); pSpr->AnimateAndDie ( RANDOM_FLOAT(20,25) ); pSpr->SetTransparency ( kRenderTransAdd, 255, 255, 255, 120, kRenderFxNone ); pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),140/*RANDOM_FLOAT(130,150)*/ ); } for ( i=0; i<10; i++ ) { CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_SMOKEBALL, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE ); pSpr->SetScale ( SPRITE_SMOKEBALL_SCALE ); pSpr->AnimateAndDie ( RANDOM_FLOAT(2,3) ); pSpr->SetTransparency ( kRenderTransAlpha, 255, 255, 255, 255, kRenderFxNone ); pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),RANDOM_FLOAT(50,50) ); } // gibs for ( i = 0; i<20; i++ ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( "models/mechgibs.mdl" ); pGib->m_bloodColor = DONT_BLEED; pGib->pev->body = RANDOM_LONG (1,5); pGib->pev->origin = pev->origin + Vector ( 0, 0, 250 ); pGib->pev->velocity = Vector ( RANDOM_FLOAT(-200,200),RANDOM_FLOAT(-200,200),RANDOM_FLOAT(0,400)); pGib->pev->avelocity = Vector ( RANDOM_FLOAT(-1000,1000), RANDOM_FLOAT(-1000,1000), RANDOM_FLOAT(-1000,1000) ); pGib->pev->solid = SOLID_NOT; pGib->SetThink(SUB_Remove); pGib->pev->nextthink = gpGlobals->time + 1; } // étincelles for ( i = 0; i < 10; i++ ) { Create( "spark_shower", pev->origin, Vector (0,0,1), NULL ); } }
void CTank :: IdleThink ( void ) { UpdateSound (); pev->nextthink = gpGlobals->time + 0.1; }
void CTank :: DriveThink ( void ) { pev->nextthink = gpGlobals->time + NEXTTHINK_TIME; StudioFrameAdvance ( ); if ( pev->sequence == 1 ) pev->sequence = 0; // ALERT ( at_console, "playerdrivetank : %s\n", m_pPlayer->m_iDrivingTank == TRUE ? "TRUE" : "FALSE" ); // apres le changement de niveau, reinitialisation de la vue if ( bSetView == 1 ) { // actualisation de la vie du bsp m_pTankBSP->pev->health = m_flTempHealth; // réglages camera & hud m_pCam->SetPlayerTankView ( TRUE ); bSetView = 0; } //quitte le tank if (m_pPlayer->pev->button & IN_USE) { pev->velocity = pev->avelocity = m_pTankBSP->pev->velocity = m_pTankBSP->pev->avelocity =Vector (0,0,0); m_pTankBSP->pev->origin = pev->origin; m_pTankBSP->pev->angles = pev->angles; m_pCam->pev->velocity = ( vecCamOrigin() - m_pCam->pev->origin ) /2; UpdateCamAngle ( m_pCam->pev->origin, 2 ); UpdateSound (); SetThink( StopThink ); pev->nextthink = gpGlobals->time + 2; return; } float flNextVAngleY = pev->v_angle.y; float flNextVAngleX = pev->v_angle.x; float flNewAVelocity; Vector vecNewVelocity; //---------------------------------------------_-_-_ _ _ //modifications de la direction de la tourelle if ( bTankOn == 0 ) { bTankOn = 1; m_PlayerAngles.x = m_pPlayer->pev->angles.x ; m_PlayerAngles.y = m_pPlayer->pev->angles.y ; } if ( m_pPlayer->pev->angles.y != m_PlayerAngles.y ) { int iSens; int iDist = ModifAngles ( m_pPlayer->pev->angles.y ) - ModifAngles ( m_PlayerAngles.y ); if ( fabs(iDist) > 180 ) { if ( iDist > 0 ) iDist = iDist - 360; else iDist = iDist + 360; } iSens = iDist == fabs(iDist) ? 1 : -1 ; iDist = fabs(iDist); if ( iDist < TANK_TOURELLE_ROT_SPEED ) flNextVAngleY += iDist * iSens; else flNextVAngleY += TANK_TOURELLE_ROT_SPEED * iSens; if ( flNextVAngleY > TOURELLE_MAX_ROT_Y ) flNextVAngleY = TOURELLE_MAX_ROT_Y; if ( flNextVAngleY < -TOURELLE_MAX_ROT_Y ) flNextVAngleY = -TOURELLE_MAX_ROT_Y; } if ( m_pPlayer->pev->angles.x != m_PlayerAngles.x ) { int iSens; int iDist = ModifAngles ( m_pPlayer->pev->angles.x ) - ModifAngles ( m_PlayerAngles.x ); if ( fabs(iDist) > 180 ) { if ( iDist > 0 ) iDist = iDist - 360; else iDist = iDist + 360; } iSens = iDist == fabs(iDist) ? 1 : -1 ; iDist = fabs(iDist); if ( iDist < TANK_TOURELLE_ROT_SPEED ) flNextVAngleX += iDist * iSens; else flNextVAngleX += TANK_TOURELLE_ROT_SPEED * iSens; if ( flNextVAngleX > TOURELLE_MAX_ROT_X ) flNextVAngleX = TOURELLE_MAX_ROT_X; if ( flNextVAngleX < TOURELLE_MAX_ROT_X2 ) flNextVAngleX = TOURELLE_MAX_ROT_X2; } m_PlayerAngles.y = m_pPlayer->pev->angles.y; m_PlayerAngles.x = m_pPlayer->pev->angles.x; //--------------------------------- // sons d'acceleration du tank float flSpeed = pev->velocity.Length(); if ( m_flNextSound < gpGlobals->time) { if ( (m_pPlayer->pev->button & IN_FORWARD) && ((flSpeed==0) || (m_iTankmove & MOVE_BACKWARD)) ) { EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, ACCELERE_SOUND1, 1 , ATTN_NONE, 0, 100 ); m_flNextSound = gpGlobals->time + 2.5; } else if ( (m_pPlayer->pev->button & IN_BACK) && (m_iTankmove & MOVE_FORWARD) ) { EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, DECCELERE_SOUND, 1 , ATTN_NONE, 0, 100 ); m_flNextSound = gpGlobals->time + 2.5; } else if ( (m_pPlayer->pev->button & IN_FORWARD) && (m_iTankmove & MOVE_FORWARD) && !(m_iTankmove & PUSH_FORWARD)) { if ( RANDOM_LONG ( 0,1 ) ) EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, ACCELERE_SOUND2, 1 , ATTN_NONE, 0, 100 ); else EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, ACCELERE_SOUND3, 1 , ATTN_NONE, 0, 100 ); m_flNextSound = gpGlobals->time + 2.5; } } //------------------------------- //modification de la vitesse du tank UTIL_MakeVectors( pev->angles ); int iSens = UTIL_AngleDiff( UTIL_VecToAngles ( pev->velocity ).y, UTIL_VecToAngles ( gpGlobals->v_forward ).y ); if ( flSpeed == 0 ) iSens = 0; else if ( iSens < -45 || iSens > 45 ) iSens = -1; else iSens = 1; if ( m_pPlayer->pev->button & IN_FORWARD) { m_iTankmove |= PUSH_FORWARD; m_iTankmove &= ~PUSH_BACKWARD; if ( iSens == -1 ) { if ( flSpeed > TANK_DECCELERATION * 2 ) vecNewVelocity = gpGlobals->v_forward * - ( flSpeed - TANK_DECCELERATION ); else vecNewVelocity = Vector ( 0,0,0 ); } else if ( flSpeed < 250 ) vecNewVelocity = gpGlobals->v_forward * ( flSpeed + TANK_ACCELERATION ); else vecNewVelocity = gpGlobals->v_forward * 250; } else if ( m_pPlayer->pev->button & IN_BACK) { m_iTankmove |= PUSH_BACKWARD; m_iTankmove &= ~PUSH_FORWARD; if ( iSens == 1 ) { if ( flSpeed > TANK_DECCELERATION * 2 ) vecNewVelocity = gpGlobals->v_forward * ( flSpeed - TANK_DECCELERATION ); else vecNewVelocity = Vector ( 0,0,0 ); } else if ( flSpeed < 150 ) vecNewVelocity = gpGlobals->v_forward * - ( flSpeed + TANK_ACCELERATION ); else vecNewVelocity = gpGlobals->v_forward * -150; } else { if ( flSpeed > 5 ) vecNewVelocity = gpGlobals->v_forward * ( flSpeed - 1 ) * iSens; else vecNewVelocity = gpGlobals->v_forward * flSpeed * iSens; m_iTankmove &= ~PUSH_BACKWARD; m_iTankmove &= ~PUSH_FORWARD; } if ( iSens == 1) { m_iTankmove |= MOVE_FORWARD; m_iTankmove &= ~MOVE_BACKWARD; } else { m_iTankmove |= MOVE_BACKWARD; m_iTankmove &= ~MOVE_FORWARD; } //modification de la direction du tank if ( m_pPlayer->pev->button & IN_MOVELEFT ) flNewAVelocity = TANK_ROT_SPEED; else if ( m_pPlayer->pev->button & IN_MOVERIGHT ) flNewAVelocity = -TANK_ROT_SPEED; else flNewAVelocity = 0; // test de la position envisagée UTIL_MakeVectors ( pev->angles + Vector ( 0, flNewAVelocity / 10 , 0) ); TraceResult tr [4]/*1,tr2,tr3,tr4*/; Vector vecFrontLeft, vecFrontRight, vecBackLeft, vecBackRight; vecFrontLeft = NEW_ORIGIN + gpGlobals->v_forward * DIST_FRONT_UP + gpGlobals->v_right * -DIST_SIDE + gpGlobals->v_up * DIST_TOP; vecFrontRight = NEW_ORIGIN + gpGlobals->v_forward * DIST_FRONT_UP + gpGlobals->v_right * DIST_SIDE + gpGlobals->v_up * DIST_TOP; vecBackLeft = NEW_ORIGIN + gpGlobals->v_forward * DIST_BACK_UP + gpGlobals->v_right * -DIST_SIDE + gpGlobals->v_up * DIST_TOP; vecBackRight = NEW_ORIGIN + gpGlobals->v_forward * DIST_BACK_UP + gpGlobals->v_right * DIST_SIDE + gpGlobals->v_up * DIST_TOP; UTIL_TraceLine (vecFrontLeft, vecFrontRight,ignore_monsters, ENT(m_pTankBSP->pev), &tr[0]); UTIL_TraceLine (vecFrontRight, vecBackRight,ignore_monsters, ENT(m_pTankBSP->pev), &tr[1]); UTIL_TraceLine (vecBackRight, vecBackLeft, ignore_monsters, ENT(m_pTankBSP->pev), &tr[2]); UTIL_TraceLine (vecBackLeft, vecFrontLeft, ignore_monsters, ENT(m_pTankBSP->pev), &tr[3]); //pas de collision - application de la nouvelle position if ( tr[0].vecEndPos == vecFrontRight && tr[1].vecEndPos == vecBackRight && tr[2].vecEndPos == vecBackLeft && tr[3].vecEndPos == vecFrontLeft ) { StudioFrameAdvance ( 0.1 ); pev->velocity = vecNewVelocity; pev->avelocity = Vector ( 0, flNewAVelocity, 0 ); m_pCam->m_vecTourelleAngle = pev->v_angle; m_pCam->m_flNextFrameTime = pev->nextthink; pev->v_angle.y = flNextVAngleY; pev->v_angle.x = flNextVAngleX; m_pTankBSP->pev->velocity = (( pev->origin + vecNewVelocity * 10 ) - m_pTankBSP->pev-> origin ) / 10 ; m_pTankBSP->pev->avelocity = (( pev->angles + Vector ( 0, flNewAVelocity * 10, 0 ) - m_pTankBSP->pev->angles )) / 10; // pour combler la différence de vitesse entre le bsp et le mdl } //collision - arret du tank else { pev->velocity = pev->avelocity = Vector (0,0,0); m_pTankBSP->pev->velocity = ( pev->origin - m_pTankBSP->pev-> origin ) / 10 ; m_pTankBSP->pev->avelocity = ( pev->angles - m_pTankBSP->pev->angles ) / 10; if ( flSpeed > 50 ) // choc violent { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, CHOC_SOUND, 0.9, ATTN_NORM, 0, 60 ); } } // application des dommages vecFrontLeft = vecFrontLeft + Vector ( 0, 0, 10 - DIST_TOP ); vecFrontRight = vecFrontRight + Vector ( 0, 0, 10 - DIST_TOP ); vecBackRight = vecBackRight + Vector ( 0, 0, 10 - DIST_TOP ); vecBackLeft = vecBackLeft + Vector ( 0, 0, 10 - DIST_TOP ); UTIL_TraceLine (vecFrontLeft, vecFrontRight,dont_ignore_monsters, ENT(m_pTankBSP->pev), &tr[0]); UTIL_TraceLine (vecFrontRight, vecBackRight,dont_ignore_monsters, ENT(m_pTankBSP->pev), &tr[1]); UTIL_TraceLine (vecBackRight, vecBackLeft, dont_ignore_monsters, ENT(m_pTankBSP->pev), &tr[2]); UTIL_TraceLine (vecBackLeft, vecFrontLeft, dont_ignore_monsters, ENT(m_pTankBSP->pev), &tr[3]); CBaseEntity *pEntity = NULL; for ( int i = 0 ; i < 4 ; i ++ ) { if ( tr [ i ].pHit != NULL ) { pEntity = CBaseEntity :: Instance ( tr [ i ].pHit ); if ( pEntity != NULL && pEntity->pev->takedamage ) { float fDamage; if ( FClassnameIs ( tr[i].pHit, "func_breakable" ) ) { fDamage = pEntity->pev->health; } else { fDamage = pev->velocity.Length() * 1.5 + 20; } pEntity->TakeDamage ( pev, pev , fDamage , DMG_CRUSH ); } } } //rectification de la position de la camera vecCamAim = UpdateCam(); if ( m_pCam->pev->origin != vecCamAim ) m_pCam->pev->velocity = ( vecCamAim - m_pCam->pev->origin ) * 10; UpdateCamAngle ( vecCamAim, NEXTTHINK_TIME ); //tir de la tourelle if ( ( m_pPlayer->pev->button & IN_ATTACK ) && ( gpGlobals->time > m_flLastAttack1 + TANK_REFIRE_DELAY ) ) { Fire ( bCanon ); bCanon = bCanon == TRUE ? FALSE : TRUE; EMIT_SOUND(ENT(pev), CHAN_AUTO, TIR_SOUND, 1, ATTN_NORM); m_flLastAttack1 = gpGlobals->time; m_pCam->pev->avelocity.x -= 45; } //tir de la mitrailleuse if ( m_pPlayer->pev->button & IN_ATTACK2 ) { Vector posGun, dirGun; GetAttachment( 3, posGun, Vector ( 0, 0, 0 ) ); UTIL_MakeVectorsPrivate( TourelleAngle(), dirGun, NULL, NULL ); FireBullets( 1, posGun, dirGun, VECTOR_CONE_5DEGREES, 8192, BULLET_MONSTER_12MM ); EMIT_SOUND(ENT(pev), CHAN_WEAPON, MITRAILLEUSE_SOUND, 1, ATTN_NORM); if ( !FStrEq(STRING(gpGlobals->mapname), "l3m10") && !FStrEq(STRING(gpGlobals->mapname), "l3m12") && !FStrEq(STRING(gpGlobals->mapname), "l3m14") ) { CSprite *pSprite = CSprite::SpriteCreate( SPRITE_MUZ, posGun, TRUE ); pSprite->AnimateAndDie( 15 ); pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation ); pSprite->SetAttachment( edict(), 4 ); pSprite->SetScale( SPRITE_MUZ_SCALE ); } } //sond du tank UpdateSound (); CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * 2.5, 150, NEXTTHINK_TIME ); CSoundEnt::InsertSound ( bits_SOUND_PLAYER, pev->origin, 2000, 0.5 ); }