//========================================================= // MeleeAttack1() // Ataque cuerpo a cuerpo #1 // En este caso: //========================================================= void CNPC_Scient::MeleeAttack1() { /* Ataque cuerpo a cuerpo ¡Ejemplo! En este código el NPC aventará y empujara al usuario con un golpe. Esto es solo un ejemplo, modifique o elimine. */ // Atacar CBaseEntity *pHurt = CheckTraceHullAttack(70, Vector(-16,-16,-16), Vector(16,16,16), sk_grunt_dmg_high.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB); // ¿Le hice daño? if (pHurt) { Vector forward, up; AngleVectors(GetAbsAngles(), &forward, NULL, &up); // Aturdirlo if (pHurt->GetFlags() & (FL_NPC | FL_CLIENT)) pHurt->ViewPunch(QAngle(70, 0, -70)); // Aventarlo por los aires. pHurt->ApplyAbsVelocityImpulse(400 * (up + 1*forward)); } AttackSound(); }
void CEnvHeadcrabCanister::TestForCollisionsAgainstWorld( const Vector &vecEndPosition ) { // Splash damage! // Iterate on all entities in the vicinity. float flDamageRadius = m_flDamageRadius; float flDamage = m_flDamage; CBaseEntity *pEntity; for ( CEntitySphereQuery sphere( vecEndPosition, flDamageRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() ) { if ( pEntity == this ) continue; if ( !pEntity->IsSolid() ) continue; // Get distance to object and use it as a scale value. Vector vecSegment; VectorSubtract( pEntity->GetAbsOrigin(), vecEndPosition, vecSegment ); float flDistance = VectorNormalize( vecSegment ); float flFactor = 1.0f / ( flDamageRadius * (INNER_RADIUS_FRACTION - 1) ); flFactor *= flFactor; float flScale = flDistance - flDamageRadius; flScale *= flScale * flFactor; if ( flScale > 1.0f ) { flScale = 1.0f; } // Check for a physics object and apply force! Vector vecForceDir = vecSegment; IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); if ( pPhysObject ) { // Send it flying!!! float flMass = PhysGetEntityMass( pEntity ); vecForceDir *= flMass * 750 * flScale; pPhysObject->ApplyForceCenter( vecForceDir ); } if ( pEntity->m_takedamage && ( m_flDamage != 0.0f ) ) { CTakeDamageInfo info( this, this, flDamage * flScale, DMG_BLAST ); CalculateExplosiveDamageForce( &info, vecSegment, pEntity->GetAbsOrigin() ); pEntity->TakeDamage( info ); } if ( pEntity->IsPlayer() && !(static_cast<CBasePlayer*>(pEntity)->IsInAVehicle()) ) { if (vecSegment.z < 0.1f) { vecSegment.z = 0.1f; VectorNormalize( vecSegment ); } float flAmount = SimpleSplineRemapVal( flScale, 0.0f, 1.0f, 250.0f, 1000.0f ); pEntity->ApplyAbsVelocityImpulse( vecSegment * flAmount ); } } }
void CNPC_Infected::MeleeAttack( float distance, float damage, QAngle &viewPunch, Vector &shove ) { Vector vecForceDir; // Always hurt bullseyes for now if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) { vecForceDir = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()); CTakeDamageInfo info( this, this, damage, DMG_SLASH ); CalculateMeleeDamageForce( &info, vecForceDir, GetEnemy()->GetAbsOrigin() ); GetEnemy()->TakeDamage( info ); return; } CBaseEntity *pHurt = CheckTraceHullAttack( distance, -Vector(16,16,32), Vector(16,16,32), damage, DMG_SLASH, 5.0f ); if ( pHurt ) { vecForceDir = ( pHurt->WorldSpaceCenter() - WorldSpaceCenter() ); //FIXME: Until the interaction is setup, kill combine soldiers in one hit -- jdw if ( FClassnameIs( pHurt, "npc_combine_s" ) ) { CTakeDamageInfo dmgInfo( this, this, pHurt->m_iHealth+25, DMG_SLASH ); CalculateMeleeDamageForce( &dmgInfo, vecForceDir, pHurt->GetAbsOrigin() ); pHurt->TakeDamage( dmgInfo ); return; } CBasePlayer *pPlayer = ToBasePlayer( pHurt ); if ( pPlayer != NULL ) { //Kick the player angles if ( !(pPlayer->GetFlags() & FL_GODMODE ) && pPlayer->GetMoveType() != MOVETYPE_NOCLIP ) { pPlayer->ViewPunch( viewPunch ); Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir); QAngle angles; VectorAngles( dir, angles ); Vector forward, right; AngleVectors( angles, &forward, &right, NULL ); //Push the target back pHurt->ApplyAbsVelocityImpulse( - right * shove[1] - forward * shove[0] ); } } // Play a random attack hit sound EmitSound( "Zombie.Punch" ); } else { EmitSound( "Zombie.AttackMiss" ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Bug_Warrior::MeleeAttack( float distance, float damage, QAngle& viewPunch, Vector& shove ) { if ( GetEnemy() == NULL ) return; // Trace directly at my target Vector vStart = GetAbsOrigin(); vStart.z += WorldAlignSize().z * 0.5; Vector vecForward = (GetEnemy()->EyePosition() - vStart); VectorNormalize( vecForward ); Vector vEnd = vStart + (vecForward * distance ); // Use half the size of my target for the box Vector vecHalfTraceBox = (GetEnemy()->WorldAlignMaxs() - GetEnemy()->WorldAlignMins()) * 0.25; //NDebugOverlay::Box( vStart, -Vector(10,10,10), Vector(10,10,10), 0,255,0,20,1.0); //NDebugOverlay::Box( GetEnemy()->EyePosition(), -Vector(10,10,10), Vector(10,10,10), 255,255,255,20,1.0); CBaseEntity *pHurt = CheckTraceHullAttack( vStart, vEnd, -vecHalfTraceBox, vecHalfTraceBox, damage, DMG_SLASH ); if ( pHurt ) { CBasePlayer *pPlayer = ToBasePlayer( pHurt ); if ( pPlayer ) { //Kick the player angles pPlayer->ViewPunch( viewPunch ); Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir); QAngle angles; VectorAngles( dir, angles ); Vector forward, right; AngleVectors( angles, &forward, &right, NULL ); // Push the target back Vector vecImpulse; VectorMultiply( right, -shove[1], vecImpulse ); VectorMA( vecImpulse, -shove[0], forward, vecImpulse ); pHurt->ApplyAbsVelocityImpulse( vecImpulse ); } // Play a random attack hit sound EmitSound( "NPC_Bug_Warrior.AttackHit" ); } }
//----------------------------------------------------------------------------- // Purpose: Give the harpoon a yank //----------------------------------------------------------------------------- void CWeaponHarpoon::YankHarpoon( void ) { CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() ); if ( !pPlayer ) return; #if !defined( CLIENT_DLL ) if ( m_bActiveHarpoon && m_hHarpoon.Get() ) { // If the harpoon's impaled something, pull it towards me CBaseEntity *pTarget = m_hHarpoon->GetImpaledTarget(); if ( pTarget ) { if ( !pTarget->IsBSPModel() && pTarget->GetMoveType() != MOVETYPE_NONE ) { // Bring him to me! EmitSound( "Harpoon.Yank" ); // Get a yank vector, and raise it a little to get them off the ground if they're on it Vector vecOverHere = ( pPlayer->GetAbsOrigin() - pTarget->GetAbsOrigin() ); VectorNormalize( vecOverHere ); if ( pTarget->GetFlags() & FL_ONGROUND ) { pTarget->SetGroundEntity( NULL ); vecOverHere.z = 0.5; } pTarget->ApplyAbsVelocityImpulse( vecOverHere * 500 ); PlayAttackAnimation( ACT_VM_HAULBACK ); } } m_hHarpoon->SetThink( SUB_Remove ); m_hHarpoon->SetNextThink( gpGlobals->curtime + 5.0 ); m_hHarpoon = NULL; m_bActiveHarpoon = false; } DetachRope(); #endif }
void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { switch( pEvent->event ) { case EVENT_WEAPON_MELEE_HIT: { // Trace up or down based on where the enemy is... // But only if we're basically facing that direction Vector vecDirection; AngleVectors( GetAbsAngles(), &vecDirection ); CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL; if ( pEnemy ) { Vector vecDelta; VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta ); VectorNormalize( vecDelta ); Vector2D vecDelta2D = vecDelta.AsVector2D(); Vector2DNormalize( vecDelta2D ); if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f ) { vecDirection = vecDelta; } } Vector vecEnd; VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd ); // Stretch the swing box down to catch low level physics objects CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd, Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false ); // did I hit someone? if ( pHurt ) { // play sound WeaponSound( MELEE_HIT ); CBasePlayer *pPlayer = ToBasePlayer( pHurt ); CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(pOperator); bool bFlashed = false; if ( pCop != NULL && pPlayer != NULL ) { // See if we need to knock out this target if ( pCop->ShouldKnockOutTarget( pHurt ) ) { float yawKick = random->RandomFloat( -48, -24 ); //Kick the player angles pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) ); color32 white = {255,255,255,255}; UTIL_ScreenFade( pPlayer, white, 0.2f, 1.0f, FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT ); bFlashed = true; pCop->KnockOutTarget( pHurt ); break; } else { // Notify that we've stunned a target pCop->StunnedTarget( pHurt ); } } // Punch angles if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) ) { float yawKick = random->RandomFloat( -48, -24 ); //Kick the player angles pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) ); Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin(); // If the player's on my head, don't knock him up if ( pPlayer->GetGroundEntity() == pOperator ) { dir = vecDirection; dir.z = 0; } VectorNormalize(dir); dir *= 500.0f; //If not on ground, then don't make them fly! if ( !(pPlayer->GetFlags() & FL_ONGROUND ) ) dir.z = 0.0f; //Push the target back pHurt->ApplyAbsVelocityImpulse( dir ); if ( !bFlashed ) { color32 red = {128,0,0,128}; UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN ); } // Force the player to drop anyting they were holding pPlayer->ForceDropOfCarriedPhysObjects(); } // do effect? } else { WeaponSound( MELEE_MISS ); } } break; default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } }
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLimit, bool defaultLocation ) { // Check for prop breakable count reset. int nPropCount = props_break_max_pieces_perframe.GetInt(); if ( nPropCount != -1 ) { if ( nFrameNumber != gpGlobals->framecount ) { nPropBreakablesPerFrameCount = 0; nFrameNumber = gpGlobals->framecount; } // Check for max breakable count for the frame. if ( nPropBreakablesPerFrameCount >= nPropCount ) return; } int iMaxBreakCount = bIgnoreGibLimit ? -1 : props_break_max_pieces.GetInt(); if ( iMaxBreakCount != -1 ) { if ( iPrecomputedBreakableCount != -1 ) { iPrecomputedBreakableCount = MIN( iMaxBreakCount, iPrecomputedBreakableCount ); } else { iPrecomputedBreakableCount = iMaxBreakCount; } } #ifdef GAME_DLL // On server limit break model creation if ( !PropBreakableCapEdictsOnCreateAll(modelindex, pPhysics, params, pEntity, iPrecomputedBreakableCount ) ) { DevMsg( "Failed to create PropBreakable: would exceed MAX_EDICTS\n" ); return; } #endif vcollide_t *pCollide = modelinfo->GetVCollide( modelindex ); if ( !pCollide ) return; int nSkin = 0; CBaseEntity *pOwnerEntity = pEntity; CBaseAnimating *pOwnerAnim = NULL; if ( pPhysics ) { pOwnerEntity = static_cast<CBaseEntity *>(pPhysics->GetGameData()); } if ( pOwnerEntity ) { pOwnerAnim = pOwnerEntity->GetBaseAnimating(); if ( pOwnerAnim ) { nSkin = pOwnerAnim->m_nSkin; } } matrix3x4_t localToWorld; CStudioHdr studioHdr; const model_t *model = modelinfo->GetModel( modelindex ); if ( model ) { studioHdr.Init( modelinfo->GetStudiomodel( model ) ); } Vector parentOrigin = vec3_origin; int parentAttachment = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1; if ( parentAttachment > 0 ) { GetAttachmentLocalSpace( &studioHdr, parentAttachment-1, localToWorld ); MatrixGetColumn( localToWorld, 3, parentOrigin ); } else { AngleMatrix( vec3_angle, localToWorld ); } CUtlVector<breakmodel_t> list; BreakModelList( list, modelindex, params.defBurstScale, params.defCollisionGroup ); if ( list.Count() ) { for ( int i = 0; i < list.Count(); i++ ) { int modelIndex = modelinfo->GetModelIndex( list[i].modelName ); if ( modelIndex <= 0 ) continue; // Skip multiplayer pieces that should be spawning on the other dll #ifdef GAME_DLL if ( gpGlobals->maxClients > 1 && breakable_multiplayer.GetBool() ) #else if ( gpGlobals->maxClients > 1 ) #endif { #ifdef GAME_DLL if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_CLIENTSIDE ) continue; #else if ( list[i].mpBreakMode == MULTIPLAYER_BREAK_SERVERSIDE ) continue; #endif if ( !defaultLocation && list[i].mpBreakMode == MULTIPLAYER_BREAK_DEFAULT ) continue; } if ( ( nPropCount != -1 ) && ( nPropBreakablesPerFrameCount > nPropCount ) ) break; if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) break; matrix3x4_t matrix; AngleMatrix( params.angles, params.origin, matrix ); CStudioHdr studioHdr; const model_t *model = modelinfo->GetModel( modelIndex ); if ( model ) { studioHdr.Init( modelinfo->GetStudiomodel( model ) ); } // Increment the number of breakable props this frame. ++nPropBreakablesPerFrameCount; Vector position = vec3_origin; QAngle angles = params.angles; if ( pOwnerAnim && list[i].placementName[0] ) { if ( list[i].placementIsBone ) { int boneIndex = pOwnerAnim->LookupBone( list[i].placementName ); if ( boneIndex >= 0 ) { pOwnerAnim->GetBonePosition( boneIndex, position, angles ); AngleMatrix( angles, position, matrix ); } } else { int attachmentIndex = Studio_FindAttachment( &studioHdr, list[i].placementName ) + 1; if ( attachmentIndex > 0 ) { pOwnerAnim->GetAttachment( attachmentIndex, matrix ); MatrixAngles( matrix, angles ); } } } else { int placementIndex = Studio_FindAttachment( &studioHdr, "placementOrigin" ) + 1; Vector placementOrigin = parentOrigin; if ( placementIndex > 0 ) { GetAttachmentLocalSpace( &studioHdr, placementIndex-1, localToWorld ); MatrixGetColumn( localToWorld, 3, placementOrigin ); placementOrigin -= parentOrigin; } VectorTransform( list[i].offset - placementOrigin, matrix, position ); } Vector objectVelocity = params.velocity; if (pPhysics) { pPhysics->GetVelocityAtPoint( position, &objectVelocity ); } int nActualSkin = nSkin; if ( nActualSkin > studioHdr.numskinfamilies() ) nActualSkin = 0; CBaseEntity *pBreakable = NULL; #ifdef GAME_DLL if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) #endif { pBreakable = BreakModelCreateSingle( pOwnerEntity, &list[i], position, angles, objectVelocity, params.angularVelocity, nActualSkin, params ); } if ( pBreakable ) { #ifdef GAME_DLL if ( GetGibManager() ) { GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); } #endif if ( pOwnerEntity && pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) { pBreakable->AddEffects( EF_NOSHADOW ); } // If burst scale is set, this piece should 'burst' away from // the origin in addition to travelling in the wished velocity. if ( list[i].burstScale != 0.0 ) { Vector vecBurstDir = position - params.origin; // If $autocenter wasn't used, try the center of the piece if ( vecBurstDir == vec3_origin ) { vecBurstDir = pBreakable->WorldSpaceCenter() - params.origin; } VectorNormalize( vecBurstDir ); pBreakable->ApplyAbsVelocityImpulse( vecBurstDir * list[i].burstScale ); } // If this piece is supposed to be motion disabled, disable it if ( list[i].isMotionDisabled ) { IPhysicsObject *pPhysicsObject = pBreakable->VPhysicsGetObject(); if ( pPhysicsObject != NULL ) { pPhysicsObject->EnableMotion( false ); } } } } } // Then see if the propdata specifies any breakable pieces else if ( pEntity ) { IBreakableWithPropData *pBreakableInterface = dynamic_cast<IBreakableWithPropData*>(pEntity); if ( pBreakableInterface && pBreakableInterface->GetBreakableModel() != NULL_STRING && pBreakableInterface->GetBreakableCount() ) { breakmodel_t breakModel; for ( int i = 0; i < pBreakableInterface->GetBreakableCount(); i++ ) { if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) break; Q_strncpy( breakModel.modelName, g_PropDataSystem.GetRandomChunkModel(STRING(pBreakableInterface->GetBreakableModel()), pBreakableInterface->GetMaxBreakableSize()), sizeof(breakModel.modelName) ); breakModel.health = 1; breakModel.fadeTime = RandomFloat(5,10); breakModel.fadeMinDist = 0.0f; breakModel.fadeMaxDist = 0.0f; breakModel.burstScale = params.defBurstScale; breakModel.collisionGroup = COLLISION_GROUP_DEBRIS; breakModel.isRagdoll = false; breakModel.isMotionDisabled = false; breakModel.placementName[0] = 0; breakModel.placementIsBone = false; Vector vecObbSize = pEntity->CollisionProp()->OBBSize(); // Find a random point on the plane of the original's two largest axis int smallestAxis = SmallestAxis( vecObbSize ); Vector vecMins(0,0,0); Vector vecMaxs(1,1,1); vecMins[smallestAxis] = 0.5; vecMaxs[smallestAxis] = 0.5; pEntity->CollisionProp()->RandomPointInBounds( vecMins, vecMaxs, &breakModel.offset ); // Push all chunks away from the center Vector vecBurstDir = breakModel.offset - params.origin; VectorNormalize( vecBurstDir ); Vector vecVelocity = vecBurstDir * params.defBurstScale; QAngle vecAngles = pEntity->GetAbsAngles(); int iSkin = pBreakableInterface->GetBreakableSkin(); CBaseEntity *pBreakable = NULL; #ifdef GAME_DLL if ( GetGibManager() == NULL || GetGibManager()->AllowedToSpawnGib() ) #endif { pBreakable = BreakModelCreateSingle( pOwnerEntity, &breakModel, breakModel.offset, vecAngles, vecVelocity, vec3_origin/*params.angularVelocity*/, iSkin, params ); if ( !pBreakable ) { DevWarning( "PropBreakableCreateAll: Could not create model %s\n", breakModel.modelName ); } } if ( pBreakable ) { #ifdef GAME_DLL if ( GetGibManager() ) { GetGibManager()->AddGibToLRU( pBreakable->GetBaseAnimating() ); } #endif Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize(); // Try to align the gibs along the original axis matrix3x4_t matrix; AngleMatrix( vecAngles, matrix ); AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize ); MatrixAngles( matrix, vecAngles ); if ( pBreakable->VPhysicsGetObject() ) { Vector pos; pBreakable->VPhysicsGetObject()->GetPosition( &pos, NULL ); pBreakable->VPhysicsGetObject()->SetPosition( pos, vecAngles, true ); } pBreakable->SetAbsAngles( vecAngles ); if ( pOwnerEntity->IsEffectActive( EF_NOSHADOW ) ) { pBreakable->AddEffects( EF_NOSHADOW ); } } } } } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case BSQUID_AE_SPIT: { Vector vSpitPos; GetAttachment("mouth", vSpitPos); vSpitPos.z += 40.0f; Vector vTarget; // If our enemy is looking at us and far enough away, lead him if (HasCondition(COND_ENEMY_FACING_ME) && UTIL_DistApprox(GetAbsOrigin(), GetEnemy()->GetAbsOrigin()) > (40 * 12)) { UTIL_PredictedPosition(GetEnemy(), 0.5f, &vTarget); vTarget.z = GetEnemy()->GetAbsOrigin().z; } else { // Otherwise he can't see us and he won't be able to dodge vTarget = GetEnemy()->BodyTarget(vSpitPos, true); } vTarget[2] += random->RandomFloat(0.0f, 32.0f); // Try and spit at our target Vector vecToss; if (GetSpitVector(vSpitPos, vTarget, &vecToss) == false) { DevMsg("GetSpitVector( vSpitPos, vTarget, &vecToss ) == false\n"); // Now try where they were if (GetSpitVector(vSpitPos, m_vSavePosition, &vecToss) == false) { DevMsg("GetSpitVector( vSpitPos, m_vSavePosition, &vecToss ) == false\n"); // Failing that, just shoot with the old velocity we calculated initially! vecToss = m_vecSaveSpitVelocity; } } // Find what our vertical theta is to estimate the time we'll impact the ground Vector vecToTarget = (vTarget - vSpitPos); VectorNormalize(vecToTarget); float flVelocity = VectorNormalize(vecToss); float flCosTheta = DotProduct(vecToTarget, vecToss); float flTime = (vSpitPos - vTarget).Length2D() / (flVelocity * flCosTheta); // Emit a sound where this is going to hit so that targets get a chance to act correctly CSoundEnt::InsertSound(SOUND_DANGER, vTarget, (15 * 12), flTime, this); // Don't fire again until this volley would have hit the ground (with some lag behind it) SetNextAttack(gpGlobals->curtime + flTime + random->RandomFloat(0.5f, 2.0f)); for (int i = 0; i < 6; i++) { CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateEntityByName("grenade_spit"); pGrenade->SetAbsOrigin(vSpitPos); pGrenade->SetAbsAngles(vec3_angle); DispatchSpawn(pGrenade); pGrenade->SetThrower(this); pGrenade->SetOwnerEntity(this); if (i == 0) { pGrenade->SetSpitSize(SPIT_LARGE); pGrenade->SetAbsVelocity(vecToss * flVelocity); } else { pGrenade->SetAbsVelocity((vecToss + RandomVector(-0.035f, 0.035f)) * flVelocity); pGrenade->SetSpitSize(random->RandomInt(SPIT_SMALL, SPIT_MEDIUM)); } // Tumble through the air pGrenade->SetLocalAngularVelocity(QAngle(random->RandomFloat(-250, -500), random->RandomFloat(-250, -500), random->RandomFloat(-250, -500))); } for (int i = 0; i < 8; i++) { DispatchParticleEffect("blood_impact_yellow_01", vSpitPos + RandomVector(-12.0f, 12.0f), RandomAngle(0, 360)); } EmitSound("NPC_Antlion.PoisonShoot"); } break; case BSQUID_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); if ( pHurt ) { Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) ); pHurt->SetGroundEntity( NULL ); } } break; case BSQUID_AE_WHIP_SND: { EmitSound( "NPC_Bullsquid.TailWhip" ); break; } /* case BSQUID_AE_TAILWHIP: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB ); if ( pHurt ) { Vector right, up; AngleVectors( GetAbsAngles(), NULL, &right, &up ); if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( 20, 0, -20 ) ); pHurt->ApplyAbsVelocityImpulse( 100 * (up+2*right) ); } } break; */ case BSQUID_AE_BLINK: { // close eye. m_nSkin = 1; } break; case BSQUID_AE_HOP: { float flGravity = GetCurrentGravity(); // throw the squid up into the air on this frame. if ( GetFlags() & FL_ONGROUND ) { SetGroundEntity( NULL ); } // jump 40 inches into the air Vector vecVel = GetAbsVelocity(); vecVel.z += sqrt( flGravity * 2.0 * 40 ); SetAbsVelocity( vecVel ); } break; case BSQUID_AE_THROW: { // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 ); if ( pHurt ) { pHurt->ViewPunch( QAngle(20,0,-20) ); // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START ); // If the player, throw him around if ( pHurt->IsPlayer()) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 ); } // If not the player see if has bullsquid throw interatcion else { CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt ); if (pVictim) { if ( pVictim->DispatchInteraction( g_interactionBullsquidThrow, NULL, this ) ) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 ); } } } } } break; default: BaseClass::HandleAnimEvent( pEvent ); } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case BSQUID_AE_SPIT: { if ( GetEnemy() ) { Vector vSpitPos; QAngle vSpitAngle; GetAttachment( "Mouth", vSpitPos, vSpitAngle); Vector vTarget = GetEnemy()->GetAbsOrigin(); Vector vToss; CBaseEntity* pBlocker; float flGravity = sv_gravity.GetFloat() * SPIT_GRAVITY; ThrowLimit(vSpitPos, vTarget, flGravity, 3, Vector(0,0,0), Vector(0,0,0), GetEnemy(), &vToss, &pBlocker); CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this ); //pGrenade->KeyValue( "velocity", vToss ); pGrenade->Spawn( ); pGrenade->SetOwner( this ); pGrenade->SetOwnerEntity( this ); pGrenade->SetSpitSize( 2 ); pGrenade->SetAbsVelocity( vToss ); // Tumble through the air pGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ) ) ); AttackSound(); CPVSFilter filter( vSpitPos ); te->SpriteSpray( filter, 0.0, &vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 ); } } break; case BSQUID_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); if ( pHurt ) { Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - (forward * 100) ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) ); pHurt->RemoveFlag( FL_ONGROUND ); } } break; case BSQUID_AE_WHIP_SND: { EmitSound( "NPC_Bullsquid.TailWhip" ); break; } /* case BSQUID_AE_TAILWHIP: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB ); if ( pHurt ) { Vector right, up; AngleVectors( GetAbsAngles(), NULL, &right, &up ); if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( 20, 0, -20 ) ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (right * 200) ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) ); } } break; */ case BSQUID_AE_BLINK: { // close eye. m_nSkin = 1; } break; case BSQUID_AE_HOP: { float flGravity = sv_gravity.GetFloat(); // throw the squid up into the air on this frame. if ( GetFlags() & FL_ONGROUND ) { RemoveFlag( FL_ONGROUND ); } // jump into air for 0.8 (24/30) seconds Vector vecVel = GetAbsVelocity(); vecVel.z += ( 0.625 * flGravity ) * 0.5; SetAbsVelocity( vecVel ); } break; case BSQUID_AE_THROW: { // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 ); if ( pHurt ) { pHurt->ViewPunch( QAngle(20,0,-20) ); // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START ); // If the player, throw him around if ( pHurt->IsPlayer()) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 ); } // If not the player see if has bullsquid throw interatcion else { CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt ); if (pVictim) { if ( pVictim->HandleInteraction( g_interactionBullsquidThrow, NULL, this ) ) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 ); } } } } } break; default: BaseClass::HandleAnimEvent( pEvent ); } }
void CASW_Simple_Alien::MeleeAttack( float distance, float damage, QAngle &viewPunch, Vector &shove ) { Vector vecForceDir; // Always hurt bullseyes for now if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) { vecForceDir = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()); CTakeDamageInfo info( this, this, damage, DMG_SLASH ); CalculateMeleeDamageForce( &info, vecForceDir, GetEnemy()->GetAbsOrigin() ); GetEnemy()->TakeDamage( info ); return; } CBaseEntity *pHurt = CheckTraceHullAttack( distance, -Vector(16,16,32), Vector(16,16,32), damage, DMG_SLASH, 5.0f ); if ( pHurt ) { vecForceDir = ( pHurt->WorldSpaceCenter() - WorldSpaceCenter() ); CBasePlayer *pPlayer = ToBasePlayer( pHurt ); if ( pPlayer != NULL ) { //Kick the player angles pPlayer->ViewPunch( viewPunch ); Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir); QAngle angles; VectorAngles( dir, angles ); Vector forward, right; AngleVectors( angles, &forward, &right, NULL ); //Push the target back pHurt->ApplyAbsVelocityImpulse( - right * shove[1] - forward * shove[0] ); } // Play a random attack hit sound AttackSound(); // bleed em if ( UTIL_ShouldShowBlood(pHurt->BloodColor()) ) { // Hit an NPC. Bleed them! Vector vecBloodPos; Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); //if( GetAttachment( "leftclaw", vecBloodPos ) ) { //Vector diff = vecBloodPos - GetAbsOrigin(); //if (diff.z < 0) //vecBloodPos.z = GetAbsOrigin().z - (diff.z * 2); vecBloodPos = GetAbsOrigin() + forward * 60 - right * 14 + up * 50; SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( damage, 30 ) ); } //if( GetAttachment( "rightclaw", vecBloodPos ) ) { vecBloodPos = GetAbsOrigin() + forward * 60 + right * 14 + up * 50; SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( damage, 30 ) ); } } } }