//------------------------------------------------------------------------------ // Pow! //------------------------------------------------------------------------------ void CPropAPC2::ExplodeAndThrowChunk( const Vector &vecExplosionPos ) { ExplosionCreate( vecExplosionPos, vec3_angle, this, 1000, 500.0f, SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE | SF_ENVEXPLOSION_NOFIREBALLSMOKE, 0 ); UTIL_ScreenShake( vecExplosionPos, 25.0, 150.0, 1.0, 750.0f, SHAKE_START ); // Drop 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( vecExplosionPos ); 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( -40, 0 ); 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 ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAPC::Event_Killed( const CTakeDamageInfo &info ) { 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 < 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 ); } // TODO: make the gibs spawn in sync with the delayed explosions int nGibs = random->RandomInt( 1, 4 ); for ( int 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 ); } } UTIL_ScreenShake( vecAbsPoint, 25.0, 150.0, 1.0, 750.0f, SHAKE_START ); if( hl2_episodic.GetBool() ) { // EP1 perf hit Ignite( 6, false ); } else { 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; }