NOXREF void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs) { if (g_Language == LANGUAGE_GERMAN) { // no sticky gibs in germany right now! return; } for (int i = 0; i < cGibs; ++i) { CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL); pGib->Spawn("models/stickygib.mdl"); pGib->pev->body = RANDOM_LONG(0, 2); if (pevVictim) { pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT(-3, 3); pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT(-3, 3); pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT(-3, 3); // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity.y += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity.z += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity = pGib->pev->velocity * 900; pGib->pev->avelocity.x = RANDOM_FLOAT(250, 400); pGib->pev->avelocity.y = RANDOM_FLOAT(250, 400); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if (pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->pev->movetype = MOVETYPE_TOSS; pGib->pev->solid = SOLID_BBOX; UTIL_SetSize(pGib->pev, Vector(0, 0,0), Vector(0, 0, 0)); pGib->SetTouch(&CGib::StickyGibTouch); pGib->SetThink(NULL); } pGib->LimitVelocity(); } }
void CGib::SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs ) { int i; //City17: Germany Violence Fix. /*if ( g_Language.GetInt() == LANGUAGE_GERMAN ) { // no sticky gibs in germany right now! return; }*/ for ( i = 0 ; i < cGibs ; i++ ) { CGib *pGib = (CGib *)CreateEntityByName( "gib" ); pGib->Spawn( "models/stickygib.mdl" ); pGib->m_nBody = random->RandomInt(0,2); if ( pVictim ) { pGib->SetLocalOrigin( Vector( vecOrigin.x + random->RandomFloat( -3, 3 ), vecOrigin.y + random->RandomFloat( -3, 3 ), vecOrigin.z + random->RandomFloat( -3, 3 ) ) ); // make the gib fly away from the attack vector Vector vecNewVelocity = g_vecAttackDir * -1; // mix in some noise vecNewVelocity.x += random->RandomFloat ( -0.15, 0.15 ); vecNewVelocity.y += random->RandomFloat ( -0.15, 0.15 ); vecNewVelocity.z += random->RandomFloat ( -0.15, 0.15 ); vecNewVelocity *= 900; QAngle vecAngVelocity( random->RandomFloat ( 250, 400 ), random->RandomFloat ( 250, 400 ), 0 ); pGib->SetLocalAngularVelocity( vecAngVelocity ); // copy owner's blood color pGib->SetBloodColor( pVictim->BloodColor() ); pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity ); pGib->SetAbsVelocity( vecNewVelocity ); pGib->SetMoveType( MOVETYPE_FLYGRAVITY ); pGib->RemoveSolidFlags( FSOLID_NOT_SOLID ); pGib->SetCollisionBounds( vec3_origin, vec3_origin ); pGib->SetTouch ( &CGib::StickyGibTouch ); pGib->SetThink (NULL); } pGib->LimitVelocity(); } }