void CStomp::Think( void ) { trace_t tr; SetNextThink( gpGlobals->curtime + 0.1 ); // Do damage for this frame Vector vecStart = GetAbsOrigin(); vecStart.z += 30; Vector vecEnd = vecStart + (m_vecMoveDir * m_flSpeed * gpGlobals->frametime); UTIL_TraceHull( vecStart, vecEnd, Vector(-32, -32, -32), Vector(32, 32, 32), MASK_SOLID, m_pOwner, COLLISION_GROUP_NONE, &tr ); // NDebugOverlay::Line( vecStart, vecEnd, 0, 255, 0, false, 10.0f ); if ( tr.m_pEnt ) { CBaseEntity *pEntity = tr.m_pEnt; CTakeDamageInfo info( this, this, 50, DMG_SONIC ); CalculateMeleeDamageForce( &info, m_vecMoveDir, tr.endpos ); pEntity->TakeDamage( info ); } // Accelerate the effect m_flSpeed += (gpGlobals->frametime) * m_uiFramerate; m_uiFramerate += (gpGlobals->frametime) * 2000; // Move and spawn trails while ( gpGlobals->curtime - m_flDmgTime > STOMP_INTERVAL ) { SetAbsOrigin( GetAbsOrigin() + m_vecMoveDir * m_flSpeed * STOMP_INTERVAL ); for ( int i = 0; i < 2; i++ ) { CSprite *pSprite = CSprite::SpriteCreate( GARG_STOMP_SPRITE_NAME, GetAbsOrigin(), TRUE ); if ( pSprite ) { UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,500), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); pSprite->SetAbsOrigin( tr.endpos ); // pSprite->pev->velocity = Vector(RandomFloat(-200,200),RandomFloat(-200,200),175); pSprite->SetNextThink( gpGlobals->curtime + 0.3 ); pSprite->SetThink( &CSprite::SUB_Remove ); pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxFadeFast ); } g_pEffects->EnergySplash( tr.endpos, tr.plane.normal ); } m_flDmgTime += STOMP_INTERVAL; // Scale has the "life" of this effect m_flScale -= STOMP_INTERVAL * m_flSpeed; if ( m_flScale <= 0 ) { // Life has run out UTIL_Remove(this); // STOP_SOUND( edict(), CHAN_BODY, GARG_STOMP_BUZZ_SOUND ); CPASAttenuationFilter filter( this ); StopSound( entindex(), CHAN_STATIC, GARG_STOMP_BUZZ_SOUND ); } } }
void CTFWeaponBaseGrenadeProj::RemoveGrenade( bool bBlinkOut ) { // Kill it SetThink( &BaseClass::SUB_Remove ); SetNextThink( gpGlobals->curtime ); SetTouch( NULL ); AddEffects( EF_NODRAW ); if ( bBlinkOut ) { // Sprite flash CSprite *pGlowSprite = CSprite::SpriteCreate( NOGRENADE_SPRITE, GetAbsOrigin(), false ); if ( pGlowSprite ) { pGlowSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxFadeFast ); pGlowSprite->SetThink( &CSprite::SUB_Remove ); pGlowSprite->SetNextThink( gpGlobals->curtime + 1.0 ); } } }