int CHL2MP_Player::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { #ifndef GE_DLL //return here if the player is in the respawn grace period vs. slams. if ( gpGlobals->curtime < m_flSlamProtectTime && (inputInfo.GetDamageType() == DMG_BLAST ) ) return 0; m_vecTotalBulletForce += inputInfo.GetDamageForce(); gamestats->Event_PlayerDamage( this, inputInfo ); #else CBaseEntity *attacker = inputInfo.GetAttacker(); Vector force = inputInfo.GetDamageForce(); if ( force == vec3_origin && attacker ) { Vector vecDir = vec3_origin; if ( inputInfo.GetInflictor() && GetMoveType() == MOVETYPE_WALK && !attacker->IsSolidFlagSet(FSOLID_TRIGGER) ) { vecDir = inputInfo.GetInflictor()->WorldSpaceCenter() - Vector ( 0, 0, 10 ) - WorldSpaceCenter(); VectorNormalize( vecDir ); force = vecDir * -DamageForce( WorldAlignSize(), inputInfo.GetBaseDamage() ); } } m_vecTotalBulletForce += force; #endif return BaseClass::OnTakeDamage( inputInfo ); }
//------------------------------------------------------------------------------ // Purpose : Only take damage in trace attack // Input : // Output : //------------------------------------------------------------------------------ int CBreakableSurface::OnTakeDamage( const CTakeDamageInfo &info ) { if ( !m_bIsBroken && info.GetDamageType() == DMG_CRUSH ) { // physics will kill me now Die( info.GetAttacker(), info.GetDamageForce() ); return 0; } if ( m_nSurfaceType == SHATTERSURFACE_GLASS && info.GetDamageType() & DMG_BLAST ) { Vector vecDir = info.GetInflictor()->GetAbsOrigin() - WorldSpaceCenter(); VectorNormalize( vecDir ); Die( info.GetAttacker(), vecDir ); return 0; } // Accept slash damage, too. Manhacks and such. if ( m_nSurfaceType == SHATTERSURFACE_GLASS && (info.GetDamageType() & DMG_SLASH) ) { Die( info.GetAttacker(), info.GetDamageForce() ); return 0; } return 0; }
void CStatueProp::Event_Killed( const CTakeDamageInfo &info ) { IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( pPhysics && !pPhysics->IsMoveable() ) { pPhysics->EnableMotion( true ); VPhysicsTakeDamage( info ); } m_nShatterFlags = 0; // If you have some flags to network for the shatter effect, put them here! m_vShatterPosition = info.GetDamagePosition(); m_vShatterForce = info.GetDamageForce(); m_bShatter = true; // Skip over breaking code! //Break( info.GetInflictor(), info ); //BaseClass::Event_Killed( info ); // FIXME: Short delay before we actually remove so that the client statue gets a network update before we need it // This isn't a reliable way to do this and needs to be rethought. AddSolidFlags( FSOLID_NOT_SOLID ); SetNextThink( gpGlobals->curtime + 0.2f ); SetThink( &CBaseEntity::SUB_Remove ); }
int CHL2MP_Player::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { //return here if the player is in the respawn grace period vs. slams. if ( gpGlobals->curtime < m_flSlamProtectTime && (inputInfo.GetDamageType() == DMG_BLAST ) ) return 0; m_vecTotalBulletForce += inputInfo.GetDamageForce(); return BaseClass::OnTakeDamage( inputInfo ); }
//----------------------------------------------------------------------------- // Purpose: If we are shot after being stuck to the world, move a bit //----------------------------------------------------------------------------- int CTFGrenadePipebombProjectile::OnTakeDamage( const CTakeDamageInfo &info ) { if ( !info.GetAttacker() ) { Assert( !info.GetAttacker() ); return 0; } bool bSameTeam = ( info.GetAttacker()->GetTeamNumber() == GetTeamNumber() ); if ( m_bTouched && ( info.GetDamageType() & (DMG_BULLET|DMG_BUCKSHOT|DMG_BLAST) ) && bSameTeam == false ) { Vector vecForce = info.GetDamageForce(); if ( info.GetDamageType() & DMG_BULLET ) { vecForce *= tf_grenade_forcefrom_bullet.GetFloat(); } else if ( info.GetDamageType() & DMG_BUCKSHOT ) { vecForce *= tf_grenade_forcefrom_buckshot.GetFloat(); } else if ( info.GetDamageType() & DMG_BLAST ) { vecForce *= tf_grenade_forcefrom_blast.GetFloat(); } // If the force is sufficient, detach & move the pipebomb float flForce = tf_pipebomb_force_to_move.GetFloat(); if ( vecForce.LengthSqr() > (flForce*flForce) ) { if ( VPhysicsGetObject() ) { VPhysicsGetObject()->EnableMotion( true ); } CTakeDamageInfo newInfo = info; newInfo.SetDamageForce( vecForce ); VPhysicsTakeDamage( newInfo ); // The pipebomb will re-stick to the ground after this time expires m_flMinSleepTime = gpGlobals->curtime + tf_grenade_force_sleeptime.GetFloat(); m_bTouched = false; // It has moved the data is no longer valid. m_bUseImpactNormal = false; m_vecImpactNormal.Init(); return 1; } } return 0; }
//----------------------------------------------------------------------------- // Purpose: Add damage to the existing multidamage, and apply if it won't fit //----------------------------------------------------------------------------- void AddMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity ) { if ( !pEntity ) return; if ( pEntity != g_MultiDamage.GetTarget() ) { ApplyMultiDamage(); g_MultiDamage.Init( pEntity, info.GetInflictor(), info.GetAttacker(), info.GetWeapon(), vec3_origin, vec3_origin, vec3_origin, 0.0, info.GetDamageType(), info.GetDamageCustom() ); } g_MultiDamage.AddDamageType( info.GetDamageType() ); g_MultiDamage.SetDamage( g_MultiDamage.GetDamage() + info.GetDamage() ); g_MultiDamage.SetDamageForce( g_MultiDamage.GetDamageForce() + info.GetDamageForce() ); g_MultiDamage.SetDamagePosition( info.GetDamagePosition() ); g_MultiDamage.SetReportedPosition( info.GetReportedPosition() ); g_MultiDamage.SetMaxDamage( MAX( g_MultiDamage.GetMaxDamage(), info.GetDamage() ) ); g_MultiDamage.SetAmmoType( info.GetAmmoType() ); if ( g_MultiDamage.GetPlayerPenetrationCount() == 0 ) { g_MultiDamage.SetPlayerPenetrationCount( info.GetPlayerPenetrationCount() ); } bool bHasPhysicsForceDamage = !g_pGameRules->Damage_NoPhysicsForce( info.GetDamageType() ); if ( bHasPhysicsForceDamage && g_MultiDamage.GetDamageType() != DMG_GENERIC ) { // If you hit this assert, you've called TakeDamage with a damage type that requires a physics damage // force & position without specifying one or both of them. Decide whether your damage that's causing // this is something you believe should impart physics force on the receiver. If it is, you need to // setup the damage force & position inside the CTakeDamageInfo (Utility functions for this are in // takedamageinfo.cpp. If you think the damage shouldn't cause force (unlikely!) then you can set the // damage type to DMG_GENERIC, or | DMG_CRUSH if you need to preserve the damage type for purposes of HUD display. if ( g_MultiDamage.GetDamageForce() == vec3_origin || g_MultiDamage.GetDamagePosition() == vec3_origin ) { static int warningCount = 0; if ( ++warningCount < 10 ) { if ( g_MultiDamage.GetDamageForce() == vec3_origin ) { Warning( "AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin\n" ); } if ( g_MultiDamage.GetDamagePosition() == vec3_origin) { Warning( "AddMultiDamage: g_MultiDamage.GetDamagePosition() == vec3_origin\n" ); } } } } }
void CNPC_Crow::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ) { CTakeDamageInfo newInfo = info; if ( info.GetDamageType() & DMG_PHYSGUN ) { Vector puntDir = ( info.GetDamageForce() * 5000.0f ); newInfo.SetDamage( m_iMaxHealth ); PainSound( newInfo ); newInfo.SetDamageForce( puntDir ); } BaseClass::TraceAttack( newInfo, vecDir, ptr ); }
void CNPC_Zombine::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); //Only knock grenades off their hands if it's a player doing the damage. if ( info.GetAttacker() && info.GetAttacker()->IsNPC() ) return; if ( info.GetDamageType() & ( DMG_BULLET | DMG_CLUB ) ) { if ( ptr->hitgroup == HITGROUP_LEFTARM ) { if ( HasGrenade() ) { DropGrenade( info.GetDamageForce() ); StopSprint(); } } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CASW_PropJeep::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { //Do scaled up physics damage to the car CTakeDamageInfo info = inputInfo; info.ScaleDamage( 25 ); // HACKHACK: Scale up grenades until we get a better explosion/pressure damage system if ( inputInfo.GetDamageType() & DMG_BLAST ) { info.SetDamageForce( inputInfo.GetDamageForce() * 10 ); } VPhysicsTakeDamage( info ); // reset the damage info.SetDamage( inputInfo.GetDamage() ); // small amounts of shock damage disrupt the car, but aren't transferred to the player if ( info.GetDamageType() == DMG_SHOCK ) { if ( info.GetDamage() <= 10 ) { // take 10% damage and make the engine stall info.ScaleDamage( 0.1 ); m_throttleDisableTime = gpGlobals->curtime + 2; } } //Check to do damage to driver if ( GetDriver() ) { //Take no damage from physics damages if ( info.GetDamageType() & DMG_CRUSH ) return 0; // Take the damage (strip out the DMG_BLAST) info.SetDamageType( info.GetDamageType() & (~DMG_BLAST) ); GetDriver()->TakeDamage( info ); } return 0; }
//----------------------------------------------------------------------------- // Purpose: Intercept damage and decide whether or not we want to trigger // Input : &info - //----------------------------------------------------------------------------- int CWeaponStriderBuster::OnTakeDamage( const CTakeDamageInfo &info ) { // If we're attached, any damage from the player makes us trigger CBaseEntity *pInflictor = info.GetInflictor(); CBaseEntity *pAttacker = info.GetAttacker(); bool bInflictorIsPlayer = ( pInflictor != NULL && pInflictor->IsPlayer() ); bool bAttackerIsPlayer = ( pAttacker != NULL && pAttacker->IsPlayer() ); if ( GetParent() && GetParent()->ClassMatches( g_iszVehicle ) ) { return 0; } // Only take damage from a player, for the moment if ( striderbuster_allow_all_damage.GetBool() || ( IsAttachedToStrider() && ( bAttackerIsPlayer || bInflictorIsPlayer ) ) ) { Detonate(); return 0; } if ( pAttacker && ( pAttacker->Classify() == CLASS_COMBINE || pAttacker->Classify() == CLASS_COMBINE_HUNTER ) ) { if ( VPhysicsGetObject() && !VPhysicsGetObject()->IsMoveable() ) { return 0; } } // Hunters are able to destroy strider busters if ( hunter_hate_held_striderbusters.GetBool() || hunter_hate_thrown_striderbusters.GetBool() || hunter_hate_attached_striderbusters.GetBool() ) { if ( ( GetHealth() > 0 ) && ( pInflictor != NULL ) && FClassnameIs( pInflictor, "hunter_flechette" ) ) { // // Flechette impacts don't hurt the striderbuster unless it's attached to a strider, // but the explosions always do. This is so that held or thrown striderbusters fly // awry because of the flechette, but attached striderbusters break instantly to make // the hunters more effective at defending the strider. // if ( IsAttachedToStrider() || !( info.GetDamageType() & DMG_NEVERGIB ) ) { if( striderbuster_die_detach.GetBool() && IsAttachedToStrider() ) { // Make the buster fall off and break. m_takedamage = DAMAGE_NO; CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(GetOwnerEntity()); Assert( pStrider != NULL ); pStrider->StriderBusterDetached( this ); DestroyConstraint(); // Amplify some lateral force. Vector vecForce = info.GetDamageForce(); vecForce.z = 0.0f; VPhysicsGetObject()->ApplyForceCenter( vecForce * 5.0f ); SetContextThink( NULL, gpGlobals->curtime, s_pBusterPingThinkContext ); SetThink( &CWeaponStriderBuster::BusterDetachThink ); SetNextThink( gpGlobals->curtime ); m_iBusterFlags |= STRIDERBUSTER_FLAG_KNOCKED_OFF_STRIDER; return 0; } else { // Destroy the buster in place // Make sure they know it blew up prematurely. EmitSound( "Weapon_StriderBuster.Dud_Detonate" ); DispatchParticleEffect( "striderbuster_break_flechette", GetAbsOrigin(), GetAbsAngles() ); SetHealth( 0 ); Shatter( info.GetAttacker() ); return 0; } } if ( info.GetDamage() < 5 ) { bool bFirst = ( m_CarryAngles.x == 45 && m_CarryAngles.y == 0 && m_CarryAngles.z == 0); float sinTime = sin( gpGlobals->curtime ); bool bSubtractX = ( bFirst ) ? ( sinTime < 0 ) : ( m_CarryAngles.x < 45 ); m_CarryAngles.x += ( 10.0 + 10.0 * fabsf( sinTime ) + random->RandomFloat( -2.5, 2.5 ) + random->RandomFloat( -2.5, 2.5 ) ) * ( ( bSubtractX ) ? -1.0 : 1.0 ); m_CarryAngles.y = 15 * ( sin( gpGlobals->curtime ) + cos( gpGlobals->curtime * 0.5 ) ) * .5 + random->RandomFloat( -15, 15 ); m_CarryAngles.z = 7.5 * ( sin( gpGlobals->curtime ) + sin( gpGlobals->curtime * 2.0 ) ) * .5 + random->RandomFloat( -7.5, 7.5 ); } return 1; } } // Allow crushing damage if ( info.GetDamageType() & DMG_CRUSH ) return BaseClass::OnTakeDamage( info ); return 0; }
Vector QUA_helicopter::CalcDamageForceVector( const CTakeDamageInfo &info ) { // Already have a damage force in the data, use that. if (info.GetDamageForce() != vec3_origin || (info.GetDamageType() & /*DMG_NO_PHYSICS_FORCE*/DMG_BLAST)) { //if( info.GetDamageType() & DMG_BLAST ) //{ // Fudge blast forces a little bit, so that each // victim gets a slightly different trajectory. // This simulates features that usually vary from // person-to-person variables such as bodyweight, // which are all indentical for characters using the same model. float scale = random->RandomFloat( 0.85, 1.15 ); Vector force = info.GetDamageForce(); force.x *= scale; force.y *= scale; // Try to always exaggerate the upward force because we've got pretty harsh gravity force.z *= (force.z > 0) ? 1.15 : scale; return force; //} return info.GetDamageForce(); } CBaseEntity *pForce = info.GetInflictor(); if ( !pForce ) { pForce = info.GetAttacker(); } if ( pForce ) { // Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage float forceScale = info.GetDamage() * 75 * 4; Vector forceVector; // If the damage is a blast, point the force vector higher than usual, this gives // the ragdolls a bodacious "really got blowed up" look. if( info.GetDamageType() & DMG_BLAST ) { // exaggerate the force from explosions a little (37.5%) forceVector = (GetLocalOrigin() + Vector(0, 0, WorldAlignSize().z) ) - pForce->GetLocalOrigin(); VectorNormalize(forceVector); forceVector *= 1.375f; } else { // taking damage from self? Take a little random force, but still try to collapse on the spot. if ( this == pForce ) { forceVector.x = random->RandomFloat( -1.0f, 1.0f ); forceVector.y = random->RandomFloat( -1.0f, 1.0f ); forceVector.z = 0.0; forceScale = random->RandomFloat( 1000.0f, 2000.0f ); } else { // UNDONE: Collision forces are baked in to CTakeDamageInfo now // UNDONE: Is this MOVETYPE_VPHYSICS code still necessary? if ( pForce->GetMoveType() == MOVETYPE_VPHYSICS ) { // killed by a physics object IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( !pPhysics ) { pPhysics = pForce->VPhysicsGetObject(); } pPhysics->GetVelocity( &forceVector, NULL ); forceScale = pPhysics->GetMass(); } else { forceVector = GetLocalOrigin() - pForce->GetLocalOrigin(); VectorNormalize(forceVector); } } } return forceVector * forceScale; } return vec3_origin; }
//----------------------------------------------------------------------------- // Purpose: // Input : &info - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- void CNPC_CombineS::Event_Killed( const CTakeDamageInfo &info ) { if (!(g_Language.GetInt() == LANGUAGE_GERMAN || UTIL_IsLowViolence()) && info.GetDamageType() & (DMG_BLAST | DMG_CRUSH) && !(info.GetDamageType() & (DMG_DISSOLVE)) && !PlayerHasMegaPhysCannon()) { Vector vecDamageDir = info.GetDamageForce(); SpawnBlood(GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage()); DispatchParticleEffect("headshotspray", GetAbsOrigin(), GetAbsAngles(), this); EmitSound("Gore.Headshot"); float flFadeTime = 25.0; CGib::SpawnSpecificGibs(this, 1, 750, 1500, "models/gibs/soldier_head.mdl", flFadeTime); Vector vecRagForce; vecRagForce.x = random->RandomFloat(-400, 400); vecRagForce.y = random->RandomFloat(-400, 400); vecRagForce.z = random->RandomFloat(0, 250); Vector vecRagDmgForce = (vecRagForce + vecDamageDir); CBaseEntity *pLeftArmGib = CreateRagGib("models/gibs/soldier_left_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pLeftArmGib) { color32 color = pLeftArmGib->GetRenderColor(); pLeftArmGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pRightArmGib = CreateRagGib("models/gibs/soldier_right_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pRightArmGib) { color32 color = pRightArmGib->GetRenderColor(); pRightArmGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pTorsoGib = CreateRagGib("models/gibs/soldier_torso.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pTorsoGib) { color32 color = pTorsoGib->GetRenderColor(); pTorsoGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pPelvisGib = CreateRagGib("models/gibs/soldier_pelvis.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pPelvisGib) { color32 color = pPelvisGib->GetRenderColor(); pPelvisGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pLeftLegGib = CreateRagGib("models/gibs/soldier_left_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pLeftLegGib) { color32 color = pLeftLegGib->GetRenderColor(); pLeftLegGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pRightLegGib = CreateRagGib("models/gibs/soldier_right_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pRightLegGib) { color32 color = pRightLegGib->GetRenderColor(); pRightLegGib->SetRenderColor(color.r, color.g, color.b, color.a); } //now add smaller gibs. CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p3.mdl", flFadeTime); CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p4.mdl", flFadeTime); Vector forceVector = CalcDamageForceVector(info); // Drop any weapon that I own if (VPhysicsGetObject()) { Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass(); Weapon_Drop(m_hActiveWeapon, NULL, &weaponForce); } else { Weapon_Drop(m_hActiveWeapon); } if (info.GetAttacker()->IsPlayer()) { ((CSingleplayRules*)GameRules())->NPCKilled(this, info); } UTIL_Remove(this); SetThink(NULL); return; } // Don't bother if we've been told not to, or the player has a megaphyscannon if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() ) { BaseClass::Event_Killed( info ); return; } CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() ); if ( !pPlayer ) { CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ; if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() ) { pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() ); } } if ( pPlayer != NULL ) { CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules); // Attempt to drop health if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) ) { DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); pHL2GameRules->NPC_DroppedHealth(); } if ( HasSpawnFlags( SF_COMBINE_NO_GRENADEDROP ) == false ) { // Attempt to drop a grenade if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) ) { DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); pHL2GameRules->NPC_DroppedGrenade(); } } } BaseClass::Event_Killed( info ); }
//----------------------------------------------------------------------------- // Purpose: // Input : &info - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- void CNPC_CombineAce::Event_Killed( const CTakeDamageInfo &info ) { if (!(g_Language.GetInt() == LANGUAGE_GERMAN || UTIL_IsLowViolence()) && info.GetDamageType() & (DMG_BLAST | DMG_CRUSH) && !(info.GetDamageType() & (DMG_DISSOLVE)) && !PlayerHasMegaPhysCannon()) { Vector vecDamageDir = info.GetDamageForce(); SpawnBlood(GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage()); DispatchParticleEffect("headshotspray", GetAbsOrigin(), GetAbsAngles(), this); EmitSound("Gore.Headshot"); float flFadeTime = 25.0; CGib::SpawnSpecificGibs(this, 1, 750, 1500, "models/gibs/soldier_ace_head.mdl", flFadeTime); Vector vecRagForce; vecRagForce.x = random->RandomFloat(-400, 400); vecRagForce.y = random->RandomFloat(-400, 400); vecRagForce.z = random->RandomFloat(0, 250); Vector vecRagDmgForce = (vecRagForce + vecDamageDir); CBaseEntity *pLeftArmGib = CreateRagGib("models/gibs/soldier_ace_left_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pLeftArmGib) { color32 color = pLeftArmGib->GetRenderColor(); pLeftArmGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pRightArmGib = CreateRagGib("models/gibs/soldier_ace_right_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pRightArmGib) { color32 color = pRightArmGib->GetRenderColor(); pRightArmGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pTorsoGib = CreateRagGib("models/gibs/soldier_ace_torso.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pTorsoGib) { color32 color = pTorsoGib->GetRenderColor(); pTorsoGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pPelvisGib = CreateRagGib("models/gibs/soldier_ace_pelvis.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pPelvisGib) { color32 color = pPelvisGib->GetRenderColor(); pPelvisGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pLeftLegGib = CreateRagGib("models/gibs/soldier_ace_left_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pLeftLegGib) { color32 color = pLeftLegGib->GetRenderColor(); pLeftLegGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pRightLegGib = CreateRagGib("models/gibs/soldier_ace_right_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pRightLegGib) { color32 color = pRightLegGib->GetRenderColor(); pRightLegGib->SetRenderColor(color.r, color.g, color.b, color.a); } //now add smaller gibs. CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p3.mdl", flFadeTime); CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p4.mdl", flFadeTime); if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0) { pArmor->Remove(); DropItem("item_shield", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360)); } Vector forceVector = CalcDamageForceVector(info); // Drop any weapon that I own if (VPhysicsGetObject()) { Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass(); Weapon_Drop(m_hActiveWeapon, NULL, &weaponForce); } else { Weapon_Drop(m_hActiveWeapon); } if (info.GetAttacker()->IsPlayer()) { ((CSingleplayRules*)GameRules())->NPCKilled(this, info); } UTIL_Remove(this); SetThink(NULL); return; } // Don't bother if we've been told not to, or the player has a megaphyscannon if ( combine_ace_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() ) { BaseClass::Event_Killed( info ); return; } SetEyeState(ACE_EYE_DEAD); if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0) { pArmor->Remove(); } CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() ); if ( !pPlayer ) { CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ; if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() ) { pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() ); } } if ( pPlayer != NULL ) { // Elites drop alt-fire ammo, so long as they weren't killed by dissolving. #ifdef HL2_EPISODIC if (HasSpawnFlags(SF_COMBINE_NO_AR2DROP) == false) #endif { if (FClassnameIs(GetActiveWeapon(), "weapon_ar2")) { CBaseEntity *pItem = DropItem("item_ammo_ar2_altfire", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360)); if (pItem) { IPhysicsObject *pObj = pItem->VPhysicsGetObject(); if (pObj) { Vector vel = RandomVector(-64.0f, 64.0f); AngularImpulse angImp = RandomAngularImpulse(-300.0f, 300.0f); vel[2] = 0.0f; pObj->AddVelocity(&vel, &angImp); } if (info.GetDamageType() & DMG_DISSOLVE) { CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem); if (pAnimating) { pAnimating->Dissolve(NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL); } } else { WeaponManager_AddManaged(pItem); } } } else if (FClassnameIs(GetActiveWeapon(), "weapon_smg1")) { CBaseEntity *pItem = DropItem("item_ammo_smg1_grenade", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360)); if (pItem) { IPhysicsObject *pObj = pItem->VPhysicsGetObject(); if (pObj) { Vector vel = RandomVector(-64.0f, 64.0f); AngularImpulse angImp = RandomAngularImpulse(-300.0f, 300.0f); vel[2] = 0.0f; pObj->AddVelocity(&vel, &angImp); } if (info.GetDamageType() & DMG_DISSOLVE) { CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem); if (pAnimating) { pAnimating->Dissolve(NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL); } } else { WeaponManager_AddManaged(pItem); } } } } CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules); // Attempt to drop health if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) ) { DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) ); pHL2GameRules->NPC_DroppedHealth(); } if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0) { DropItem("item_shield", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360)); } } BaseClass::Event_Killed( info ); }
// make the bleeding more pronounced void CASW_Zombie::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ) { m_fNoDamageDecal = false; if ( m_takedamage == DAMAGE_NO ) return; CTakeDamageInfo subInfo = info; SetLastHitGroup( ptr->hitgroup ); m_nForceBone = ptr->physicsbone; // save this bone for physics forces Assert( m_nForceBone > -255 && m_nForceBone < 256 ); bool bDebug = showhitlocation.GetBool(); switch ( ptr->hitgroup ) { case HITGROUP_GENERIC: if( bDebug ) DevMsg("Hit Location: Generic\n"); break; // hit gear, react but don't bleed case HITGROUP_GEAR: subInfo.SetDamage( 0.01 ); ptr->hitgroup = HITGROUP_GENERIC; if( bDebug ) DevMsg("Hit Location: Gear\n"); break; case HITGROUP_HEAD: subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) ); if( bDebug ) DevMsg("Hit Location: Head\n"); break; case HITGROUP_CHEST: subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) ); if( bDebug ) DevMsg("Hit Location: Chest\n"); break; case HITGROUP_STOMACH: subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) ); if( bDebug ) DevMsg("Hit Location: Stomach\n"); break; case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) ); if( bDebug ) DevMsg("Hit Location: Left/Right Arm\n"); break ; case HITGROUP_LEFTLEG: case HITGROUP_RIGHTLEG: subInfo.ScaleDamage( GetHitgroupDamageMultiplier(ptr->hitgroup, info) ); if( bDebug ) DevMsg("Hit Location: Left/Right Leg\n"); break; default: if( bDebug ) DevMsg("Hit Location: UNKNOWN\n"); break; } if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK ) ) { if( !IsPlayer() || ( IsPlayer() && gpGlobals->maxClients > 1 ) ) { // NPC's always bleed. Players only bleed in multiplayer. //SpawnBlood( ptr->endpos, vecDir, BloodColor(), subInfo.GetDamage() );// a little surface blood. //UTIL_ASW_DroneBleed( ptr->endpos, vecDir, 4 ); UTIL_ASW_BloodDrips( GetAbsOrigin()+Vector(0,0,60)+vecDir*3, vecDir, BloodColor(), 5 ); } TraceBleed( subInfo.GetDamage(), vecDir, ptr, subInfo.GetDamageType() ); if ( ptr->hitgroup == HITGROUP_HEAD && m_iHealth - subInfo.GetDamage() > 0 ) { m_fNoDamageDecal = true; } } // Airboat gun will impart major force if it's about to kill him.... if ( info.GetDamageType() & DMG_AIRBOAT ) { if ( subInfo.GetDamage() >= GetHealth() ) { float flMagnitude = subInfo.GetDamageForce().Length(); if ( (flMagnitude != 0.0f) && (flMagnitude < 400.0f * 65.0f) ) { subInfo.ScaleDamageForce( 400.0f * 65.0f / flMagnitude ); } } } if( info.GetInflictor() ) { subInfo.SetInflictor( info.GetInflictor() ); } else { subInfo.SetInflictor( info.GetAttacker() ); } AddMultiDamage( subInfo, this ); }
// Add the ability to ignore the world trace void CSDKGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, bool bIgnoreWorld ) { CBaseEntity *pEntity = NULL; trace_t tr; float flAdjustedDamage, falloff; Vector vecSpot; Vector vecToTarget; Vector vecEndPos; Vector vecSrc = vecSrcIn; if ( flRadius ) falloff = info.GetDamage() / flRadius; else falloff = 1.0; int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false; vecSrc.z += 1;// in case grenade is lying on the ground // iterate on all entities in the vicinity. for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() ) { if ( pEntity->m_takedamage != DAMAGE_NO ) { // UNDONE: this should check a damage mask, not an ignore if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) {// houndeyes don't hurt other houndeyes with their attack continue; } // blast's don't tavel into or out of water if (bInWater && pEntity->GetWaterLevel() == 0) continue; if (!bInWater && pEntity->GetWaterLevel() == 3) continue; // radius damage can only be blocked by the world vecSpot = pEntity->BodyTarget( vecSrc ); bool bHit = false; if( bIgnoreWorld ) { vecEndPos = vecSpot; bHit = true; } else { UTIL_TraceLine( vecSrc, vecSpot, MASK_SOLID_BRUSHONLY, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); if (tr.startsolid) { // if we're stuck inside them, fixup the position and distance tr.endpos = vecSrc; tr.fraction = 0.0; } vecEndPos = tr.endpos; if( tr.fraction == 1.0 || tr.m_pEnt == pEntity ) { bHit = true; } } if ( bHit ) { // the explosion can 'see' this entity, so hurt them! //vecToTarget = ( vecSrc - vecEndPos ); vecToTarget = ( vecEndPos - vecSrc ); // decrease damage for an ent that's farther from the bomb. flAdjustedDamage = vecToTarget.Length() * falloff; flAdjustedDamage = info.GetDamage() - flAdjustedDamage; if ( flAdjustedDamage > 0 ) { CTakeDamageInfo adjustedInfo = info; adjustedInfo.SetDamage( flAdjustedDamage ); Vector dir = vecToTarget; VectorNormalize( dir ); // If we don't have a damage force, manufacture one if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin ) { CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc, 1.5 /* explosion scale! */ ); } else { // Assume the force passed in is the maximum force. Decay it based on falloff. float flForce = adjustedInfo.GetDamageForce().Length() * falloff; adjustedInfo.SetDamageForce( dir * flForce ); adjustedInfo.SetDamagePosition( vecSrc ); } pEntity->TakeDamage( adjustedInfo ); // Now hit all triggers along the way that respond to damage... pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, vecEndPos, dir ); } } } } }
void CWeaponDrainGrenade::RadiusDamage( const CTakeDamageInfo &inputInfo, const Vector &vecSrcIn, float flRadius ) { CTakeDamageInfo info = inputInfo; CBaseEntity *pEntity = NULL; trace_t tr; float flAdjustedDamage, falloff; Vector vecSpot; Vector vecToTarget; Vector vecEndPos; Vector vecSrc = vecSrcIn; if ( flRadius ) falloff = info.GetDamage() / flRadius; else falloff = 1.0; int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false; vecSrc.z += 1;// in case grenade is lying on the ground // iterate on all entities in the vicinity. for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() ) { if (!pEntity || !ToCFPlayer(pEntity)) continue; // Don't drain teammates. if (CFGameRules()->PlayerRelationship(GetThrower(), pEntity) == GR_TEAMMATE && ToCFPlayer(pEntity) != ToCFPlayer(GetThrower())) continue; if ( !pEntity->IsAlive() ) continue; if ( pEntity->m_takedamage != DAMAGE_NO ) { // blast's don't tavel into or out of water if (bInWater && pEntity->GetWaterLevel() == 0) continue; if (!bInWater && pEntity->GetWaterLevel() == 3) continue; // radius damage can only be blocked by the world vecSpot = pEntity->BodyTarget( vecSrc ); bool bHit = false; UTIL_TraceLine( vecSrc, vecSpot, MASK_SOLID_BRUSHONLY, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); if (tr.startsolid) { // if we're stuck inside them, fixup the position and distance tr.endpos = vecSrc; tr.fraction = 0.0; } vecEndPos = tr.endpos; if( tr.fraction == 1.0 || tr.m_pEnt == pEntity ) { bHit = true; } if ( bHit ) { // the explosion can 'see' this entity, so hurt them! vecToTarget = ( vecEndPos - vecSrc ); // decrease damage for an ent that's farther from the blast's center. flAdjustedDamage = vecToTarget.Length() * falloff; flAdjustedDamage = info.GetDrainFocus() - flAdjustedDamage; if ( flAdjustedDamage > 0 ) { CTakeDamageInfo adjustedInfo = info; adjustedInfo.SetDrainFocus( flAdjustedDamage ); Vector dir = vecToTarget; VectorNormalize( dir ); // If we don't have a damage force, manufacture one if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin ) { CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc, 1.5 /* explosion scale! */ ); } else { // Assume the force passed in is the maximum force. Decay it based on falloff. float flForce = adjustedInfo.GetDamageForce().Length() * falloff; adjustedInfo.SetDamageForce( dir * flForce ); adjustedInfo.SetDamagePosition( vecSrc ); } float flFocusDrained = adjustedInfo.GetDrainFocus(); float& flFocus = ToCFPlayer(pEntity)->m_pStats->m_flFocus.GetForModify(); if (flFocus > cf_minfocusdrain.GetFloat()) flFocus -= flFocusDrained; if (flFocus < cf_minfocusdrain.GetFloat()) flFocus = cf_minfocusdrain.GetFloat(); CEffectData data; data.m_nHitBox = GetParticleSystemIndex( "grenade_drained" ); data.m_vOrigin = ToCFPlayer(pEntity)->GetCentroid(); data.m_vStart = vecSrc; data.m_vAngles = QAngle(0,0,0); data.m_nEntIndex = pEntity->entindex(); data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY; data.m_nDamageType = PATTACH_CUSTOMORIGIN; DispatchEffect( "ParticleEffect", data ); // Now hit all triggers along the way that respond to damage... pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, vecEndPos, dir ); } } } } }
void CGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore ) { const int MASK_RADIUS_DAMAGE = MASK_SHOT&(~CONTENTS_HITBOX); CBaseEntity *pEntity = NULL; trace_t tr; float flAdjustedDamage, falloff; Vector vecSpot; Vector vecSrc = vecSrcIn; if ( flRadius ) falloff = info.GetDamage() / flRadius; else falloff = 1.0; int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false; #ifdef HL2_DLL if( bInWater ) { // Only muffle the explosion if deeper than 2 feet in water. if( !(UTIL_PointContents(vecSrc + Vector(0, 0, 24)) & MASK_WATER) ) { bInWater = false; } } #endif // HL2_DLL vecSrc.z += 1;// in case grenade is lying on the ground float flHalfRadiusSqr = Square( flRadius / 2.0f ); // iterate on all entities in the vicinity. for ( CEntitySphereQuery sphere( vecSrc, flRadius ); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() ) { // This value is used to scale damage when the explosion is blocked by some other object. float flBlockedDamagePercent = 0.0f; if ( pEntity == pEntityIgnore ) continue; if ( pEntity->m_takedamage == DAMAGE_NO ) continue; // UNDONE: this should check a damage mask, not an ignore if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) {// houndeyes don't hurt other houndeyes with their attack continue; } // blast's don't tavel into or out of water if (bInWater && pEntity->GetWaterLevel() == 0) continue; if (!bInWater && pEntity->GetWaterLevel() == 3) continue; // Check that the explosion can 'see' this entity. vecSpot = pEntity->BodyTarget( vecSrc, false ); UTIL_TraceLine( vecSrc, vecSpot, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); if( old_radius_damage.GetBool() ) { if ( tr.fraction != 1.0 && tr.m_pEnt != pEntity ) continue; } else { if ( tr.fraction != 1.0 ) { if ( IsExplosionTraceBlocked(&tr) ) { if( ShouldUseRobustRadiusDamage( pEntity ) ) { if( vecSpot.DistToSqr( vecSrc ) > flHalfRadiusSqr ) { // Only use robust model on a target within one-half of the explosion's radius. continue; } Vector vecToTarget = vecSpot - tr.endpos; VectorNormalize( vecToTarget ); // We're going to deflect the blast along the surface that // interrupted a trace from explosion to this target. Vector vecUp, vecDeflect; CrossProduct( vecToTarget, tr.plane.normal, vecUp ); CrossProduct( tr.plane.normal, vecUp, vecDeflect ); VectorNormalize( vecDeflect ); // Trace along the surface that intercepted the blast... UTIL_TraceLine( tr.endpos, tr.endpos + vecDeflect * ROBUST_RADIUS_PROBE_DIST, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); //NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 255, 0, false, 10 ); // ...to see if there's a nearby edge that the explosion would 'spill over' if the blast were fully simulated. UTIL_TraceLine( tr.endpos, vecSpot, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); //NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 10 ); if( tr.fraction != 1.0 && tr.DidHitWorld() ) { // Still can't reach the target. continue; } // else fall through } else { continue; } } // UNDONE: Probably shouldn't let children block parents either? Or maybe those guys should set their owner if they want this behavior? // HL2 - Dissolve damage is not reduced by interposing non-world objects if( tr.m_pEnt && tr.m_pEnt != pEntity && tr.m_pEnt->GetOwnerEntity() != pEntity ) { // Some entity was hit by the trace, meaning the explosion does not have clear // line of sight to the entity that it's trying to hurt. If the world is also // blocking, we do no damage. CBaseEntity *pBlockingEntity = tr.m_pEnt; //Msg( "%s may be blocked by %s...", pEntity->GetClassname(), pBlockingEntity->GetClassname() ); UTIL_TraceLine( vecSrc, vecSpot, CONTENTS_SOLID, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); if( tr.fraction != 1.0 ) { continue; } // Now, if the interposing object is physics, block some explosion force based on its mass. if( pBlockingEntity->VPhysicsGetObject() ) { const float MASS_ABSORB_ALL_DAMAGE = 350.0f; float flMass = pBlockingEntity->VPhysicsGetObject()->GetMass(); float scale = flMass / MASS_ABSORB_ALL_DAMAGE; // Absorbed all the damage. if( scale >= 1.0f ) { continue; } ASSERT( scale > 0.0f ); flBlockedDamagePercent = scale; //Msg(" Object (%s) weighing %fkg blocked %f percent of explosion damage\n", pBlockingEntity->GetClassname(), flMass, scale * 100.0f); } else { // Some object that's not the world and not physics. Generically block 25% damage flBlockedDamagePercent = 0.25f; } } } } // decrease damage for an ent that's farther from the bomb. flAdjustedDamage = ( vecSrc - tr.endpos ).Length() * falloff; flAdjustedDamage = info.GetDamage() - flAdjustedDamage; if ( flAdjustedDamage <= 0 ) { continue; } // the explosion can 'see' this entity, so hurt them! if (tr.startsolid) { // if we're stuck inside them, fixup the position and distance tr.endpos = vecSrc; tr.fraction = 0.0; } CTakeDamageInfo adjustedInfo = info; //Msg("%s: Blocked damage: %f percent (in:%f out:%f)\n", pEntity->GetClassname(), flBlockedDamagePercent * 100, flAdjustedDamage, flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) ); adjustedInfo.SetDamage( flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) ); // Now make a consideration for skill level! if( info.GetAttacker() && info.GetAttacker()->IsPlayer() && pEntity->IsNPC() ) { // An explosion set off by the player is harming an NPC. Adjust damage accordingly. adjustedInfo.AdjustPlayerDamageInflictedForSkillLevel(); } Vector dir = vecSpot - vecSrc; VectorNormalize( dir ); // If we don't have a damage force, manufacture one if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin ) { if ( !( adjustedInfo.GetDamageType() & DMG_PREVENT_PHYSICS_FORCE ) ) { CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc ); } } else { // Assume the force passed in is the maximum force. Decay it based on falloff. float flForce = adjustedInfo.GetDamageForce().Length() * falloff; adjustedInfo.SetDamageForce( dir * flForce ); adjustedInfo.SetDamagePosition( vecSrc ); } if ( tr.fraction != 1.0 && pEntity == tr.m_pEnt ) { ClearMultiDamage( ); pEntity->DispatchTraceAttack( adjustedInfo, dir, &tr ); ApplyMultiDamage(); } else { pEntity->TakeDamage( adjustedInfo ); } // Now hit all triggers along the way that respond to damage... pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, tr.endpos, dir ); #if defined( GAME_DLL ) if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && ToBaseCombatCharacter( tr.m_pEnt ) ) { // This is a total hack!!! bool bIsPrimary = true; CBasePlayer *player = ToBasePlayer( info.GetAttacker() ); CBaseCombatWeapon *pWeapon = player->GetActiveWeapon(); if ( pWeapon && FClassnameIs( pWeapon, "weapon_smg1" ) ) { bIsPrimary = false; } //gamestats->Event_WeaponHit( player, bIsPrimary, (pWeapon != NULL) ? player->GetActiveWeapon()->GetClassname() : "NULL", info ); } #endif } }
Vector CASW_Simple_Alien::CalcDeathForceVector( const CTakeDamageInfo &info ) { // Already have a damage force in the data, use that. if ( info.GetDamageForce() != vec3_origin || (g_pGameRules->Damage_NoPhysicsForce(info.GetDamageType()))) { if( info.GetDamageType() & DMG_BLAST ) { float scale = random->RandomFloat( 0.85, 1.15 ); Vector force = info.GetDamageForce(); force.x *= scale; force.y *= scale; // Try to always exaggerate the upward force because we've got pretty harsh gravity force.z *= (force.z > 0) ? 1.15 : scale; return force; } return info.GetDamageForce(); } CBaseEntity *pForce = info.GetInflictor(); if ( !pForce ) { pForce = info.GetAttacker(); } if ( pForce ) { // Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage float forceScale = info.GetDamage() * 75 * 4; Vector forceVector; // If the damage is a blast, point the force vector higher than usual, this gives // the ragdolls a bodacious "really got blowed up" look. if( info.GetDamageType() & DMG_BLAST ) { // exaggerate the force from explosions a little (37.5%) forceVector = (GetLocalOrigin() + Vector(0, 0, WorldAlignSize().z) ) - pForce->GetLocalOrigin(); VectorNormalize(forceVector); forceVector *= 1.375f; } else { // taking damage from self? Take a little random force, but still try to collapse on the spot. if ( this == pForce ) { forceVector.x = random->RandomFloat( -1.0f, 1.0f ); forceVector.y = random->RandomFloat( -1.0f, 1.0f ); forceVector.z = 0.0; forceScale = random->RandomFloat( 1000.0f, 2000.0f ); } else { // UNDONE: Collision forces are baked in to CTakeDamageInfo now // UNDONE: Is this MOVETYPE_VPHYSICS code still necessary? if ( pForce->GetMoveType() == MOVETYPE_VPHYSICS ) { // killed by a physics object IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( !pPhysics ) { pPhysics = pForce->VPhysicsGetObject(); } pPhysics->GetVelocity( &forceVector, NULL ); forceScale = pPhysics->GetMass(); } else { forceVector = GetLocalOrigin() - pForce->GetLocalOrigin(); VectorNormalize(forceVector); } } } return forceVector * forceScale; } return vec3_origin; }