Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_WeaponPhysCannon::SetupEmitter( void )
{
	if ( !m_pLocalEmitter.IsValid() )
	{
		m_pLocalEmitter = CLocalSpaceEmitter::Create( "physpowerup", GetRefEHandle(), LookupAttachment( "core" ) );

		if ( m_pLocalEmitter.IsValid() == false )
			return false;
	}

	if ( !m_pAttractor.IsValid() )
	{
		m_pAttractor = CParticleAttractor::Create( vec3_origin, "physpowerup_att" );

		if ( m_pAttractor.IsValid() == false )
			return false;
	}

	if ( !m_pEmitter.IsValid() )
	{
		m_pEmitter = CSimpleEmitter::Create( "physpowerup_glow" );

		if ( m_pEmitter.IsValid() == false )
			return false;
	}

	return true;
}
CBaseNetworkable::~CBaseNetworkable()
{
	Assert( m_pPev );	// Not sure if this check is really necessary. It's in here 
						// as a sanity check so I can catch networkables that aren't
						// calling AttachEdict.

	gEntList.RemoveEntity( GetRefEHandle() );
	DetachEdict();
}
Exemplo n.º 3
0
void C_ASW_Sentry_Top::ProcessMuzzleFlashEvent()
{
	// attach muzzle flash particle system effect
	int iAttachment = GetMuzzleAttachment();		
	
	if ( iAttachment > 0 )
	{		
		float flScale = GetMuzzleFlashScale();
		FX_ASW_MuzzleEffectAttached( flScale, GetRefEHandle(), iAttachment, NULL, false );	
		//EjectParticleBrass( "weapon_shell_casing_rifle", iAttachment );
//#endif
	}
	BaseClass::ProcessMuzzleFlashEvent();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::DoLoadEffect()
{
	SetSkin(BOLT_SKIN_GLOW);

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( !pOwner )
		return;

	CEffectData	data;
	data.m_nAttachmentIndex = 1;

#ifdef GAME_DLL

	data.m_nEntIndex = entindex();

	CPASFilter filter(data.m_vOrigin);
	filter.RemoveRecipient(pOwner);
	te->DispatchEffect(filter, 0.0, data.m_vOrigin, "CrossbowLoad", data);

#else

	CBaseViewModel *pViewModel = pOwner->GetViewModel();

	if ( pViewModel != NULL )
	{
		if ( ::input->CAM_IsThirdPerson() )
			data.m_hEntity = pViewModel->GetRefEHandle();
		else
			data.m_hEntity = GetRefEHandle();

		DispatchEffect("CrossbowLoad", data);
	}

#endif

	//Tony; switched this up, always attach it to the weapon, not the view model!!
#ifndef CLIENT_DLL
	CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false );

	if ( pBlast )
	{
		pBlast->SetAttachment(this, 1);
		pBlast->SetTransparency(kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
		pBlast->SetBrightness(128);
		pBlast->SetScale(0.2f);
		pBlast->FadeOutFromSpawn();
	}
#endif
}
void C_BaseNetworkable::Term()
{
	// Detach from the server list.
	if ( m_ClientHandle != ClientEntityList().InvalidHandle() )
	{
		// Remove from the think list.
		ClientThinkList()->RemoveThinkable( m_ClientHandle );

		ClientEntityList().RemoveEntity( GetRefEHandle() );
		
		index = 0xFFFF;
		
		// RemoveEntity should have done this.
		Assert( m_ClientHandle == ClientEntityList().InvalidHandle() );
	}
}
Exemplo n.º 6
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::DoLoadEffect( void )
{
	SetSkin( BOLT_SKIN_GLOW );

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( pOwner == NULL )
		return;

	//Tony; change this up a bit; on the server, dispatch an effect but don't send it to the client who fires
	//on the client, create an effect either in the view model, or on the world model if first person.
	CEffectData	data;

	data.m_nAttachmentIndex = 1;
	data.m_vOrigin = pOwner->GetAbsOrigin();

	CPASFilter filter( data.m_vOrigin );

#ifdef GAME_DLL
	filter.RemoveRecipient( pOwner );
	data.m_nEntIndex = entindex();
#else
	CBaseViewModel *pViewModel = pOwner->GetViewModel();
	if ( ShouldDrawUsingViewModel() && pViewModel != NULL )
		data.m_hEntity = pViewModel->GetRefEHandle();
	else
		data.m_hEntity = GetRefEHandle();
#endif

	DispatchEffect( "CrossbowLoad", data, filter );

#ifndef CLIENT_DLL
	CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false );

	if ( pBlast )
	{
		pBlast->SetAttachment( this, 1 );
		pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
		pBlast->SetBrightness( 128 );
		pBlast->SetScale( 0.2f );
		pBlast->FadeOutFromSpawn();
	}
#endif
	
}
Exemplo n.º 7
0
void CDAViewModel::FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
	CSDKPlayer* pOwner = ToSDKPlayer(GetOwner());
	if (!pOwner)
		return;

	Vector attachOrigin;
	QAngle attachAngles; 

	switch( event )
	{
	// Obsolete. Use the AE_CL_CREATE_PARTICLE_EFFECT event instead, which uses the artist driven particle system & editor.
	case AE_CLIENT_EFFECT_ATTACH:
		{
			int iAttachment = -1;
			int iParam = 0;
			char token[128];
			char effectFunc[128];

			const char *p = options;

			p = nexttoken(token, p, ' ');

			if( token ) 
				Q_strncpy( effectFunc, token, sizeof(effectFunc) );

			p = nexttoken(token, p, ' ');

			bool bResult = false;

			if( token )
			{
				if (pOwner->IsInThirdPerson() && pOwner->GetActiveSDKWeapon())
				{
					iAttachment = pOwner->GetActiveSDKWeapon()->LookupAttachment(token);
					bResult = pOwner->GetActiveSDKWeapon()->GetAttachment( iAttachment, attachOrigin, attachAngles );
				}
				else
				{
					iAttachment = LookupAttachment(token);
					bResult = GetAttachment( iAttachment, attachOrigin, attachAngles );
				}
			}

			p = nexttoken(token, p, ' ');

			if( token )
				iParam = atoi(token);

			if (bResult)
			{
				// Fill out the generic data
				CEffectData data;
				data.m_vOrigin = attachOrigin;
				data.m_vAngles = attachAngles;
				AngleVectors( attachAngles, &data.m_vNormal );
				data.m_hEntity = GetRefEHandle();
				data.m_nAttachmentIndex = iAttachment + 1;
				data.m_fFlags = iParam;

				DispatchEffect( effectFunc, data );
			}
		}
		break;
	}
}
void C_PhysPropClientside::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
{
	VPROF( "C_PhysPropClientside::ImpactTrace" );
	IPhysicsObject *pPhysicsObject = VPhysicsGetObject();

	if( !pPhysicsObject )
		return;

	Vector dir = pTrace->endpos - pTrace->startpos;
	int iDamage = 0;

	if ( iDamageType == DMG_BLAST )
	{
		iDamage = VectorLength( dir );
		dir *= 500;  // adjust impact strenght

		// apply force at object mass center
		pPhysicsObject->ApplyForceCenter( dir );
	}
	else
	{
		Vector hitpos;  
	
		VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
		VectorNormalize( dir );

		// guess avg damage
		if ( iDamageType == DMG_BULLET )
		{
			iDamage = 30;
		}
		else
		{
			iDamage = 50;
		}
		 
		dir *= 4000;  // adjust impact strenght

		// apply force where we hit it
		pPhysicsObject->ApplyForceOffset( dir, hitpos );	

		// Build the impact data
		CEffectData data;
		data.m_vOrigin = pTrace->endpos;
		data.m_vStart = pTrace->startpos;
		data.m_nSurfaceProp = pTrace->surface.surfaceProps;
		data.m_nDamageType = iDamageType;
		data.m_nHitBox = pTrace->hitbox;
		data.m_hEntity = GetRefEHandle();

		// Send it on its way
		if ( !pCustomImpactName )
		{
			DispatchEffect( "Impact", data );
		}
		else
		{
			DispatchEffect( pCustomImpactName, data );
		}
	}

	// Clone( dir ); // debug code

	OnTakeDamage( iDamage );
}