Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CTFBaseRocket *CTFBaseRocket::Create( const char *pszClassname, const Vector &vecOrigin, 
									  const QAngle &vecAngles, CBaseEntity *pOwner )
{
	CTFBaseRocket *pRocket = static_cast<CTFBaseRocket*>( CBaseEntity::Create( pszClassname, vecOrigin, vecAngles, pOwner ) );
	if ( !pRocket )
		return NULL;

	// Initialize the owner.
	pRocket->SetOwnerEntity( pOwner );

	// Spawn.
	pRocket->Spawn();

	// Setup the initial velocity.
	Vector vecForward, vecRight, vecUp;
	AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );

	Vector vecVelocity = vecForward * 1100.0f;
	pRocket->SetAbsVelocity( vecVelocity );	
	pRocket->SetupInitialTransmittedGrenadeVelocity( vecVelocity );

	// Setup the initial angles.
	QAngle angles;
	VectorAngles( vecVelocity, angles );
	pRocket->SetAbsAngles( angles );

	// Set team.
	pRocket->ChangeTeam( pOwner->GetTeamNumber() );

	return pRocket;
}
Exemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBaseRocket *CTFBaseRocket::Create( CBaseEntity *pWeapon, const char *pszClassname, const Vector &vecOrigin,
                                      const QAngle &vecAngles, CBaseEntity *pOwner )
{
    CTFBaseRocket *pRocket = static_cast<CTFBaseRocket*>( CBaseEntity::CreateNoSpawn( pszClassname, vecOrigin, vecAngles, pOwner ) );
    if ( !pRocket )
        return NULL;

    // Set firing weapon.
    pRocket->SetLauncher( pWeapon );

    // Spawn.
    DispatchSpawn( pRocket );

    float flGravity = 0.0f;
    CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flGravity, mod_rocket_gravity );
    if ( flGravity )
    {
        pRocket->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
        pRocket->SetGravity( flGravity );
    }

    // Setup the initial velocity.
    Vector vecForward, vecRight, vecUp;
    AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );

    float flVelocity = 1100.0f;
    CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flVelocity, mult_projectile_speed );

    Vector vecVelocity = vecForward * flVelocity;
    pRocket->SetAbsVelocity( vecVelocity );
    pRocket->SetupInitialTransmittedGrenadeVelocity( vecVelocity );

    // Setup the initial angles.
    QAngle angles;
    VectorAngles( vecVelocity, angles );
    pRocket->SetAbsAngles( angles );

    // Set team.
    pRocket->ChangeTeam( pOwner->GetTeamNumber() );

    return pRocket;
}