//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL COtis :: CheckRangeAttack1 ( float flDot, float flDist )
{
	if ( flDist <= 1024 && flDot >= 0.5 )
	{
		if ( gpGlobals->time > m_checkAttackTime )
		{
			TraceResult tr;
			Vector shootOrigin = pev->origin + Vector( 0, 0, 55 );
			CBaseEntity *pEnemy = m_hEnemy;
			Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP );
			UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr );
			m_checkAttackTime = gpGlobals->time + 1;

			if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
				m_lastAttackCheck = TRUE;
			else
				m_lastAttackCheck = FALSE;

			m_checkAttackTime = gpGlobals->time + 1.5;
		}

		return m_lastAttackCheck;
	}

	return FALSE;
}
Пример #2
0
void CBlackHole::RadiusDamage( )
{
	CBaseEntity *pEntity = NULL;
	TraceResult	tr;
	float		flAdjustedDamage;
	Vector		vecSpot;

	entvars_t *pevOwner = VARS( pev->owner );
	Vector vecSrc = pev->origin + Vector(0,0,1);

	if ( !pevOwner )
		pevOwner = pev;

	CBaseEntity *pPlayer = CBaseEntity::Instance (pevOwner);

	// iterate on all entities in the vicinity.
	while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecSrc, (dmg_chrono_radius.value * (mp_wpn_power.value/100)) )) != NULL)
	{
		if ( pEntity->pev->movetype != MOVETYPE_PUSH && pEntity->pev->movetype != MOVETYPE_NONE && pEntity->pev->movetype != MOVETYPE_FOLLOW && pEntity->pev->movetype != MOVETYPE_NOCLIP )
		{
			if (pEntity == this) continue;

			if (CVAR_GET_FLOAT("mp_noselfdamage")==1 && pEntity->pev == pevOwner )
			continue;

			if (CVAR_GET_FLOAT("mp_noteamdamage")==1 && g_pGameRules->PlayerRelationship(pPlayer, pEntity) == GR_TEAMMATE && pEntity->pev != pevOwner)
			continue;

			vecSpot = pEntity->BodyTarget( vecSrc );
			
			UTIL_TraceLine ( vecSrc, vecSpot, ignore_monsters, ENT(pev), &tr );

			if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() )
			{
				flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length();
			
				if ( flAdjustedDamage <	1 )
					flAdjustedDamage = 1;
			
				Vector m_vel = ( vecSrc - tr.vecEndPos ).Normalize() * ((500 * (dmg_chrono_radius.value * (mp_wpn_power.value/100)) / flAdjustedDamage) + 150);

				if (m_vel.Length() > 1000) m_vel = m_vel.Normalize() * 1000;

				pEntity->pev->velocity = m_vel;

				if (flAdjustedDamage < 200)
				{
					if (!(pEntity->Classify() == CLASS_MACHINE || pEntity->IsBot() || pEntity->IsPlayer() || FClassnameIs(pEntity->pev, "laser_dot") || FClassnameIs(pEntity->pev, "laser_spot")))
					{
						pEntity->Killed ( pevOwner, 0 );
						return;
					}
				}
				
			}
		}
	}
}
Пример #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPhysExplosion::Explode( CBaseEntity *pActivator )
{
	CBaseEntity *pEntity = NULL;
	float		adjustedDamage, falloff, flDist;
	Vector		vecSpot;

	falloff = 1.0 / 2.5;

	// iterate on all entities in the vicinity.
	// I've removed the traceline heuristic from phys explosions. SO right now they will
	// affect entities through walls. (sjb)
	// UNDONE: Try tracing world-only?
	while ((pEntity = FindEntity(pEntity, pActivator)) != NULL)
	{
		// UNDONE: Ask the object if it should get force if it's not MOVETYPE_VPHYSICS?
		if ( pEntity->m_takedamage != DAMAGE_NO && (pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() && !pEntity->IsPlayer())) )
		{
			vecSpot = pEntity->BodyTarget( GetAbsOrigin() );
			
			// decrease damage for an ent that's farther from the bomb.
			flDist = ( GetAbsOrigin() - vecSpot ).Length();

			if( m_radius == 0 || flDist <= m_radius )
			{
				adjustedDamage =  flDist * falloff;
				adjustedDamage = m_damage - adjustedDamage;
		
				if ( adjustedDamage < 0 )
				{
					adjustedDamage = 0;
				}

				CTakeDamageInfo info( this, this, adjustedDamage, DMG_BLAST );
				CalculateExplosiveDamageForce( &info, (vecSpot - GetAbsOrigin()), GetAbsOrigin() );

				if ( HasSpawnFlags( SF_PHYSEXPLOSION_NODAMAGE ) )
				{
					pEntity->VPhysicsTakeDamage( info );
				}
				else
				{
					pEntity->TakeDamage( info );
				}
			}
		}
	}
}
Пример #4
0
// Mortar launch
BOOL CBigMomma::CheckRangeAttack1( float flDot, float flDist )
{
	if ( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->time )
	{
		CBaseEntity *pEnemy = m_hEnemy;

		if ( pEnemy )
		{
			Vector startPos = pev->origin;
			startPos.z += 180;
			pev->movedir = VecCheckSplatToss( pev, startPos, pEnemy->BodyTarget( pev->origin ), RANDOM_FLOAT( 150, 500 ) );
			if ( pev->movedir != g_vecZero )
				return TRUE;
		}
	}
	return FALSE;
}
//-----------------------------------------------------------------------------
// Purpose: Push a physics object in our wash. Return false if it's now out of our wash
//-----------------------------------------------------------------------------
bool CBaseHelicopter::DoWashPush( washentity_t *pWash, Vector vecWashOrigin )
{
	if ( !pWash || !pWash->hEntity.Get() )
		return false;

	// Make sure the entity is still within our wash's radius
	CBaseEntity *pEntity = pWash->hEntity;
	Vector vecSpot = pEntity->BodyTarget( vecWashOrigin );
	Vector vecToSpot = ( vecSpot - vecWashOrigin );
	vecToSpot.z = 0;
	float flDist = VectorNormalize( vecToSpot );
	if ( flDist > BASECHOPPER_WASH_RADIUS )
		return false;

	IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();

	if ( pPhysObject == NULL )
		return false;

	// Push it away from the center of the wash
	float flMass = pPhysObject->GetMass();
	float flPushTime = (gpGlobals->curtime - pWash->flWashStartTime);
	float flMinPush = BASECHOPPER_WASH_PUSH_MIN * flMass;
	float flMaxPush = BASECHOPPER_WASH_PUSH_MAX * flMass;
	float flWashAmount = min( flMaxPush, RemapVal( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME, flMinPush, flMaxPush ) );
	Vector vecForce = flWashAmount * vecToSpot * phys_pushscale.GetFloat();
	pEntity->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) );

	// Debug
	if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH )
	{
		NDebugOverlay::Cross3D( pEntity->GetAbsOrigin(), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.1f );
		NDebugOverlay::Line( pEntity->GetAbsOrigin(), pEntity->GetAbsOrigin() + vecForce, 255, 255, 0, true, 0.1f );

		IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
		Msg("Pushed %s (mass %f) with force %f (min %.2f max %.2f) at time %.2f\n", pEntity->GetClassname(), pPhysObject->GetMass(), flWashAmount, flMinPush, flMaxPush, gpGlobals->curtime );
	}

	// If we've pushed this thing for some time, remove it to give us a chance to find lighter things nearby
	if ( flPushTime > 2.0 )
		return false;

	return true;
}
Пример #6
0
//=========================================================
// CheckRangeAttack1
//=========================================================
bool CNPC_HL1Barney::CheckRangeAttack1 ( float flDot, float flDist )
{
	if ( gpGlobals->curtime > m_flCheckAttackTime )
	{
		trace_t tr;
		
		Vector shootOrigin = GetAbsOrigin() + Vector( 0, 0, 55 );
		CBaseEntity *pEnemy = GetEnemy();
		Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->GetAbsOrigin()) + GetEnemyLKP() );
		
		UTIL_TraceLine ( shootOrigin, shootTarget, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
		m_flCheckAttackTime = gpGlobals->curtime + 1;
		if ( tr.fraction == 1.0 || ( tr.m_pEnt != NULL && tr.m_pEnt == pEnemy) )
			m_fLastAttackCheck = TRUE;
		else
			m_fLastAttackCheck = FALSE;

		m_flCheckAttackTime = gpGlobals->curtime + 1.5;
	}
	
	return m_fLastAttackCheck;
}
// Mortar launch
int CNPC_BigMomma::RangeAttack1Conditions( float flDot, float flDist )
{
	if ( flDist > BIG_MORTARDIST )
		 return COND_TOO_FAR_TO_ATTACK;

	if ( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->curtime )
	{
		CBaseEntity *pEnemy = GetEnemy();

		if ( pEnemy )
		{
			Vector startPos = GetAbsOrigin();
			startPos.z += 180;

			m_vTossDir = VecCheckSplatToss( this, startPos, pEnemy->BodyTarget( GetAbsOrigin() ), random->RandomFloat( 150, 500 ) );

			if ( m_vTossDir != vec3_origin )
				return COND_CAN_RANGE_ATTACK1;
		}
	}
	
	return COND_NONE;
}
void CAPCController::TrackTarget( void )
{
	trace_t tr;
	bool updateTime = FALSE, lineOfSight;
	QAngle angles;
	Vector barrelEnd;
	CBaseEntity *pTarget = NULL;

	barrelEnd.Init();

	if ( IsActive() )
	{
		SetNextThink( gpGlobals->curtime + 0.1f );
	}
	else
	{
		return;
	}

	// -----------------------------------
	//  Get world target position
	// -----------------------------------
	barrelEnd = WorldBarrelPosition();
	Vector worldTargetPosition;
	CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
	if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
	{
		m_hTarget = FindTarget( m_targetEntityName, NULL );
		if ( IsActive() )
		{
			SetNextThink( gpGlobals->curtime + 2 );	// Wait 2 sec s
		}

		return;
	}
	pTarget = pEntity;

	// Calculate angle needed to aim at target
	worldTargetPosition = pEntity->EyePosition();

	float range = (worldTargetPosition - barrelEnd).Length();

	if ( !InRange( range ) )
	{
		m_bFireDelayed = false;
		return;
	}

	UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );

	lineOfSight = FALSE;
	// No line of sight, don't track
	if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
	{
		lineOfSight = TRUE;

		CBaseEntity *pInstance = pTarget;
		if ( InRange( range ) && pInstance && pInstance->IsAlive() )
		{
			updateTime = TRUE;

			// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
			m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
		}
	}

	// Convert targetPosition to parent
	angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );


	// Force the angles to be relative to the center position
	float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
	float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
	angles.y = m_yawCenter + offsetY;
	angles.x = m_pitchCenter + offsetX;

	// Move toward target at rate or less
	float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );

	QAngle vecAngVel = GetLocalAngularVelocity();
	vecAngVel.y = distY * 10;
	vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );

	// Move toward target at rate or less
	float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
	vecAngVel.x = distX  * 10;
	vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
	SetLocalAngularVelocity( vecAngVel );

	SetMoveDoneTime( 0.1 );

	Vector forward;
	AngleVectors( GetLocalAngles(), &forward );
	forward = m_parentMatrix.ApplyRotation( forward );

	AngleVectors(angles, &forward);

	if ( lineOfSight == TRUE )
	{
		// FIXME: This will ultimately have to deal with NPCs being in the vehicle as well
		// See if the target is in a vehicle. If so, check its relationship
		CBasePlayer *pPlayer = ToBasePlayer( pTarget );
		if ( pPlayer && pPlayer->IsInAVehicle() )
		{
			IServerVehicle *pVehicle = pPlayer->GetVehicle();
			if ( pVehicle->ClassifyPassenger( pPlayer, CLASS_PLAYER ) == CLASS_PLAYER)
			{
				if ( !m_bFireDelayed )
				{
					m_bFireDelayed = true;
					m_flFiringDelay = gpGlobals->curtime + 1.5;	// setup delay time before we start firing
					return;
				}
				if ( gpGlobals->curtime > m_flFiringDelay )
				{
					m_OnFireAtTarget.Set(forward, this, this);		// tell apc to fire rockets, and what direction
				}
			}
		}
	}
	else
	{
		m_bFireDelayed = false;		// reset flag since we can no longer see target
	}
}
Пример #9
0
void CGargantua::RunTask( const Task_t& task )
{
	switch ( task.iTask )
	{
	case TASK_DIE:
		if ( gpGlobals->time > m_flWaitFinished )
		{
			SetRenderFX( kRenderFxExplode );
			SetRenderColor( Vector( 255, 0, 0 ) );
			StopAnimation();
			SetNextThink( gpGlobals->time + 0.15 );
			SetThink( &CGargantua::SUB_Remove );
			int i;
			int parts = MODEL_FRAMES( gGargGibModel );
			for ( i = 0; i < 10; i++ )
			{
				auto pGib = CGib::GibCreate( GARG_GIB_MODEL );
				
				int bodyPart = 0;
				if ( parts > 1 )
					bodyPart = RANDOM_LONG( 0, GetBody() -1 );

				pGib->SetBody( bodyPart );
				pGib->m_bloodColor = BLOOD_COLOR_YELLOW;
				pGib->m_material = matNone;
				pGib->SetAbsOrigin( GetAbsOrigin() );
				pGib->SetAbsVelocity( UTIL_RandomBloodVector() * RANDOM_FLOAT( 300, 500 ) );
				pGib->SetNextThink( gpGlobals->time + 1.25 );
				pGib->SetThink( &CGib::SUB_FadeOut );
			}
			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, GetAbsOrigin() );
				WRITE_BYTE( TE_BREAKMODEL);

				// position
				WRITE_COORD( GetAbsOrigin().x );
				WRITE_COORD( GetAbsOrigin().y );
				WRITE_COORD( GetAbsOrigin().z );

				// size
				WRITE_COORD( 200 );
				WRITE_COORD( 200 );
				WRITE_COORD( 128 );

				// velocity
				WRITE_COORD( 0 ); 
				WRITE_COORD( 0 );
				WRITE_COORD( 0 );

				// randomization
				WRITE_BYTE( 200 ); 

				// Model
				WRITE_SHORT( gGargGibModel );	//model id#

				// # of shards
				WRITE_BYTE( 50 );

				// duration
				WRITE_BYTE( 20 );// 3.0 seconds

				// flags

				WRITE_BYTE( BREAK_FLESH );
			MESSAGE_END();

			return;
		}
		else
			CBaseMonster::RunTask( task );
		break;

	case TASK_FLAME_SWEEP:
		if ( gpGlobals->time > m_flWaitFinished )
		{
			FlameDestroy();
			TaskComplete();
			FlameControls( 0, 0 );
			SetBoneController( 0, 0 );
			SetBoneController( 1, 0 );
		}
		else
		{
			bool cancel = false;

			Vector angles = g_vecZero;

			FlameUpdate();
			CBaseEntity *pEnemy = m_hEnemy;
			if ( pEnemy )
			{
				Vector org = GetAbsOrigin();
				org.z += 64;
				Vector dir = pEnemy->BodyTarget(org) - org;
				angles = UTIL_VecToAngles( dir );
				angles.x = -angles.x;
				angles.y -= GetAbsAngles().y;
				if ( dir.Length() > 400 )
					cancel = true;
			}
			if ( fabs(angles.y) > 60 )
				cancel = true;
			
			if ( cancel )
			{
				m_flWaitFinished -= 0.5;
				m_flameTime -= 0.5;
			}
			// FlameControls( angles.x + 2 * sin(gpGlobals->time*8), angles.y + 28 * sin(gpGlobals->time*8.5) );
			FlameControls( angles.x, angles.y );
		}
		break;

	default:
		CBaseMonster::RunTask( task );
		break;
	}
}
Пример #10
0
void CNPC_Portal_FloorTurret::FireBullet( const char *pTargetName )
{
	CBaseEntity *pEnemy = gEntList.FindEntityByName( NULL, pTargetName );
	if ( !pEnemy )
		return;

	//Get our shot positions
	Vector vecMid = EyePosition();
	Vector vecMidEnemy = pEnemy->BodyTarget( vecMid );

	// Store off our last seen location so we can suppress it later
	m_vecEnemyLKP = vecMidEnemy;

	//Calculate dir and dist to enemy
	Vector	vecDirToEnemy = vecMidEnemy - vecMid;
	m_flDistToEnemy = VectorNormalize( vecDirToEnemy );

	//We want to look at the enemy's eyes so we don't jitter
	Vector	vecDirToEnemyEyes = vecMidEnemy - vecMid;
	VectorNormalize( vecDirToEnemyEyes );

	QAngle vecAnglesToEnemy;
	VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );

	Vector vecMuzzle, vecMuzzleDir;
	GetAttachment( m_iMuzzleAttachment, vecMuzzle, &vecMuzzleDir );

	if ( m_flShotTime < gpGlobals->curtime )
	{
		Vector2D vecDirToEnemy2D = vecDirToEnemy.AsVector2D();
		Vector2D vecMuzzleDir2D = vecMuzzleDir.AsVector2D();

		if ( m_flDistToEnemy < 60.0 )
		{
			vecDirToEnemy2D.NormalizeInPlace();
			vecMuzzleDir2D.NormalizeInPlace();
		}

		//Fire the gun
		if( m_bOutOfAmmo )
		{
			DryFire();
		}
		else
		{
			SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
			SetActivity( (Activity)( ( m_bShootWithBottomBarrels ) ? ( ACT_FLOOR_TURRET_FIRE2 ) : ( ACT_FLOOR_TURRET_FIRE ) ) );

			//Fire the weapon
#if !DISABLE_SHOT
			Shoot( vecMuzzle, vecDirToEnemy, true );
#endif
		}

		//If we can see our enemy, face it
		m_vecGoalAngles.y = vecAnglesToEnemy.y;
		m_vecGoalAngles.x = vecAnglesToEnemy.x;

		//Turn to face
		UpdateFacing();

		EmitSound( "NPC_FloorTurret.Alert" );
		SetThink( &CNPC_FloorTurret::SuppressThink );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseHelicopter::DoRotorPhysicsPush( const Vector &vecRotorOrigin, float flAltitude )
{
	CBaseEntity *pEntity = NULL;
	trace_t tr;

	// First, trace down and find out where the was is hitting the ground
	UTIL_TraceLine( vecRotorOrigin, vecRotorOrigin+Vector(0,0,-flAltitude), (MASK_SOLID_BRUSHONLY|CONTENTS_WATER), NULL, COLLISION_GROUP_NONE, &tr );
	// Always raise the physics origin a bit
	Vector vecPhysicsOrigin = tr.endpos + Vector(0,0,64);

	// Debug
	if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH )
	{
		NDebugOverlay::Cross3D( vecPhysicsOrigin, -Vector(16,16,16), Vector(16,16,16), 0, 255, 255, true, 0.1f );
	}

	// Push entities that we've pushed before, and are still within range
	// Walk backwards because they may be removed if they're now out of range
	int iCount = m_hEntitiesPushedByWash.Count();
	bool bWasPushingObjects = (iCount > 0);
	for ( int i = (iCount-1); i >= 0; i-- )
	{
		if ( !DoWashPush( &(m_hEntitiesPushedByWash[i]), vecPhysicsOrigin ) )
		{
			// Out of range now, so remove
			m_hEntitiesPushedByWash.Remove(i);
		}
	}

	if ( m_flRotorWashEntitySearchTime > gpGlobals->curtime )
		return;

	// Any spare slots?
	iCount = m_hEntitiesPushedByWash.Count();
	if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS )
		return;

	// Find the lightest physics entity below us and add it to our list to push around
	CBaseEntity *pLightestEntity = NULL;
	float flLightestMass = 9999;
	while ((pEntity = gEntList.FindEntityInSphere(pEntity, vecPhysicsOrigin, BASECHOPPER_WASH_RADIUS )) != NULL)
	{
		IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity );

		if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH ))
			continue;

		if ( pShooter || pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() && !pEntity->IsPlayer()) ) 
		{
			// Make sure it's not already in our wash
			bool bAlreadyPushing = false;
			for ( int i = 0; i < iCount; i++ )
			{
				if ( m_hEntitiesPushedByWash[i].hEntity == pEntity )
				{
					bAlreadyPushing = true;
					break;
				}
			}
			if ( bAlreadyPushing )
				continue;

			float flMass = FLT_MAX;
			if ( pShooter )
			{
				flMass = 1.0f;
			}
			else
			{
				// Don't try to push anything too big
				IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
				if ( pPhysObject )
				{
					flMass = pPhysObject->GetMass();
					if ( flMass > BASECHOPPER_WASH_MAX_MASS )
						continue;
				}
			}

			// Ignore anything bigger than the one we've already found
			if ( flMass > flLightestMass )
				continue;

			Vector vecSpot = pEntity->BodyTarget( vecPhysicsOrigin );

			// Don't push things too far below our starting point (helps reduce through-roof cases w/o doing a trace)
			if ( fabs( vecSpot.z - vecPhysicsOrigin.z ) > 96 )
				continue;

			Vector vecToSpot = ( vecSpot - vecPhysicsOrigin );
			vecToSpot.z = 0;
			float flDist = VectorNormalize( vecToSpot );
			if ( flDist > BASECHOPPER_WASH_RADIUS )
				continue;

			
			// Try to cast to the helicopter; if we can't, then we can't be hit.
			if ( pEntity->GetServerVehicle() )
			{
				UTIL_TraceLine( vecSpot, vecPhysicsOrigin, MASK_SOLID_BRUSHONLY, pEntity, COLLISION_GROUP_NONE, &tr );
				if ( tr.fraction != 1.0f )
					continue;
			}

			flLightestMass = flMass;
			pLightestEntity = pEntity;

			washentity_t Wash;
			Wash.hEntity = pLightestEntity;
			Wash.flWashStartTime = gpGlobals->curtime;
			m_hEntitiesPushedByWash.AddToTail( Wash );

			// Can we fit more after adding this one? No? Then we are done.
			iCount = m_hEntitiesPushedByWash.Count();
			if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS )
				break;
		}
	}

	// Handle sound.
	// If we just started pushing objects, ramp the blast sound up.
	if ( !bWasPushingObjects && m_hEntitiesPushedByWash.Count() )
	{
		if ( m_pRotorBlast )
		{
			CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
			controller.SoundChangeVolume( m_pRotorBlast, 1.0, 1.0 );
		}
	}
	else if ( bWasPushingObjects && m_hEntitiesPushedByWash.Count() == 0 )
	{
		if ( m_pRotorBlast )
		{
			// We just stopped pushing objects, so fade the blast sound out.
			CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
			controller.SoundChangeVolume( m_pRotorBlast, 0, 1.0 );
		}
	}
}
Пример #12
0
// 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 );
				}
			}
		}
	}
}
Пример #13
0
void CNPC_Portal_FloorTurret::ActiveThink( void )
{
	LaserOn();

	//Allow descended classes a chance to do something before the think function
	if ( PreThink( TURRET_ACTIVE ) )
		return;

	HackFindEnemy();

	//Update our think time
	SetNextThink( gpGlobals->curtime + 0.1f );

	CBaseEntity *pEnemy = GetEnemy();

	//If we've become inactive, go back to searching
	if ( ( m_bActive == false ) || ( pEnemy == NULL ) )
	{
		SetEnemy( NULL );
		m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
		SetThink( &CNPC_FloorTurret::SearchThink );
		m_vecGoalAngles = GetAbsAngles();
		return;
	}

	//Get our shot positions
	Vector vecMid = EyePosition();
	Vector vecMidEnemy = pEnemy->BodyTarget( vecMid );

	// Store off our last seen location so we can suppress it later
	m_vecEnemyLKP = vecMidEnemy;

	//Look for our current enemy
	bool bEnemyInFOV = FInViewCone( pEnemy );
	bool bEnemyVisible = FVisible( pEnemy ) && pEnemy->IsAlive();

	//Calculate dir and dist to enemy
	Vector	vecDirToEnemy = vecMidEnemy - vecMid;	
	m_flDistToEnemy = VectorNormalize( vecDirToEnemy );

	// If the enemy isn't in the normal fov, check the fov through portals
	CProp_Portal *pPortal = NULL;
	if ( pEnemy->IsAlive() )
	{
		pPortal = FInViewConeThroughPortal( pEnemy );

		if ( pPortal && FVisibleThroughPortal( pPortal, pEnemy ) )
		{
			// Translate our target across the portal
			Vector vecMidEnemyTransformed;
			UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecMidEnemy, vecMidEnemyTransformed );

			//Calculate dir and dist to enemy
			Vector	vecDirToEnemyTransformed = vecMidEnemyTransformed - vecMid;	
			float	flDistToEnemyTransformed = VectorNormalize( vecDirToEnemyTransformed );

			// If it's not visible through normal means or the enemy is closer through the portal, use the translated info
			if ( !bEnemyInFOV || !bEnemyVisible || flDistToEnemyTransformed < m_flDistToEnemy )
			{
				bEnemyInFOV = true;
				bEnemyVisible = true;
				vecMidEnemy = vecMidEnemyTransformed;
				vecDirToEnemy = vecDirToEnemyTransformed;
				m_flDistToEnemy = flDistToEnemyTransformed;
			}
			else
			{
				pPortal = NULL;
			}
		}
		else
		{
			pPortal = NULL;
		}
	}

	//Draw debug info
	if ( g_debug_turret.GetBool() )
	{
		NDebugOverlay::Cross3D( vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
		NDebugOverlay::Cross3D( GetEnemy()->WorldSpaceCenter(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
		NDebugOverlay::Line( vecMid, GetEnemy()->WorldSpaceCenter(), 0, 255, 0, false, 0.05 );

		NDebugOverlay::Cross3D( vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
		NDebugOverlay::Cross3D( vecMidEnemy, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
		NDebugOverlay::Line( vecMid, vecMidEnemy, 0, 255, 0, false, 0.05f );
	}

	//See if they're past our FOV of attack
	if ( bEnemyInFOV == false )
	{
		// Should we look for a new target?
		ClearEnemyMemory();
		SetEnemy( NULL );

		if ( m_spawnflags & SF_FLOOR_TURRET_FASTRETIRE )
		{
			// Retire quickly in this case. (The case where we saw the player, but he hid again).
			m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_SHORT_WAIT;
		}
		else
		{
			m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
		}

		SetThink( &CNPC_FloorTurret::SearchThink );
		m_vecGoalAngles = GetAbsAngles();

		SpinDown();

		return;
	}

	//Current enemy is not visible
	if ( ( bEnemyVisible == false ) || ( m_flDistToEnemy > PORTAL_FLOOR_TURRET_RANGE ))
	{
		m_flLastSight = gpGlobals->curtime + 2.0f;

		ClearEnemyMemory();
		SetEnemy( NULL );
		SetThink( &CNPC_FloorTurret::SuppressThink );

		return;
	}

	if ( g_debug_turret.GetBool() )
	{
		Vector vecMuzzle, vecMuzzleDir;

		UpdateMuzzleMatrix();
		MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
		MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );

		// Visualize vertical firing ranges
		for ( int i = 0; i < 4; i++ )
		{
			QAngle angMaxDownPitch = GetAbsAngles();

			switch( i )
			{
			case 0:	angMaxDownPitch.x -= 15; break;
			case 1:	angMaxDownPitch.x += 15; break;
			case 2:	angMaxDownPitch.x -= 25; break;
			case 3:	angMaxDownPitch.x += 25; break;
			default:
				break;
			}

			Vector vecMaxDownPitch;
			AngleVectors( angMaxDownPitch, &vecMaxDownPitch );
			NDebugOverlay::Line( vecMuzzle, vecMuzzle + (vecMaxDownPitch*256), 255, 255, 255, false, 0.1 );
		}
	}

	if ( m_flShotTime < gpGlobals->curtime )
	{
		Vector vecMuzzle, vecMuzzleDir;

		UpdateMuzzleMatrix();
		MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
		MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );

		Vector2D vecDirToEnemy2D = vecDirToEnemy.AsVector2D();
		Vector2D vecMuzzleDir2D = vecMuzzleDir.AsVector2D();

		bool bCanShoot = true;
		float minCos3d = DOT_10DEGREE; // 10 degrees slop

		if ( m_flDistToEnemy < 60.0 )
		{
			vecDirToEnemy2D.NormalizeInPlace();
			vecMuzzleDir2D.NormalizeInPlace();

			bCanShoot = ( vecDirToEnemy2D.Dot(vecMuzzleDir2D) >= DOT_10DEGREE );
			minCos3d = 0.7071; // 45 degrees
		}

		//Fire the gun
		if ( bCanShoot ) // 10 degree slop XY
		{
			float dot3d = DotProduct( vecDirToEnemy, vecMuzzleDir );

			if( m_bOutOfAmmo )
			{
				DryFire();
			}
			else
			{
				if ( dot3d >= minCos3d ) 
				{
					SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
					SetActivity( (Activity)( ( m_bShootWithBottomBarrels ) ? ( ACT_FLOOR_TURRET_FIRE2 ) : ( ACT_FLOOR_TURRET_FIRE ) ) );

					//Fire the weapon
#if !DISABLE_SHOT
					Shoot( vecMuzzle, vecMuzzleDir, (dot3d < DOT_10DEGREE) );
#endif
				}
			}
		} 
	}
	else
	{
		SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
	}

	//If we can see our enemy, face it
	if ( bEnemyVisible )
	{
		//We want to look at the enemy's eyes so we don't jitter
		Vector vEnemyWorldSpaceCenter = pEnemy->WorldSpaceCenter();
		if ( pPortal && pPortal->IsActivedAndLinked() )
		{
			// Translate our target across the portal
			UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vEnemyWorldSpaceCenter, vEnemyWorldSpaceCenter );
		}

		Vector	vecDirToEnemyEyes = vEnemyWorldSpaceCenter - vecMid;
		VectorNormalize( vecDirToEnemyEyes );

		QAngle vecAnglesToEnemy;
		VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );

		m_vecGoalAngles.y = vecAnglesToEnemy.y;
		m_vecGoalAngles.x = vecAnglesToEnemy.x;
	}

	//Turn to face
	UpdateFacing();
}
Пример #14
0
void CNPC_Hydra::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_HYDRA_DEPLOY:
		{
			m_flHeadGoalInfluence = 1.0;
			float dist = (EyePosition() - m_vecHeadGoal).Length();

			if (dist < m_idealSegmentLength)
			{
				TaskComplete();
			}

			AimHeadInTravelDirection( 0.2 );
		}
		break;

	case TASK_HYDRA_PREP_STAB:
		{
			int i;

			if (m_body.Count() < 2)
			{
				TaskFail( "hydra is too short to begin stab" );
				return;
			}

			CBaseEntity *pTarget = GetTarget();
			if (pTarget == NULL)
			{
				TaskFail( FAIL_NO_TARGET );
			}

			if (pTarget->IsPlayer())
			{
				m_vecTarget = pTarget->EyePosition( );
			}
			else
			{
				m_vecTarget = pTarget->BodyTarget( EyePosition( ) );
			}

			float distToTarget = (m_vecTarget - m_vecHeadGoal).Length();
			float distToBase = (m_vecHeadGoal - GetAbsOrigin()).Length();
			m_idealLength = distToTarget + distToBase * 0.5;

			if (m_idealLength > HYDRA_MAX_LENGTH)
				m_idealLength = HYDRA_MAX_LENGTH;

			if (distToTarget < 100.0)
			{
				m_vecTargetDir = (m_vecTarget - m_vecHeadGoal);
				VectorNormalize( m_vecTargetDir );
				m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (100 - distToTarget) * 0.5;
			}
			else if (distToTarget > 200.0)
			{
				m_vecTargetDir = (m_vecTarget - m_vecHeadGoal);
				VectorNormalize( m_vecTargetDir );
				m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (200.0 - distToTarget) * 0.5;
			}

			// face enemy
			m_vecTargetDir = (m_vecTarget - m_body[m_body.Count()-1].vecPos);
			VectorNormalize( m_vecTargetDir );
			m_vecHeadDir = m_vecHeadDir * 0.6 + m_vecTargetDir * 0.4;
			VectorNormalize( m_vecHeadDir.GetForModify() );

			// build tension towards strike time
			float influence = 1.0 - (m_flTaskEndTime - gpGlobals->curtime) / pTask->flTaskData;
			if (influence > 1)
				influence = 1.0;

			influence = influence * influence * influence;

			m_flHeadGoalInfluence = influence;

			// keep head segment straight
			i = m_body.Count() - 2;
			m_body[i].vecGoalPos = m_vecHeadGoal - m_vecHeadDir * m_body[i].flActualLength;
			m_body[i].flGoalInfluence = influence;

			// curve neck into spiral
			float distBackFromHead = m_body[i].flActualLength;
			Vector right, up;
			VectorVectors( m_vecHeadDir, right, up );

			for (i = i - 1; i > 1 && distBackFromHead < distToTarget; i--)
			{
				distBackFromHead += m_body[i].flActualLength;

				float r = (distBackFromHead / 200) * 3.1415 * 2;

				// spiral
				Vector p0 = m_vecHeadGoal 
							- m_vecHeadDir * distBackFromHead * 0.5 
							+ cos( r ) * m_body[i].flActualLength * right 
							+ sin( r ) * m_body[i].flActualLength * up;

				// base
				r = (distBackFromHead / m_idealLength) * 3.1415 * 0.2;
				r = sin( r );
				p0 = p0 * (1 - r) + r * GetAbsOrigin();

				m_body[i].vecGoalPos = p0;

				m_body[i].flGoalInfluence = influence * (1.0 - (distBackFromHead / distToTarget));

				/*
				if ( (pEnemy->EyePosition( ) - m_body[i].vecPos).Length() < distBackFromHead)
				{
					if ( gpGlobals->curtime - m_flLastAttackTime > 4.0)
					{
						TaskComplete();
					}
					return;
				}
				*/
			}

			// look to see if any of the goal positions are stuck
			for (i = i; i < m_body.Count() - 1; i++)
			{
				if (m_body[i].bStuck)
				{
					Vector delta = DotProduct( m_body[i].vecGoalPos - m_body[i].vecPos, m_vecHeadDir) * m_vecHeadDir;
					m_vecHeadGoal -= delta * m_body[i].flGoalInfluence;
					break;
				}
			}

			if ( gpGlobals->curtime >= m_flTaskEndTime )
			{
				if (distToTarget < 500)
				{
					TaskComplete( );
					return;
				}
				else
				{
					TaskFail( "target is too far away" );
					return;
				}
			}
		}
		return;

	case TASK_HYDRA_STAB:
		{
			int i;

			if (m_body.Count() < 2)
			{
				TaskFail( "hydra is too short to begin stab" );
				return;
			}

			if (m_flTaskEndTime <= gpGlobals->curtime)
			{
				TaskComplete( );
				return;
			}

			m_flHeadGoalInfluence = 1.0;

			// face enemy
			//m_vecHeadDir = (pEnemy->EyePosition( ) - m_body[m_body.Count()-1].vecPos);
			//VectorNormalize( m_vecHeadDir.GetForModify() );

			// keep head segment straight
			i = m_body.Count() - 2;
			m_body[i].vecGoalPos = m_vecHeadGoal + m_vecHeadDir * m_body[i].flActualLength;
			m_body[i].flGoalInfluence = 1.0;

			Vector vecToTarget = (m_vecTarget - EyePosition( ));

			// check to see if we went past target
			if (DotProduct( vecToTarget, m_vecHeadDir ) < 0.0)
			{
				TaskComplete( );
				return;
			}

			float distToTarget = vecToTarget.Length();
			float distToBase = (EyePosition( ) - GetAbsOrigin()).Length();
			m_idealLength = distToTarget + distToBase;

			/*
			if (distToTarget < 20)
			{
				m_vecHeadGoal = m_vecTarget;
				SetLastAttackTime( gpGlobals->curtime );
				TaskComplete();
				return;
			}
			else
			*/
			{
				// hit enemy
				m_vecHeadGoal = m_vecTarget + m_vecHeadDir * 300;
			}

			if (m_idealLength > HYDRA_MAX_LENGTH)
				m_idealLength = HYDRA_MAX_LENGTH;

			// curve neck into spiral
			float distBackFromHead = m_body[i].flActualLength;
			Vector right, up;
			VectorVectors( m_vecHeadDir, right, up );

#if 1
			for (i = i - 1; i > 1 && distBackFromHead < distToTarget; i--)
			{
				Vector p0 = m_vecHeadGoal - m_vecHeadDir * distBackFromHead * 1.0; 

				m_body[i].vecGoalPos = p0;

				if ((m_vecTarget - m_body[i].vecPos).Length() > distToTarget + distBackFromHead)
				{
					m_body[i].flGoalInfluence = 1.0 - (distBackFromHead / distToTarget);
				}
				else
				{
					m_body[i].vecGoalPos = EyePosition( ) - m_vecHeadDir * distBackFromHead;
					m_body[i].flGoalInfluence = 1.0 - (distBackFromHead / distToTarget);
				}

				distBackFromHead += m_body[i].flActualLength;
			}
#endif
		}
		return;

	case TASK_HYDRA_PULLBACK:
		{
			if (m_body.Count() < 2)
			{
				TaskFail( "hydra is too short to begin stab" );
				return;
			}
			CBaseEntity *pEnemy = (CBaseEntity *)UTIL_GetLocalPlayer();
			if (GetEnemy() != NULL)
			{
				pEnemy = GetEnemy();
			}

			AimHeadInTravelDirection( 0.2 );

			// float dist = (EyePosition() - m_vecHeadGoal).Length();

			if (m_flCurrentLength < m_idealLength + m_idealSegmentLength)
			{
				TaskComplete();
			}
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}

}
Пример #15
0
//-----------------------------------------------------------------------------
// Purpose: Target doesn't exist or has eluded us, so search for one
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::SearchThink( void )
{
	//Allow descended classes a chance to do something before the think function
	if ( PreThink( TURRET_SEARCHING ) )
		return;

	SetNextThink( gpGlobals->curtime + 0.05f );

	SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );

	//If our enemy has died, pick a new enemy
	if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) )
	{
		SetEnemy( NULL );
	}

	//Acquire the target
	if ( GetEnemy() == NULL )
	{
		HackFindEnemy();
	}

	LaserOn();

	CBaseEntity *pEnemy = GetEnemy();

	//If we've found a target, spin up the barrel and start to attack
	if ( pEnemy != NULL )
	{
		//Get our shot positions
		Vector vecMid = EyePosition();
		Vector vecMidEnemy = pEnemy->BodyTarget( vecMid );

		//Look for our current enemy
		bool bEnemyInFOV = FInViewCone( pEnemy );
		bool bEnemyVisible = FVisible( pEnemy );

		//Calculate dir and dist to enemy
		Vector	vecDirToEnemy = vecMidEnemy - vecMid;	
		m_flDistToEnemy = VectorNormalize( vecDirToEnemy );

		// If the enemy isn't in the normal fov, check the fov through portals
		CProp_Portal *pPortal = NULL;
		pPortal = FInViewConeThroughPortal( pEnemy );

		if ( pPortal && FVisibleThroughPortal( pPortal, pEnemy ) )
		{
			// Translate our target across the portal
			Vector vecMidEnemyTransformed;
			UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecMidEnemy, vecMidEnemyTransformed );

			//Calculate dir and dist to enemy
			Vector	vecDirToEnemyTransformed = vecMidEnemyTransformed - vecMid;	
			float	flDistToEnemyTransformed = VectorNormalize( vecDirToEnemyTransformed );

			// If it's not visible through normal means or the enemy is closer through the portal, use the translated info
			if ( !bEnemyInFOV || !bEnemyVisible || flDistToEnemyTransformed < m_flDistToEnemy )
			{
				bEnemyInFOV = true;
				bEnemyVisible = true;
				vecMidEnemy = vecMidEnemyTransformed;
				vecDirToEnemy = vecDirToEnemyTransformed;
				m_flDistToEnemy = flDistToEnemyTransformed;
			}
		}

		// Give enemies that are farther away a longer grace period
		float fDistanceRatio = m_flDistToEnemy / PORTAL_FLOOR_TURRET_RANGE;
		m_flShotTime = gpGlobals->curtime + fDistanceRatio * fDistanceRatio * PORTAL_FLOOR_TURRET_MAX_SHOT_DELAY;

		m_flLastSight = 0;
		SetThink( &CNPC_FloorTurret::ActiveThink );
		SetEyeState( TURRET_EYE_SEE_TARGET );

		SpinUp();

		if ( gpGlobals->curtime > m_flNextActivateSoundTime )
		{
			EmitSound( "NPC_FloorTurret.Activate" );
			m_flNextActivateSoundTime = gpGlobals->curtime + 3.0;
		}
		return;
	}

	//Are we out of time and need to retract?
	if ( gpGlobals->curtime > m_flLastSight )
	{
		//Before we retrace, make sure that we are spun down.
		m_flLastSight = 0;
		SetThink( &CNPC_FloorTurret::Retire );
		return;
	}

	//Display that we're scanning
	m_vecGoalAngles.x = GetAbsAngles().x + ( sin( ( m_flLastSight + gpGlobals->curtime * m_fSearchSpeed ) * 1.5f ) * 20.0f );
	m_vecGoalAngles.y = GetAbsAngles().y + ( sin( ( m_flLastSight + gpGlobals->curtime * m_fSearchSpeed ) * 2.5f ) * 20.0f );

	//Turn and ping
	UpdateFacing();
	Ping();

	// Update rope positions
	for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope )
	{
		if ( m_hRopes[ iRope ] )
		{
			m_hRopes[ iRope ]->EndpointsChanged();
		}
	}
}
Пример #16
0
//=========================================================
// RunTask
//=========================================================
void CGargantua::RunTask( Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_DIE:
		if ( gpGlobals->time > m_flWaitFinished )
		{
			pev->renderfx = kRenderFxExplode;
			pev->rendercolor.x = 255;
			pev->rendercolor.y = 0;
			pev->rendercolor.z = 0;
			StopAnimation();
			pev->nextthink = gpGlobals->time + 0.15;
			SetThink( SUB_Remove );
			int i;
			int parts = MODEL_FRAMES( gGargGibModel );
			for ( i = 0; i < 10; i++ )
			{
				CGib *pGib = GetClassPtr( (CGib *)NULL );

				pGib->Spawn( GARG_GIB_MODEL );
				
				int bodyPart = 0;
				if ( parts > 1 )
					bodyPart = RANDOM_LONG( 0, pev->body-1 );

				pGib->pev->body = bodyPart;
				pGib->m_bloodColor = BLOOD_COLOR_YELLOW;
				pGib->m_material = matNone;
				pGib->SetAbsOrigin( GetAbsOrigin() );
				pGib->SetAbsVelocity( UTIL_RandomBloodVector() * RANDOM_FLOAT( 300, 500 ));
				pGib->SetNextThink( 1.25 );
				pGib->SetThink( SUB_FadeOut );
			}

			Vector vecOrigin = GetAbsOrigin();

			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
				WRITE_BYTE( TE_BREAKMODEL);

				// position
				WRITE_COORD( vecOrigin.x );
				WRITE_COORD( vecOrigin.y );
				WRITE_COORD( vecOrigin.z );

				// size
				WRITE_COORD( 200 );
				WRITE_COORD( 200 );
				WRITE_COORD( 128 );

				// velocity
				WRITE_COORD( 0 ); 
				WRITE_COORD( 0 );
				WRITE_COORD( 0 );

				// randomization
				WRITE_BYTE( 200 ); 

				// Model
				WRITE_SHORT( gGargGibModel );	//model id#

				// # of shards
				WRITE_BYTE( 50 );

				// duration
				WRITE_BYTE( 20 );// 3.0 seconds

				// flags

				WRITE_BYTE( BREAK_FLESH );
			MESSAGE_END();

			return;
		}
		else
			CBaseMonster::RunTask(pTask);
		break;

	case TASK_FLAME_SWEEP:
		if ( gpGlobals->time > m_flWaitFinished )
		{
			FlameDestroy();
			TaskComplete();
			FlameControls( 0, 0 );
			SetBoneController( 0, 0 );
			SetBoneController( 1, 0 );
		}
		else
		{
			BOOL cancel = FALSE;

			Vector angles = g_vecZero;

			FlameUpdate();
			CBaseEntity *pEnemy = m_hEnemy;
			if ( pEnemy )
			{
				Vector org = GetAbsOrigin();
				org.z += 64;
				Vector dir = pEnemy->BodyTarget(org) - org;
				angles = UTIL_VecToAngles( dir );
				angles.y -= GetAbsAngles().y;
				if ( dir.Length() > 400 )
					cancel = TRUE;
			}
			if ( fabs(angles.y) > 60 )
				cancel = TRUE;
			
			if ( cancel )
			{
				m_flWaitFinished -= 0.5;
				m_flameTime -= 0.5;
			}
			// FlameControls( angles.x + 2 * sin(gpGlobals->time*8), angles.y + 28 * sin(gpGlobals->time*8.5) );
			FlameControls( angles.x, angles.y );
		}
		break;

	default:
		CBaseMonster::RunTask( pTask );
		break;
	}
}
Пример #17
0
//=========================================================
// RunTask
//=========================================================
void CNPC_Gargantua::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_DIE:

		if ( gpGlobals->curtime > m_flWaitFinished )
		{
			//TEMP TEMP
			m_nRenderFX = kRenderFxExplode;
			SetRenderColor( 255, 0, 0 , 255 );
			StopAnimation();
			SetNextThink( gpGlobals->curtime + 0.15 );
			SetThink( &CBaseEntity::SUB_Remove );

			int i;
		
			int parts = modelinfo->GetModelFrameCount( modelinfo->GetModel( gGargGibModel ) );

			for ( i = 0; i < 10; i++ )
			{
				CGib *pGib = CREATE_ENTITY( CGib, "gib" );

				pGib->Spawn( GARG_GIB_MODEL);
				
				int bodyPart = 0;

				if ( parts > 1 )
					 bodyPart = random->RandomInt( 0, parts-1 );

				pGib->SetBodygroup( 0, bodyPart );
				pGib->SetBloodColor( BLOOD_COLOR_YELLOW );
				pGib->m_material = matNone;
				pGib->SetAbsOrigin( GetAbsOrigin() );
				pGib->SetAbsVelocity( UTIL_RandomBloodVector() * random->RandomFloat( 300, 500 ) );
	
				pGib->SetNextThink( gpGlobals->curtime + 1.25 );
				pGib->SetThink( &CBaseEntity::SUB_FadeOut );
			}
	
			Vector vecSize = Vector( 200, 200, 128 );
			CPVSFilter filter( GetAbsOrigin() );
			te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle, vecSize, vec3_origin, 
				gGargGibModel, 200, 50, 3.0, BREAK_FLESH );
	
			return;
		}
		else
			BaseClass::RunTask( pTask );
		break;

	case TASK_FLAME_SWEEP:
		if ( gpGlobals->curtime > m_flWaitFinished )
		{
			//TEMP TEMP
			FlameDestroy();
			TaskComplete();
			FlameControls( 0, 0 );
			SetBoneController( 0, 0 );
			SetBoneController( 1, 0 );
		}
		else
		{
			bool cancel = false;

			QAngle angles = QAngle( 0, 0, 0 );

			//TEMP TEMP
			FlameUpdate();
			CBaseEntity *pEnemy = GetEnemy();

			if ( pEnemy )
			{
				Vector org = GetAbsOrigin();
				org.z += 64;
				Vector dir = pEnemy->BodyTarget(org) - org;

				VectorAngles( dir, angles );
				angles.x = -angles.x;
				angles.y -= GetAbsAngles().y;

				if ( dir.Length() > 400 )
					cancel = true;
			}
			if ( fabs(angles.y) > 60 )
				cancel = true;
			
			if ( cancel )
			{
				m_flWaitFinished -= 0.5;
				m_flameTime -= 0.5;
			}

			//TEMP TEMP
			//FlameControls( angles.x + 2 * sin(gpGlobals->curtime*8), angles.y + 28 * sin(gpGlobals->curtime*8.5) );
			FlameControls( angles.x, angles.y );
		}
		break;

	default:
		BaseClass::RunTask( pTask );
		break;
	}
}
Пример #18
0
void CNPC_Gargantua::FlameDamage( Vector vecStart, Vector vecEnd, CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType )
{
	CBaseEntity *pEntity = NULL;
	trace_t		tr;
	float		flAdjustedDamage;
	Vector		vecSpot;

	Vector vecMid = (vecStart + vecEnd) * 0.5;

//	float searchRadius = (vecStart - vecMid).Length();
	float searchRadius = GARG_FLAME_LENGTH;
	float maxDamageRadius = searchRadius / 2.0;

	Vector vecAim = (vecEnd - vecStart);

	VectorNormalize( vecAim );

	// iterate on all entities in the vicinity.
	while ((pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius )) != NULL)
	{

		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;
			}
			
			vecSpot = pEntity->BodyTarget( vecMid );
		
			float dist = DotProduct( vecAim, vecSpot - vecMid );
			if (dist > searchRadius)
				dist = searchRadius;
			else if (dist < -searchRadius)
				dist = searchRadius;
			
			Vector vecSrc = vecMid + dist * vecAim;

			UTIL_TraceLine ( vecStart, vecSpot, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
//			NDebugOverlay::Line( vecStart, vecSpot, 0, 255, 0, false, 10.0f );

			if ( tr.fraction == 1.0 || tr.m_pEnt == pEntity )
			{// the explosion can 'see' this entity, so hurt them!
				// decrease damage for an ent that's farther from the flame.
				dist = ( vecSrc - tr.endpos ).Length();

				if (dist > maxDamageRadius)
				{
					flAdjustedDamage = flDamage - (dist - maxDamageRadius) * 0.4;
					if (flAdjustedDamage <= 0)
						continue;
				}
				else
				{
					flAdjustedDamage = flDamage;
				}

				// ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) );
				if (tr.fraction != 1.0)
				{
					ClearMultiDamage( );

					Vector vDir = (tr.endpos - vecSrc);
					VectorNormalize( vDir );

					CTakeDamageInfo info( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType );
					CalculateMeleeDamageForce( &info, vDir, tr.endpos );
					pEntity->DispatchTraceAttack( info, vDir, &tr );
					ApplyMultiDamage();
				}
				else
				{
					pEntity->TakeDamage( CTakeDamageInfo( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ) );
				}
			}
		}
	}
}
Пример #19
0
void CGargantua :: FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType )
{
	CBaseEntity *pEntity = NULL;
	TraceResult	tr;
	float		flAdjustedDamage;
	Vector		vecSpot;

	Vector vecMid = (vecStart + vecEnd) * 0.5;

	float searchRadius = (vecStart - vecMid).Length();

	Vector vecAim = (vecEnd - vecStart).Normalize( );

	// iterate on all entities in the vicinity.
	while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecMid, searchRadius )) != NULL)
	{
		if ( pEntity->pev->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;
			}
			
			vecSpot = pEntity->BodyTarget( vecMid );
		
			float dist = DotProduct( vecAim, vecSpot - vecMid );
			if (dist > searchRadius)
				dist = searchRadius;
			else if (dist < -searchRadius)
				dist = searchRadius;
			
			Vector vecSrc = vecMid + dist * vecAim;

			UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pev), &tr );

			if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() )
			{// the explosion can 'see' this entity, so hurt them!
				// decrease damage for an ent that's farther from the flame.
				dist = ( vecSrc - tr.vecEndPos ).Length();

				if (dist > 64)
				{
					flAdjustedDamage = flDamage - (dist - 64) * 0.4;
					if (flAdjustedDamage <= 0)
						continue;
				}
				else
				{
					flAdjustedDamage = flDamage;
				}

				// ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) );
				if (tr.flFraction != 1.0)
				{
					ClearMultiDamage( );
					pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType );
					ApplyMultiDamage( pevInflictor, pevAttacker );
				}
				else
				{
					pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType );
				}
			}
		}
	}
}
Пример #20
0
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 CFuncTank::TrackTarget( void )
{
	trace_t tr;
	bool updateTime = FALSE, lineOfSight;
	QAngle angles;
	Vector barrelEnd;
	CBaseEntity *pTarget = NULL;

	barrelEnd.Init();

	// Get a position to aim for
	if (m_pController)
	{
		// Tanks attempt to mirror the player's angles
		angles = m_pController->EyeAngles();
		SetNextThink( gpGlobals->curtime + 0.05 );
	}
	else
	{
		if ( IsActive() )
		{
			SetNextThink( gpGlobals->curtime + 0.1f );
		}
		else
		{
			return;
		}

		// -----------------------------------
		//  Get world target position
		// -----------------------------------
		barrelEnd = WorldBarrelPosition();
		Vector worldTargetPosition;
		if (m_spawnflags & SF_TANK_AIM_AT_POS)
		{
			worldTargetPosition = m_vTargetPosition;
		}
		else
		{
			CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
			if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
			{
				if ( m_targetEntityName != NULL_STRING )	// New HL2 behavior
				{
					m_hTarget = FindTarget( m_targetEntityName, NULL );
				}
				else	// HL1 style
				{
					m_hTarget = ToBasePlayer( GetContainingEntity( UTIL_FindClientInPVS( edict() ) ) );
				}

				if ( m_hTarget != NULL )
				{
					SetNextThink( gpGlobals->curtime );	// Think again immediately
				}
				else
				{
					if ( IsActive() )
					{
						SetNextThink( gpGlobals->curtime + 2 );	// Wait 2 secs
					}

					if ( m_fireLast !=0 )
					{
						m_OnLoseTarget.FireOutput(this, this);
						m_fireLast = 0;
					}
				}

				return;
			}
			pTarget = pEntity;

			// Calculate angle needed to aim at target
			worldTargetPosition = pEntity->EyePosition();
		}

		float range = (worldTargetPosition - barrelEnd).Length();
		
		if ( !InRange( range ) )
		{
			m_fireLast = 0;
			return;
		}

		UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

		if (m_spawnflags & SF_TANK_AIM_AT_POS)
		{
			updateTime		= TRUE;
			m_sightOrigin	= m_vTargetPosition;
		}
		else
		{
			lineOfSight = FALSE;
			// No line of sight, don't track
			if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
			{
				lineOfSight = TRUE;

				CBaseEntity *pInstance = pTarget;
				if ( InRange( range ) && pInstance && pInstance->IsAlive() )
				{
					updateTime = TRUE;

					// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
					m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
				}
			}
		}

		// Convert targetPosition to parent
		angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );
	}

	// Force the angles to be relative to the center position
	float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
	float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
	angles.y = m_yawCenter + offsetY;
	angles.x = m_pitchCenter + offsetX;

	// Limit against range in y

	// MDB - don't check pitch! If two func_tanks are meant to align,
	// and one can pitch and the other cannot, this can lead to them getting 
	// different values for angles.y. Nothing is lost by not updating yaw
	// because the target is not in pitch range.

	bool bOutsideYawRange = ( fabs( offsetY ) > m_yawRange + m_yawTolerance );
	bool bOutsidePitchRange = ( fabs( offsetX ) > m_pitchRange + m_pitchTolerance );

	Vector vecToTarget = m_sightOrigin - GetLocalOrigin();

	// if target is outside yaw range
	if ( bOutsideYawRange )
	{
		if ( angles.y > m_yawCenter + m_yawRange )
		{
			angles.y = m_yawCenter + m_yawRange;
		}
		else if ( angles.y < (m_yawCenter - m_yawRange) )
		{
			angles.y = (m_yawCenter - m_yawRange);
		}
	}

	if ( bOutsidePitchRange || bOutsideYawRange || ( vecToTarget.Length() < ( barrelEnd - GetAbsOrigin() ).Length() ) )
	{
		// Don't update if you saw the player, but out of range
		updateTime = false;
	}

	if ( updateTime )
	{
		m_lastSightTime = gpGlobals->curtime;
		m_persist2burst = 0;
	}

	// Move toward target at rate or less
	float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );

	QAngle vecAngVel = GetLocalAngularVelocity();
	vecAngVel.y = distY * 10;
	vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );

	// Limit against range in x
	angles.x = clamp( angles.x, m_pitchCenter - m_pitchRange, m_pitchCenter + m_pitchRange );

	// Move toward target at rate or less
	float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
	vecAngVel.x = distX  * 10;
	vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
	SetLocalAngularVelocity( vecAngVel );

	SetMoveDoneTime( 0.1 );
	if ( m_pController )
		return;

	if ( CanFire() && ( (fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (m_spawnflags & SF_TANK_LINEOFSIGHT) ) )
	{
		bool fire = FALSE;
		Vector forward;
		AngleVectors( GetLocalAngles(), &forward );
		forward = m_parentMatrix.ApplyRotation( forward );


		if ( m_spawnflags & SF_TANK_LINEOFSIGHT )
		{
			float length = (m_maxRange > 0) ? m_maxRange : MAX_TRACE_LENGTH;
			UTIL_TraceLine( barrelEnd, barrelEnd + forward * length, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

			if ( tr.m_pEnt == pTarget )
				fire = TRUE;
		}
		else
			fire = TRUE;

		if ( fire )
		{
			if (m_fireLast == 0)
			{
				m_OnAquireTarget.FireOutput(this, this);
			}
			FiringSequence( barrelEnd, forward, this );
		}
		else 
		{
			if (m_fireLast !=0)
			{
				m_OnLoseTarget.FireOutput(this, this);
			}
			m_fireLast = 0;
		}
	}
	else 
	{
		if (m_fireLast !=0)
		{
			m_OnLoseTarget.FireOutput(this, this);
		}
		m_fireLast = 0;
	}
}
Пример #22
0
void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
{
	CBaseEntity *pEntity = NULL;
	TraceResult tr;
	float flAdjustedDamage, falloff;
	Vector vecSpot;

	if (flRadius)
		falloff = flDamage / flRadius;
	else
		falloff = 1.0;

	int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);

	// in case grenade is lying on the ground
	vecSrc.z += 1;

	if (!pevAttacker)
		pevAttacker = pevInflictor;

	// iterate on all entities in the vicinity.
	while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)) != NULL)
	{
		if (pEntity->pev->takedamage != DAMAGE_NO)
		{
			// UNDONE: this should check a damage mask, not an ignore
			if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore)
				continue;

			// blast's don't tavel into or out of water
			if (bInWater && pEntity->pev->waterlevel == 0)
				continue;

			if (!bInWater && pEntity->pev->waterlevel == 3)
				continue;

			vecSpot = pEntity->BodyTarget(vecSrc);
			UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr);

			if (tr.flFraction == 1.0f || tr.pHit == pEntity->edict())
			{
				if (tr.fStartSolid)
				{
					tr.vecEndPos = vecSrc;
					tr.flFraction = 0;
				}

				flAdjustedDamage = flDamage - (vecSrc - pEntity->pev->origin).Length() * falloff;

				if (flAdjustedDamage < 0)
					flAdjustedDamage = 0;

				else if (flAdjustedDamage > 75)
					flAdjustedDamage = 75;

				if (tr.flFraction == 1.0f)
					pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType);

				else
				{
					ClearMultiDamage();
					pEntity->TraceAttack(pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize(), &tr, bitsDamageType);
					ApplyMultiDamage(pevInflictor, pevAttacker);
				}
			}
		}
	}
}
Пример #23
0
void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType )
{
	CBaseEntity *pEntity = NULL;
	TraceResult	tr;
	float		flAdjustedDamage, falloff;
	Vector		vecSpot;

	if ( flRadius )
		falloff = flDamage / flRadius;
	else
		falloff = 1.0;

	int bInWater = (UTIL_PointContents ( vecSrc ) == CONTENTS_WATER);

	vecSrc.z += 1;// in case grenade is lying on the ground

	if ( !pevAttacker )
		pevAttacker = pevInflictor;

	// iterate on all entities in the vicinity.
	while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecSrc, flRadius )) != NULL)
	{
		if ( pEntity->pev->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->pev->waterlevel == 0)
				continue;
			if (!bInWater && pEntity->pev->waterlevel == 3)
				continue;

			vecSpot = pEntity->BodyTarget( vecSrc );
			
			UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr );

			if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() )
			{// the explosion can 'see' this entity, so hurt them!
				if (tr.fStartSolid)
				{
					// if we're stuck inside them, fixup the position and distance
					tr.vecEndPos = vecSrc;
					tr.flFraction = 0.0;
				}
				
				// decrease damage for an ent that's farther from the bomb.
				flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length() * falloff;
				flAdjustedDamage = flDamage - flAdjustedDamage;
			
				if ( flAdjustedDamage < 0 )
				{
					flAdjustedDamage = 0;
				}
			
				// ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) );
				if (tr.flFraction != 1.0)
				{
					ClearMultiDamage( );
					pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType );
					ApplyMultiDamage( pevInflictor, pevAttacker );
				}
				else
				{
					pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType );
				}
			}
		}
	}
}
Пример #24
0
CBaseEntity	* CASW_Rocket::FindPotentialTarget( void ) const
{
	float		bestdist = 0;		
	CBaseEntity	*bestent = NULL;

	Vector v_forward, v_right, v_up;
	AngleVectors( GetAbsAngles(), &v_forward, &v_right, &v_up );

	// find the aimtarget nearest us
	int count = AimTarget_ListCount();		
	if ( count )
	{
		CBaseEntity **pList = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * count );
		AimTarget_ListCopy( pList, count );

		CTraceFilterSkipTwoEntities filter(this, GetOwnerEntity(), COLLISION_GROUP_NONE);

		for ( int i = 0; i < count; i++ )
		{
			CBaseEntity *pEntity = pList[i];

			if (!pEntity || !pEntity->IsAlive() || !pEntity->edict() || !pEntity->IsNPC() )
			{
				//Msg("not alive or not an edict, skipping\n");
				continue;
			}

			if (!pEntity || !pEntity->IsAlive() || !pEntity->edict() || !pEntity->IsNPC() )
			{
				//Msg("not alive or not an edict, skipping\n");
				continue;
			}
	
			// don't autoaim onto marines
			if (pEntity->Classify() == CLASS_ASW_MARINE || pEntity->Classify() == CLASS_ASW_COLONIST)
				continue;

			if ( pEntity->Classify() == CLASS_ASW_PARASITE )
			{
				CASW_Parasite *pParasite = static_cast< CASW_Parasite* >( pEntity );
				if ( pParasite->m_bInfesting )
				{
					continue;
				}
			}

			Vector center = pEntity->BodyTarget( GetAbsOrigin() );
			Vector center_flat = center;
			center_flat.z = GetAbsOrigin().z;

			Vector dir = (center - GetAbsOrigin());
			VectorNormalize( dir );

			Vector dir_flat = (center_flat - GetAbsOrigin());
			VectorNormalize( dir_flat );

			// make sure it's in front of the rocket
			float dot = DotProduct (dir, v_forward );
			//if (dot < 0)
			//{					
			//continue;
			//}

			float dist = (pEntity->GetAbsOrigin() - GetAbsOrigin()).LengthSqr();
			if (dist > ASW_ROCKET_MAX_HOMING_RANGE)
				continue;

			// check another marine isn't between us and the target to reduce FF
			trace_t tr;
			UTIL_TraceLine(GetAbsOrigin(), pEntity->WorldSpaceCenter(), MASK_SHOT, &filter, &tr);
			if (tr.fraction < 1.0f && tr.m_pEnt != pEntity && tr.m_pEnt && tr.m_pEnt->Classify() == CLASS_ASW_MARINE)
				continue;

			// does this critter already have enough rockets to kill it?
			{ 
				CASW_DamageAllocationMgr::IndexType_t assignmentIndex = m_RocketAssigner.Find( pEntity );
				if ( m_RocketAssigner.IsValid(assignmentIndex) )
				{
					if ( m_RocketAssigner[assignmentIndex].m_flAccumulatedDamage > pEntity->GetHealth() )
					{
						continue;
					}
				}
			}


			// check another marine isn't between us and the target to reduce FF
			UTIL_TraceLine(GetAbsOrigin(), pEntity->WorldSpaceCenter(), MASK_SHOT, &filter, &tr);
			if (tr.fraction < 1.0f && tr.m_pEnt != pEntity && tr.m_pEnt && tr.m_pEnt->Classify() == CLASS_ASW_MARINE)
				continue;

			// increase distance if dot isn't towards us
			dist += (1.0f - dot) * 150;	// bias of x units when object is 90 degrees to the side
			if (bestdist == 0 || dist < bestdist)
			{
				bestdist = dist;
				bestent = pEntity;
			}
		}

		if ( bestent && asw_rocket_debug.GetBool() )
		{
			Vector center = bestent->BodyTarget( GetAbsOrigin() );
			Vector center_flat = center;
			center_flat.z = GetAbsOrigin().z;

			Vector dir = (center - GetAbsOrigin());
			VectorNormalize( dir );
			Msg( "Rocket[%d] starting homing in on %s(%d) dir = %f %f %f\n", entindex(), bestent->GetClassname(), bestent->entindex(), VectorExpand( dir ) );
		}
	}

	return bestent;
}
Пример #25
0
void AvHTurret::ActiveThink(void)
{
    PROFILE_START()

	// Advance model frame
	StudioFrameAdvance();

	// Find enemy, or reacquire dead enemy
	this->UpdateEnemy();

	// If we have a valid enemy
	if(!FNullEnt(this->m_hEnemy))
	{
		// If enemy is in FOV
		Vector theVecMid = this->pev->origin + this->pev->view_ofs;
		//AvHSUPlayParticleEvent("JetpackEffect", this->edict(), theVecMid);

		CBaseEntity* theEnemyEntity = this->m_hEnemy;
		Vector theVecMidEnemy = theEnemyEntity->BodyTarget(theVecMid);

		//AvHSUPlayParticleEvent("JetpackEffect", theEnemyEntity->edict(), theVecMidEnemy);

		// calculate dir and dist to enemy
		Vector theVecDirToEnemy = theVecMidEnemy - theVecMid;
		Vector theAddition = theVecMid + theVecDirToEnemy;

		Vector theVecLOS = theVecDirToEnemy.Normalize();

		// Update our goal angles to direction to enemy
		Vector theVecDirToEnemyAngles;
		VectorAngles(theVecDirToEnemy, theVecDirToEnemyAngles);

		// Set goal quaternion
		this->mGoalQuat = Quat(theVecDirToEnemyAngles);

		// Is the turret looking at the target yet?
		float theRadians = (this->GetVerticalFOV()/180.0f)*3.1415f;
		float theCosVerticalFOV = cos(theRadians);

		Vector theCurrentAngles;
		this->mCurQuat.GetAngles(theCurrentAngles);
		UTIL_MakeAimVectors(theCurrentAngles);

		if(DotProduct(theVecLOS, gpGlobals->v_forward) > theCosVerticalFOV)
		{
			// If enemy is visible
			bool theEnemyVisible = FBoxVisible(this->pev, this->m_hEnemy->pev, theVecMidEnemy) || !this->GetRequiresLOS();
			if(theEnemyVisible && this->m_hEnemy->IsAlive())
			{
				// If it's time to attack
				if((this->mTimeOfNextAttack == -1) || (gpGlobals->time >= this->mTimeOfNextAttack))
				{
					// Shoot and play shoot animation
					Shoot(theVecMid, theVecDirToEnemy, theEnemyEntity->pev->velocity);
					
					this->PlayAnimationAtIndex(this->GetActiveAnimation());
					
					// Set time for next attack
					this->SetNextAttack();
				}
				// spin the barrel when acquired but not firing
				else if(this->GetBaseClassAnimatesTurret())
				{
					this->pev->sequence = 2;
					ResetSequenceInfo();
				}
			}
		}

		// Set next active think
		this->pev->nextthink = gpGlobals->time + kTurretThinkInterval;
	}
	// else we have no enemy, go back to search think
	else
	{
		SetThink(&AvHTurret::SearchThink);
		this->pev->nextthink = gpGlobals->time + kTurretThinkInterval;
	}

	this->TurretUpdate();

    PROFILE_END(kAvHTurretActiveThink)
}
//-----------------------------------------------------------------------------
// Purpose: Push a physics object in our wash. Return false if it's now out of our wash
//-----------------------------------------------------------------------------
bool CBaseHelicopter::DoWashPush( washentity_t *pWash, const Vector &vecWashOrigin )
{
	if ( !pWash || !pWash->hEntity.Get() )
		return false;

	// Make sure the entity is still within our wash's radius
	CBaseEntity *pEntity = pWash->hEntity;

	// This can happen because we can dynamically turn this flag on and off
	if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH ))
		return false;

	Vector vecSpot = pEntity->BodyTarget( vecWashOrigin );
	Vector vecToSpot = ( vecSpot - vecWashOrigin );
	vecToSpot.z = 0;
	float flDist = VectorNormalize( vecToSpot );
	if ( flDist > BASECHOPPER_WASH_RADIUS )
		return false;

	IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity );
	IPhysicsObject *pPhysObject;

	
	float flPushTime = (gpGlobals->curtime - pWash->flWashStartTime);
	flPushTime = clamp( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME );
	float flWashAmount = RemapVal( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME, BASECHOPPER_WASH_PUSH_MIN, BASECHOPPER_WASH_PUSH_MAX );

	if ( pShooter )
	{
		Vector vecForce = (0.015f / 0.1f) * flWashAmount * vecToSpot * phys_pushscale.GetFloat();
		pEntity = pShooter->DoWashPush( pWash->flWashStartTime, vecForce );
		if ( !pEntity )
			return true;

		washentity_t Wash;
		Wash.hEntity = pEntity;
		Wash.flWashStartTime = pWash->flWashStartTime;
		int i = m_hEntitiesPushedByWash.AddToTail( Wash );
		pWash = &m_hEntitiesPushedByWash[i];
		
		pPhysObject = pEntity->VPhysicsGetObject();
		if ( !pPhysObject )
			return true;
	}
	else
	{
		// Airboat gets special treatment
		if ( FClassnameIs( pEntity, "prop_vehicle_airboat" ) )
		{
			DoWashPushOnAirboat( pEntity, vecToSpot, flWashAmount );
			return true;
		}

		pPhysObject = pEntity->VPhysicsGetObject();
		if ( !pPhysObject )
			return false;
	}

	// Push it away from the center of the wash
	float flMass = pPhysObject->GetMass();

	// This used to be mass independent, which is a bad idea because it blows 200kg engine blocks
	// as much as it blows cardboard and soda cans. Make this force mass-independent, but clamp at
	// 30kg. 
	flMass = MIN( flMass, 30.0f );

	Vector vecForce = (0.015f / 0.1f) * flWashAmount * flMass * vecToSpot * phys_pushscale.GetFloat();
	pEntity->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) );

	// Debug
	if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH )
	{
		NDebugOverlay::Cross3D( pEntity->GetAbsOrigin(), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.1f );
		NDebugOverlay::Line( pEntity->GetAbsOrigin(), pEntity->GetAbsOrigin() + vecForce, 255, 255, 0, true, 0.1f );

		IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
		Msg("Pushed %s (index %d) (mass %f) with force %f (min %.2f max %.2f) at time %.2f\n", 
			pEntity->GetClassname(), pEntity->entindex(), pPhysObject->GetMass(), flWashAmount, 
			BASECHOPPER_WASH_PUSH_MIN * flMass, BASECHOPPER_WASH_PUSH_MAX * flMass, gpGlobals->curtime );
	}

	// If we've pushed this thing for some time, remove it to give us a chance to find lighter things nearby
	if ( flPushTime > 2.0 )
		return false;

	return true;
}
Пример #27
0
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
	}
}
Пример #28
0
void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float inDamage, float flRadius, int iClassIgnore, int bitsDamageType )
{
	CBaseEntity *pEntity = NULL;
	TraceResult	tr;
	float		flAdjustedDamage, falloff;
	Vector		vecSpot;

	if ( flRadius )
		falloff = inDamage / flRadius;
	else
		falloff = 1.0;

	int bInWater = (UTIL_PointContents ( vecSrc ) == CONTENTS_WATER);

	vecSrc.z += 1;// in case grenade is lying on the ground

	if ( !pevAttacker )
		pevAttacker = pevInflictor;

	// iterate on all entities in the vicinity.
	while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecSrc, flRadius )) != NULL)
	{
		// NOTE: Should this be inflictor or attacker?
		CBaseEntity* theInflictingEntity = CBaseEntity::Instance(pevInflictor);
		CBaseEntity* theAttackingEntity = CBaseEntity::Instance(pevAttacker);
		float theScalar = 1.0f;
		bool aCanDamage=GetGameRules()->CanEntityDoDamageTo(theAttackingEntity, pEntity, &theScalar) || theInflictingEntity->pev->classname == MAKE_STRING(kwsDeployedMine);;
		bool iCanDamage=GetGameRules()->CanEntityDoDamageTo(theInflictingEntity, pEntity, &theScalar);

		if(pEntity && ( aCanDamage && iCanDamage ))
		{
			// Multiply damage by scalar for tourny mode, etc.
			float theDamage = inDamage*theScalar;

			if ( pEntity->pev->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->pev->waterlevel == 0)
					continue;
				if (!bInWater && pEntity->pev->waterlevel == 3)
					continue;
			
				vecSpot = pEntity->BodyTarget( vecSrc );

				// Clear pevInflictor's owner temporarily so it can apply damage to it
				edict_t* theInflictorOwner = pevInflictor->owner;
				pevInflictor->owner = NULL;
				
				UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr );

				// Restore owner
				pevInflictor->owner = theInflictorOwner;
				
                if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict() )
				{// the explosion can 'see' this entity, so hurt them!
					if (tr.fStartSolid)
					{
						// if we're stuck inside them, fixup the position and distance
						tr.vecEndPos = vecSrc;
						tr.flFraction = 0.0;
					}
					
					// decrease damage for an ent that's farther from the bomb.
					flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length() * falloff;
					flAdjustedDamage = theDamage - flAdjustedDamage;
				
					if ( flAdjustedDamage > 0 )
					{
						pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType );
					}
				}
			}
		}
	}
}