Пример #1
0
NOXREF void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs)
{
	if (g_Language == LANGUAGE_GERMAN)
	{
		// no sticky gibs in germany right now!
		return;
	}

	for (int i = 0; i < cGibs; ++i)
	{
		CGib *pGib = GetClassPtr<CCSGib>((CGib *)NULL);

		pGib->Spawn("models/stickygib.mdl");
		pGib->pev->body = RANDOM_LONG(0, 2);

		if (pevVictim)
		{
			pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT(-3, 3);
			pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT(-3, 3);
			pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT(-3, 3);

			// make the gib fly away from the attack vector
			pGib->pev->velocity = g_vecAttackDir * -1;

			// mix in some noise
			pGib->pev->velocity.x += RANDOM_FLOAT(-0.15, 0.15);
			pGib->pev->velocity.y += RANDOM_FLOAT(-0.15, 0.15);
			pGib->pev->velocity.z += RANDOM_FLOAT(-0.15, 0.15);

			pGib->pev->velocity = pGib->pev->velocity * 900;

			pGib->pev->avelocity.x = RANDOM_FLOAT(250, 400);
			pGib->pev->avelocity.y = RANDOM_FLOAT(250, 400);

			// copy owner's blood color
			pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor();

			if (pevVictim->health > -50)
			{
				pGib->pev->velocity = pGib->pev->velocity * 0.7;
			}
			else if (pevVictim->health > -200)
			{
				pGib->pev->velocity = pGib->pev->velocity * 2;
			}
			else
			{
				pGib->pev->velocity = pGib->pev->velocity * 4;
			}

			pGib->pev->movetype = MOVETYPE_TOSS;
			pGib->pev->solid = SOLID_BBOX;
			UTIL_SetSize(pGib->pev, Vector(0, 0,0), Vector(0, 0, 0));
			pGib->SetTouch(&CGib::StickyGibTouch);
			pGib->SetThink(NULL);
		}

		pGib->LimitVelocity();
	}
}
Пример #2
0
void CGib::SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs )
{
	int i;

	//City17: Germany Violence Fix.
	/*if ( g_Language.GetInt() == LANGUAGE_GERMAN )
	{
		// no sticky gibs in germany right now!
		return; 
	}*/

	for ( i = 0 ; i < cGibs ; i++ )
	{
		CGib *pGib = (CGib *)CreateEntityByName( "gib" );

		pGib->Spawn( "models/stickygib.mdl" );
		pGib->m_nBody = random->RandomInt(0,2);

		if ( pVictim )
		{
			pGib->SetLocalOrigin(
				Vector( vecOrigin.x + random->RandomFloat( -3, 3 ),
						vecOrigin.y + random->RandomFloat( -3, 3 ),
						vecOrigin.z + random->RandomFloat( -3, 3 ) ) );

			// make the gib fly away from the attack vector
			Vector vecNewVelocity = g_vecAttackDir * -1;

			// mix in some noise
			vecNewVelocity.x += random->RandomFloat ( -0.15, 0.15 );
			vecNewVelocity.y += random->RandomFloat ( -0.15, 0.15 );
			vecNewVelocity.z += random->RandomFloat ( -0.15, 0.15 );

			vecNewVelocity *= 900;

			QAngle vecAngVelocity( random->RandomFloat ( 250, 400 ), random->RandomFloat ( 250, 400 ), 0 );
			pGib->SetLocalAngularVelocity( vecAngVelocity );

			// copy owner's blood color
			pGib->SetBloodColor( pVictim->BloodColor() );
		
			pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );
			pGib->SetAbsVelocity( vecNewVelocity );
			
			pGib->SetMoveType( MOVETYPE_FLYGRAVITY );
			pGib->RemoveSolidFlags( FSOLID_NOT_SOLID );
			pGib->SetCollisionBounds( vec3_origin, vec3_origin );
			pGib->SetTouch ( &CGib::StickyGibTouch );
			pGib->SetThink (NULL);
		}
		pGib->LimitVelocity();
	}
}
Пример #3
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 #4
0
// Fograin92: Extension of "cough" animation, just for fun
void CGrapple::PukeGibs(void)
{
	// Fograin92: Make sure we go back to idle anim after this
	SetThink(&CGrapple::WeaponIdle);
	pev->nextthink = gpGlobals->time + 1.3;

#ifndef CLIENT_DLL

	// Fograin92: Get proper XYZ values
	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); 
	Vector GunPosition = m_pPlayer->GetGunPosition();
	GunPosition = GunPosition + gpGlobals->v_up * -4 + gpGlobals->v_right * 3 + gpGlobals->v_forward * 16;

	CGib *pGib = GetClassPtr( (CGib *)NULL );

	// Fograin92: Changed model dir and names
			int iRandom = RANDOM_LONG(2, 11);

			switch( iRandom)
			{
				case 2:		pGib->Spawn( "models/gibs/human_gib2.mdl" );	break;
				case 3:		pGib->Spawn( "models/gibs/human_gib3.mdl" );	break;
				case 4:		pGib->Spawn( "models/gibs/human_gib4.mdl" );	break;
				case 5:		pGib->Spawn( "models/gibs/human_gib5.mdl" );	break;
				case 6:		pGib->Spawn( "models/gibs/human_gib6.mdl" );	break;
				case 7:		pGib->Spawn( "models/gibs/human_gib7.mdl" );	break;
				case 8:		pGib->Spawn( "models/gibs/human_gib8.mdl" );	break;
				case 9:		pGib->Spawn( "models/gibs/human_gib9.mdl" );	break;
				case 10:	pGib->Spawn( "models/gibs/human_gib10.mdl" );	break;
				case 11:	pGib->Spawn( "models/gibs/human_gib11.mdl" );	break;

				default:	pGib->Spawn( "models/gibs/human_gib3.mdl" );	break;
			}

			pGib->pev->body = 0;


	//pGib->Spawn( "models/hgibs.mdl" );
	pGib->m_bloodColor = BLOOD_COLOR_RED;
	pGib->pev->body = 0;
	pGib->pev->origin = GunPosition + gpGlobals->v_forward * 40;
	pGib->pev->velocity = gpGlobals->v_forward * 100;

	// Fograin92: Some spin variations
	pGib->pev->avelocity.x = RANDOM_LONG( 200, 600 );
	pGib->pev->avelocity.y = RANDOM_LONG( 200, 600 );
	pGib->pev->avelocity.z = RANDOM_LONG( 100, 200 );

	pGib->pev->nextthink = gpGlobals->time + 10.0;
	pGib->SetThink( &CBaseEntity::SUB_FadeOut );

	// Fograin92: Cough some blood
	MESSAGE_BEGIN(MSG_ALL, gmsgParticles);
		WRITE_SHORT(0);
		WRITE_BYTE(0);
		WRITE_COORD( pGib->pev->origin.x );
	    WRITE_COORD( pGib->pev->origin.y );
		WRITE_COORD( pGib->pev->origin.z );
		WRITE_COORD( pGib->pev->avelocity.x );
		WRITE_COORD( pGib->pev->avelocity.y );
		WRITE_COORD( pGib->pev->avelocity.z );
		WRITE_SHORT(iImpactBloodRed);
    MESSAGE_END();

#endif
}
Пример #5
0
void CTank :: TankDeath ( void )
{
	bTankDead = 1;
	pev->sequence = 2;/*LookupSequence( "die" );*/
	ResetSequenceInfo ();

	m_pPlayer->TakeDamage ( pev,pev,(float)999, DMG_CRUSH );	// mouru

	pev->velocity = pev->avelocity = m_pTankBSP->pev->velocity = m_pTankBSP->pev->avelocity =Vector (0,0,0);
	m_pTankBSP->pev->origin = pev->origin;
	m_pTankBSP->pev->angles = pev->angles;

	m_pCam->pev->velocity = m_pCam->pev->avelocity = Vector (0,0,0);

	UpdateSound ();

	SetThink ( DeadThink );
	pev->nextthink = gpGlobals->time + 29 / 21.0;

	// maman, c'est quoi qu'a fait boum ?

	EMIT_SOUND(ENT(pev), CHAN_AUTO, TANK_EXPLO_SOUND1, 1, ATTN_NORM);	
	EMIT_SOUND(ENT(pev), CHAN_WEAPON, TANK_EXPLO_SOUND2, 1, ATTN_NORM);	


	// sprites de feu - explosion

	for ( int i=0; i<20; i++ )
	{
		CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_FEU, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 50), TRUE );
		pSpr->SetScale ( SPRITE_FEU_SCALE*2 );
		pSpr->AnimateAndDie ( RANDOM_FLOAT(20,22) );
		pSpr->SetTransparency ( kRenderTransAdd, 255, 255, 255, 120, kRenderFxNone );

		pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-150,150),RANDOM_FLOAT(-150,150),100/*RANDOM_FLOAT(130,150)*/ );
	}
	// sprites de feu en colonne

	for ( i=0; i<6; i++ )
	{
		CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_FEU, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE );
		pSpr->SetScale ( SPRITE_FEU_SCALE );
		pSpr->AnimateAndDie ( RANDOM_FLOAT(20,25) );
		pSpr->SetTransparency ( kRenderTransAdd, 255, 255, 255, 120, kRenderFxNone );

		pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),140/*RANDOM_FLOAT(130,150)*/ );
	}

	for ( i=0; i<10; i++ )
	{
		CSprite *pSpr = CSprite::SpriteCreate ( SPRITE_SMOKEBALL, Vector(pev->origin.x,pev->origin.y,pev->origin.z + 100), TRUE );
		pSpr->SetScale ( SPRITE_SMOKEBALL_SCALE );
		pSpr->AnimateAndDie ( RANDOM_FLOAT(2,3) );
		pSpr->SetTransparency ( kRenderTransAlpha, 255, 255, 255, 255, kRenderFxNone );
		pSpr->pev->velocity = Vector ( RANDOM_FLOAT(-50,50),RANDOM_FLOAT(-50,50),RANDOM_FLOAT(50,50) );
	}


	// gibs

	for ( i = 0; i<20; i++ )
	{
		CGib *pGib = GetClassPtr( (CGib *)NULL );
		pGib->Spawn( "models/mechgibs.mdl" );
		pGib->m_bloodColor = DONT_BLEED;
		pGib->pev->body = RANDOM_LONG (1,5);

		pGib->pev->origin = pev->origin + Vector ( 0, 0, 250 );
		pGib->pev->velocity = Vector ( RANDOM_FLOAT(-200,200),RANDOM_FLOAT(-200,200),RANDOM_FLOAT(0,400));
		pGib->pev->avelocity = Vector ( RANDOM_FLOAT(-1000,1000), RANDOM_FLOAT(-1000,1000), RANDOM_FLOAT(-1000,1000) );

		pGib->pev->solid = SOLID_NOT;
		pGib->SetThink(SUB_Remove);
		pGib->pev->nextthink = gpGlobals->time + 1;
	}

	// étincelles

	for ( i = 0; i < 10; i++ )
	{
		Create( "spark_shower", pev->origin, Vector (0,0,1), NULL );
	}



}
Пример #6
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;
	}
}