示例#1
0
//-----------------------------------------------------------------------------
// Purpose: Gets event from anim stream and throws the object
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeaponMolotov::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
		case EVENT_WEAPON_THROW:
		{
			CAI_BaseNPC *pNPC	= GetOwner()->MyNPCPointer();
			if (!pNPC)
			{
				return;
			}

			CBaseEntity *pEnemy = pNPC->GetEnemy();
			if (!pEnemy)
			{
				return;
			}

			Vector vec_target = pNPC->GetEnemyLKP();

			// -----------------------------------------------------
			//  Get position of throw
			// -----------------------------------------------------
			// If owner has a hand, set position to the hand bone position
			Vector launchPos;
			int iBIndex = pNPC->LookupBone("Bip01 R Hand");
			if (iBIndex != -1) 
			{
				Vector origin;
				QAngle angles;
				pNPC->GetBonePosition( iBIndex, launchPos, angles);
			}
			// Otherwise just set to in front of the owner
			else 
			{
				Vector vFacingDir = pNPC->BodyDirection2D( );
				vFacingDir = vFacingDir * 60.0; 
				launchPos = pNPC->GetAbsOrigin()+vFacingDir;
			}


			//Vector vecVelocity = VecCheckToss( pNPC, launchPos, vec_target, 1.0 );

			ThrowMolotov( launchPos, m_vecTossVelocity);

			// Drop the weapon and remove as no more ammo
			pNPC->Weapon_Drop( this );
			UTIL_Remove( this );
		}
		break;
		default:
			BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
			break;
	}
}