//------------------------------------------------------------------------------ // Purpose : Draw attack beam and do damage / decals // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Stalker::DrawAttackBeam(void) { if (!m_pBeam) return; // --------------------------------------------- // Get beam end point // --------------------------------------------- Vector vecSrc = LaserStartPosition(GetAbsOrigin()); trace_t tr; AI_TraceLine( vecSrc, vecSrc + m_vLaserDir * MAX_STALKER_FIRE_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); CalcBeamPosition(); bool bInWater = (UTIL_PointContents ( tr.endpos, MASK_WATER ) & MASK_WATER)?true:false; // --------------------------------------------- // Update the beam position // --------------------------------------------- m_pBeam->SetStartPos( tr.endpos ); m_pBeam->RelinkBeam(); Vector vAttachPos; GetAttachment(STALKER_LASER_ATTACHMENT,vAttachPos); Vector vecAimDir = tr.endpos - vAttachPos; VectorNormalize( vecAimDir ); SetAim( vecAimDir ); // -------------------------------------------- // Play burn sounds // -------------------------------------------- CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( tr.m_pEnt ); if (pBCC) { if (gpGlobals->curtime > m_fNextDamageTime) { ClearMultiDamage(); float damage = 0.0; switch (m_eBeamPower) { case STALKER_BEAM_LOW: damage = 1; break; case STALKER_BEAM_MED: damage = 3; break; case STALKER_BEAM_HIGH: damage = 10; break; } CTakeDamageInfo info( this, this, damage, DMG_SHOCK ); CalculateMeleeDamageForce( &info, m_vLaserDir, tr.endpos ); pBCC->DispatchTraceAttack( info, m_vLaserDir, &tr ); ApplyMultiDamage(); m_fNextDamageTime = gpGlobals->curtime + 0.1; } if (pBCC->Classify()!=CLASS_BULLSEYE) { if (!m_bPlayingHitFlesh) { CPASAttenuationFilter filter( m_pBeam,"NPC_Stalker.BurnFlesh" ); filter.MakeReliable(); EmitSound( filter, m_pBeam->entindex(),"NPC_Stalker.BurnFlesh" ); m_bPlayingHitFlesh = true; } if (m_bPlayingHitWall) { StopSound( m_pBeam->entindex(), "NPC_Stalker.BurnWall" ); m_bPlayingHitWall = false; } tr.endpos.z -= 24.0f; if (!bInWater) { DoSmokeEffect(tr.endpos + tr.plane.normal * 8); } } } if (!pBCC || pBCC->Classify()==CLASS_BULLSEYE) { if (!m_bPlayingHitWall) { CPASAttenuationFilter filter( m_pBeam, "NPC_Stalker.BurnWall" ); filter.MakeReliable(); EmitSound( filter, m_pBeam->entindex(), "NPC_Stalker.BurnWall" ); m_bPlayingHitWall = true; } if (m_bPlayingHitFlesh) { StopSound(m_pBeam->entindex(), "NPC_Stalker.BurnFlesh" ); m_bPlayingHitFlesh = false; } UTIL_DecalTrace( &tr, "RedGlowFade"); UTIL_DecalTrace( &tr, "FadingScorch" ); tr.endpos.z -= 24.0f; if (!bInWater) { DoSmokeEffect(tr.endpos + tr.plane.normal * 8); } } if (bInWater) { UTIL_Bubbles(tr.endpos-Vector(3,3,3),tr.endpos+Vector(3,3,3),10); } /* CBroadcastRecipientFilter filter; TE_DynamicLight( filter, 0.0, EyePosition(), 255, 0, 0, 5, 0.2, 0 ); */ }