//----------------------------------------------------------------------------- // Purpose: // Input : &startPos - // &endPos - // width - // useMuzzle - //----------------------------------------------------------------------------- void CASW_PropJeep::DrawBeam( const Vector &startPos, const Vector &endPos, float width ) { //Tracer down the middle UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer" ); //Draw the main beam shaft CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 0.5 ); pBeam->SetStartPos( startPos ); pBeam->PointEntInit( endPos, this ); pBeam->SetEndAttachment( LookupAttachment("Muzzle") ); pBeam->SetWidth( width ); pBeam->SetEndWidth( 0.05f ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 185+random->RandomInt( -16, 16 ), 40 ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1f ); //Draw electric bolts along shaft pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, 3.0f ); pBeam->SetStartPos( startPos ); pBeam->PointEntInit( endPos, this ); pBeam->SetEndAttachment( LookupAttachment("Muzzle") ); pBeam->SetBrightness( random->RandomInt( 64, 255 ) ); pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1f ); pBeam->SetNoise( 1.6f ); pBeam->SetEndWidth( 0.1f ); }
//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CAI_RappelBehavior::CreateZipline() { #if 1 if( !m_hLine ) { int attachment = GetOuter()->LookupAttachment( "zipline" ); if( attachment != -1 ) { CBeam *pBeam; pBeam = CBeam::BeamCreate( "cable/cable.vmt", 1 ); pBeam->SetColor( 150, 150, 150 ); pBeam->SetWidth( 0.3 ); pBeam->SetEndWidth( 0.3 ); CAI_BaseNPC *pNPC = GetOuter(); pBeam->PointEntInit( pNPC->GetAbsOrigin() + Vector( 0, 0, 80 ), pNPC ); pBeam->SetEndAttachment( attachment ); m_hLine.Set( pBeam ); } } #endif }
void CWeaponGravityGun::DeleteActivePellets() { CBaseEntity *pEnt = GetBeamEntity(); for ( int i = 0; i < m_pelletCount; i++ ) { CGravityPellet *pPellet = m_activePellets[i].pellet; if ( !pPellet ) continue; Vector forward; AngleVectors( pPellet->GetAbsAngles(), &forward ); g_pEffects->Dust( pPellet->GetAbsOrigin(), forward, 32, 30 ); // UNDONE: Probably should just do this client side CBeam *pBeam = CBeam::BeamCreate( PHYSGUN_BEAM_SPRITE, 1.5 ); pBeam->PointEntInit( pPellet->GetAbsOrigin(), pEnt ); pBeam->SetEndAttachment( 1 ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 0, 0 ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1 ); UTIL_Remove( pPellet ); } m_pelletCount = 0; }
void CWeaponMomentumGun::DrawBeam(const Vector &startPos, const Vector &endPos, float width) { //Tracer down the middle UTIL_Tracer(startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer"); //Draw the main beam shaft CBeam *pBeam = CBeam::BeamCreate("sprites/orangelight1.vmt", 15.5); // It starts at startPos pBeam->SetStartPos(startPos); // This sets up some things that the beam uses to figure out where // it should start and end pBeam->PointEntInit(endPos, this); // This makes it so that the laser appears to come from the muzzle of the pistol pBeam->SetEndAttachment(LookupAttachment("Muzzle")); pBeam->SetWidth(width); // pBeam->SetEndWidth( 0.05f ); // Higher brightness means less transparent pBeam->SetBrightness(255); pBeam->SetColor(255, 185 + random->RandomInt(-16, 16), 40); pBeam->RelinkBeam(); // The beam should only exist for a very short time pBeam->LiveForTime(0.1f); }
void CEgon::CreateEffect( void ) { DestroyEffect(); m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 ); m_pBeam->PointEntInit( pev->origin, m_pPlayer->edict() ); m_pBeam->SetFlags( FBEAM_SINENOISE ); m_pBeam->SetEndAttachment( 1 ); m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 ); m_pNoise->PointEntInit( pev->origin, m_pPlayer->edict() ); m_pNoise->SetScrollRate( 25 ); m_pNoise->SetBrightness( 100 ); m_pNoise->SetEndAttachment( 1 ); m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY; m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE ); m_pSprite->pev->scale = 1.0; m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation ); m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY; if ( m_fireMode == FIRE_WIDE ) { m_pBeam->SetScrollRate( 50 ); m_pBeam->SetNoise( 20 ); m_pNoise->SetColor( 50, 50, 255 ); m_pNoise->SetNoise( 8 ); } else { m_pBeam->SetScrollRate( 110 ); m_pBeam->SetNoise( 5 ); m_pNoise->SetColor( 80, 120, 255 ); m_pNoise->SetNoise( 2 ); } }
void CGenericMonster::MakeGas( void ) { Vector posGun, angleGun; TraceResult tr; UTIL_MakeVectors( pev->angles ); { KillGas(); m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 7 ); if ( m_pBeam ) { GetAttachment( 4, posGun, angleGun ); GetAttachment( 3, posGun, angleGun ); Vector vecEnd = (gpGlobals->v_forward * 5) + posGun; UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr ); m_pBeam->EntsInit( edict(), edict() ); m_pBeam->SetColor( 24, 121, 239 ); m_pBeam->SetBrightness( 190 ); m_pBeam->SetScrollRate( 20 ); m_pBeam->SetStartAttachment( 4 ); m_pBeam->SetEndAttachment( 3 ); m_pBeam->DamageDecal( 28 ); m_pBeam->DoSparks( tr.vecEndPos, posGun ); m_pBeam->SetFlags( FBEAM_SHADEIN ); m_pBeam->RelinkBeam(); UTIL_Sparks( tr.vecEndPos ); UTIL_DecalTrace(&tr, 28 + RANDOM_LONG(0,4)); } } // m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 ); if ( int gas = 1 ) { pev->nextthink = gpGlobals->time; } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponGaussGun::DrawBeam( const Vector &startPos, const Vector &endPos, float width, bool useMuzzle ) { CBasePlayer *pOwner = ToBasePlayer(GetOwner()); if (!pOwner) return; //Check to store off our view model index if (m_hViewModel == NULL) { CBaseViewModel *vm = pOwner->GetViewModel(); if (vm) m_hViewModel.Set(vm); } //Draw the main beam shaft CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width ); if ( useMuzzle ) { pBeam->PointEntInit( endPos, m_hViewModel ); pBeam->SetEndAttachment( 1 ); pBeam->SetWidth( width / 4.0f ); pBeam->SetEndWidth( width ); } else { pBeam->SetStartPos( startPos ); pBeam->SetEndPos( endPos ); pBeam->SetWidth( width ); pBeam->SetEndWidth( width / 4.0f ); } pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 145+random->RandomInt( -16, 16 ), 0 ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1f ); //Draw electric bolts along shaft for ( int i = 0; i < 3; i++ ) { pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, (width/2.0f) + i ); if ( useMuzzle ) { pBeam->PointEntInit( endPos, m_hViewModel ); pBeam->SetEndAttachment( 1 ); } else { pBeam->SetStartPos( startPos ); pBeam->SetEndPos( endPos ); } pBeam->SetBrightness( random->RandomInt( 64, 255 ) ); pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1f ); pBeam->SetNoise( 1.6f * i ); pBeam->SetEndWidth( 0.1f ); } }
//========================================================= // RunTask //========================================================= void CLuciole :: RunTask ( Task_t *pTask ) { // petite loupiote MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, Center() ); WRITE_BYTE(TE_DLIGHT); WRITE_COORD(Center().x); // X WRITE_COORD(Center().y); // Y WRITE_COORD(Center().z); // Z WRITE_BYTE( 7 ); // radius * 0.1 WRITE_BYTE( 150 ); // r WRITE_BYTE( 71 ); // g WRITE_BYTE( 245 ); // b WRITE_BYTE( 3 ); // time * 10 WRITE_BYTE( 0 ); // decay * 0.1 MESSAGE_END( ); // position de tir if ( m_hEnemy != NULL && (Center()-m_hEnemy->Center()).Length() < ATTACK_DIST && gpGlobals->time - m_flLastAttack > ATTACK_DELAY ) { m_flLastAttack = gpGlobals->time; EMIT_SOUND ( edict(), CHAN_ITEM, "debris/beamstart14.wav", 1.0, ATTN_NORM ); for ( int i=0; i<3; i++ ) { CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 2 ); if ( RANDOM_LONG(0,1) ) pBeam->SetColor( 206,118, 254 ); else pBeam->SetColor( 223,224, 255 ); pBeam->SetBrightness( 192 ); pBeam->PointEntInit( m_hEnemy->Center(), entindex( ) ); pBeam->SetEndAttachment( 0 ); pBeam->RelinkBeam( ); pBeam->SetNoise ( 30 ); pBeam->LiveForTime ( 0.4 ); m_hEnemy->TakeDamage ( pev, pev, gSkillData.LucioleDamage, DMG_SHOCK ); } return; } MakeIdealYaw( m_vecEnemyLKP ); ChangeYaw( pev->yaw_speed ); // run task classique switch ( pTask->iTask ) { case TASK_FLYBEE_WAIT_FOR_MOVEMENT: { if (MovementIsComplete()) { TaskComplete(); RouteClear(); // Stop moving } break; } case TASK_LUCIOLE_GET_PATH: { // considère l'objectif atteint à 10 units de distance BOOL bFinDeRoute = FALSE; if ( (pev->origin-m_vecRoute).Length() < 10 ) { bFinDeRoute = TRUE; } // actualise la position ennemie if ( m_hEnemy == NULL ) { TaskComplete (); break; } Vector vecEnemy = m_hEnemy->Center(); // vérifie la visibilité du joueur TraceResult tr; UTIL_TraceLine ( pev->origin, vecEnemy, dont_ignore_monsters, dont_ignore_glass, edict(), &tr ); if ( tr.flFraction == 1.0 || FClassnameIs(tr.pHit, "player") ) { // champ libre jusqu'au joueur m_vecRoute = vecEnemy; m_iMouchard = MOUCHARD_OFF; } // joueur invisible else { // trajectoire non finie - on continue if ( bFinDeRoute == FALSE ) { // active le mouchard if ( m_iMouchard == MOUCHARD_OFF ) { m_iMouchard = MOUCHARD_LANCEMENT; m_vecMouchard1 = m_vecRoute; } } // pas de trajectoire définie else { // tente d'utiliser le mouchard TraceResult trMouchard; UTIL_TraceLine ( pev->origin, m_vecMouchard2, dont_ignore_monsters, dont_ignore_glass, edict(), &trMouchard ); if ( m_iMouchard == MOUCHARD_ON && ( trMouchard.flFraction == 1.0 || FClassnameIs(trMouchard.pHit, "player") ) ) { // c parti m_vecRoute = m_vecMouchard2; // mouchard obsolète, on en relance un nouveau m_iMouchard = MOUCHARD_LANCEMENT; } else { TraceResult trTete; UTIL_TraceLine ( pev->origin, m_hEnemy->pev->view_ofs, dont_ignore_monsters, dont_ignore_glass, edict(), &trTete ); TraceResult trPieds; UTIL_TraceLine ( pev->origin, m_hEnemy->pev->origin, dont_ignore_monsters, dont_ignore_glass, edict(), &trPieds ); if ( trTete.flFraction == 1.0 || FClassnameIs(trTete.pHit, "player") ) { // champ libre jusqu'au joueur m_vecRoute = m_hEnemy->pev->view_ofs; } else if ( trPieds.flFraction == 1.0 || FClassnameIs(trPieds.pHit, "player") ) { // champ libre jusqu'au joueur m_vecRoute = m_hEnemy->pev->origin; } // ennemi totalement invisible else { // bloqué par de petits obstacles - on tente de monter ou descendre un peu TraceResult trEvite [2]; UTIL_MakeVectors ( pev->angles ); int ordre [4]; switch ( RANDOM_LONG(0,3) ) { case 0: ordre[0] = 0; ordre[1] = 1; ordre[2] = 2; ordre[3] = 3; break; case 1: ordre[0] = 0; ordre[1] = 3; ordre[2] = 2; ordre[3] = 1; break; case 2: ordre[0] = 2; ordre[1] = 3; ordre[2] = 0; ordre[3] = 1; break; case 3: ordre[0] = 3; ordre[1] = 1; ordre[2] = 0; ordre[3] = 2; break; } UTIL_TraceLine ( pev->origin, pev->origin + Vector (0,0,RANDOM_FLOAT(40,60)), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[0]] ); UTIL_TraceLine ( pev->origin, pev->origin - Vector (0,0,RANDOM_FLOAT(40,60)), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[1]] ); UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_right * RANDOM_FLOAT(40,60), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[2]] ); UTIL_TraceLine ( pev->origin, pev->origin - gpGlobals->v_right * RANDOM_FLOAT(40,60), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[3]] ); for ( int i=0; i<4; i++ ) { if ( trEvite[i].flFraction >= 0.5 ) m_vecRoute = trEvite[i].vecEndPos - (trEvite[i].vecEndPos-pev->origin).Normalize() * 5; break; } } } } } // actualise le mouchard if ( m_iMouchard != MOUCHARD_OFF ) { if ( m_iMouchard == MOUCHARD_LANCEMENT ) { m_vecMouchard2 = m_vecMouchard1; } // vérifie si le joueur est visible depuis sa dernière position connue TraceResult trMouchard; UTIL_TraceLine ( m_vecMouchard1, vecEnemy, dont_ignore_monsters, dont_ignore_glass, edict(), &trMouchard ); if ( trMouchard.flFraction == 1.0 || FClassnameIs(trMouchard.pHit, "player") ) { m_vecMouchard2 = vecEnemy; m_iMouchard = MOUCHARD_ON; } } // trajectoire établie - application des vitesses float flDot = DotProduct ( pev->velocity.Normalize(), (m_vecRoute-pev->origin).Normalize() ); float flRatio = 0.6 + (flDot+1)*0.6; float speed = pev->velocity.Length() * flRatio; speed = max ( 100, speed ); speed = min ( speed, 250 ); pev->velocity = (m_vecRoute - pev->origin).Normalize() * speed; break; } default: CBaseMonster :: RunTask ( pTask ); break; } }
void CWeaponGravityGun::SecondaryAttack( void ) { m_flNextSecondaryAttack = gpGlobals->curtime + 0.1; if ( m_active ) { EffectDestroy(); SoundDestroy(); return; } CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); Assert( pOwner ); if ( pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0 ) return; m_viewModelIndex = pOwner->entindex(); // Make sure I've got a view model CBaseViewModel *vm = pOwner->GetViewModel(); if ( vm ) { m_viewModelIndex = vm->entindex(); } Vector forward; pOwner->EyeVectors( &forward ); Vector start = pOwner->Weapon_ShootPosition(); Vector end = start + forward * 4096; trace_t tr; UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1.0 || (tr.surface.flags & SURF_SKY) ) return; CBaseEntity *pHit = tr.m_pEnt; if ( pHit->entindex() == 0 ) { pHit = NULL; } else { // if the object has no physics object, or isn't a physprop or brush entity, then don't glue if ( !pHit->VPhysicsGetObject() || pHit->GetMoveType() != MOVETYPE_VPHYSICS ) return; } QAngle angles; WeaponSound( SINGLE ); pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); VectorAngles( tr.plane.normal, angles ); Vector endPoint = tr.endpos + tr.plane.normal; CGravityPellet *pPellet = (CGravityPellet *)CBaseEntity::Create( "gravity_pellet", endPoint, angles, this ); if ( pHit ) { pPellet->SetParent( pHit ); } AddPellet( pPellet, pHit, tr.plane.normal ); // UNDONE: Probably should just do this client side CBaseEntity *pEnt = GetBeamEntity(); CBeam *pBeam = CBeam::BeamCreate( PHYSGUN_BEAM_SPRITE, 1.5 ); pBeam->PointEntInit( endPoint, pEnt ); pBeam->SetEndAttachment( 1 ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 0, 0 ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1 ); }
BOOL CApache :: FireGun( ) { UTIL_MakeAimVectors( pev->angles ); Vector posGun, angGun; GetAttachment( 1, posGun, angGun ); Vector vecTarget = (m_posTarget - posGun).Normalize( ); Vector vecOut; vecOut.x = DotProduct( gpGlobals->v_forward, vecTarget ); vecOut.y = -DotProduct( gpGlobals->v_right, vecTarget ); vecOut.z = DotProduct( gpGlobals->v_up, vecTarget ); Vector angles = UTIL_VecToAngles (vecOut); angles.x = -angles.x; if (angles.y > 180) angles.y = angles.y - 360; if (angles.y < -180) angles.y = angles.y + 360; if (angles.x > 180) angles.x = angles.x - 360; if (angles.x < -180) angles.x = angles.x + 360; if (angles.x > m_angGun.x) m_angGun.x = min( angles.x, m_angGun.x + 12 ); if (angles.x < m_angGun.x) m_angGun.x = max( angles.x, m_angGun.x - 12 ); if (angles.y > m_angGun.y) m_angGun.y = min( angles.y, m_angGun.y + 12 ); if (angles.y < m_angGun.y) m_angGun.y = max( angles.y, m_angGun.y - 12 ); m_angGun.y = SetBoneController( 0, m_angGun.y ); m_angGun.x = SetBoneController( 1, m_angGun.x ); Vector posBarrel, angBarrel; GetAttachment( 0, posBarrel, angBarrel ); Vector vecGun = (posBarrel - posGun).Normalize( ); if (DotProduct( vecGun, vecTarget ) > 0.98) { #if 1 FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 1 ); EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3); #else static float flNext; TraceResult tr; UTIL_TraceLine( posGun, posGun + vecGun * 8192, dont_ignore_monsters, ENT( pev ), &tr ); if (!m_pBeam) { m_pBeam = CBeam::BeamCreate( "sprites/lgtning.spr", 80 ); m_pBeam->PointEntInit( pev->origin, entindex( ) ); m_pBeam->SetEndAttachment( 1 ); m_pBeam->SetColor( 255, 180, 96 ); m_pBeam->SetBrightness( 192 ); } if (flNext < gpGlobals->time) { flNext = gpGlobals->time + 0.5; m_pBeam->SetStartPos( tr.vecEndPos ); } #endif return TRUE; } else { if (m_pBeam) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; } } return FALSE; }
void CNPC_Dog::ThrowObject( const char *pAttachmentName ) { if ( m_hPhysicsEnt ) { m_bHasObject = false; IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject(); if ( pPhysObj ) { Vector vGunPos; QAngle angGunAngles; AngularImpulse angVelocity = RandomAngularImpulse( -250 , -250 ) / pPhysObj->GetMass(); InvalidateBoneCache(); int iAttachment = LookupAttachment( pAttachmentName ); if ( iAttachment == 0 ) iAttachment = m_iPhysGunAttachment; GetAttachment( iAttachment, vGunPos, angGunAngles ); pPhysObj->Wake(); if ( pPhysObj->GetShadowController() ) { m_hPhysicsEnt->SetParent( NULL ); m_hPhysicsEnt->SetMoveType( (MoveType_t)m_iContainerMoveType ); m_hPhysicsEnt->SetOwnerEntity( this ); pPhysObj->RemoveShadowController(); pPhysObj->SetPosition( m_hPhysicsEnt->GetLocalOrigin(), m_hPhysicsEnt->GetLocalAngles(), true ); pPhysObj->RecheckCollisionFilter(); pPhysObj->RecheckContactPoints(); } if ( m_hThrowTarget == NULL ) #ifdef SecobMod__Enable_Fixed_Multiplayer_AI m_hThrowTarget = UTIL_GetNearestVisiblePlayer(this); #else m_hThrowTarget = AI_GetSinglePlayer(); #endif //SecobMod__Enable_Fixed_Multiplayer_AI Vector vThrowDirection; if ( m_hThrowTarget ) { Vector vThrowOrigin = m_hThrowTarget->GetAbsOrigin(); if ( m_hThrowTarget->IsPlayer() ) vThrowOrigin = vThrowOrigin + Vector( random->RandomFloat( -128, 128 ), random->RandomFloat( -128, 128 ), 0 ); Vector vecToss = VecCheckToss( this, vGunPos, vThrowOrigin, m_flThrowArcModifier, 1.0f, true ); if( vecToss == vec3_origin ) { // Fix up an impossible throw so dog will at least toss the box in the target's general direction instead of dropping it. // Also toss it up in the air so it will fall down and break. (Just throw the box up at a 45 degree angle) Vector forward, up; GetVectors( &forward, NULL, &up ); vecToss = forward + up; VectorNormalize( vecToss ); vecToss *= pPhysObj->GetMass() * 30.0f; } vThrowDirection = vecToss + ( m_hThrowTarget->GetSmoothedVelocity() / 2 ); Vector vLinearDrag; Vector unitVel = vThrowDirection; VectorNormalize( unitVel ); float flTest = 1000 / vThrowDirection.Length(); float flDrag = pPhysObj->CalculateLinearDrag( vThrowDirection ); vThrowDirection = vThrowDirection + ( unitVel * ( flDrag * flDrag ) ) / flTest; pPhysObj->SetVelocity( &vThrowDirection, &angVelocity ); m_flTimeToCatch = gpGlobals->curtime + dog_max_wait_time.GetFloat(); //Don't start pulling until the object is away from me. //We base the time on the throw velocity. m_flTimeToPull = gpGlobals->curtime + ( 1000 / vThrowDirection.Length() ); } //Fire Output! m_OnThrow.FireOutput( this, this ); ClearBeams(); if ( m_bBeamEffects == true ) { EmitSound( "Weapon_PhysCannon.Launch" ); CBeam *pBeam = CBeam::BeamCreate( "sprites/orangelight1.vmt", 1.8 ); if ( pBeam != NULL ) { pBeam->PointEntInit( m_hPhysicsEnt->WorldSpaceCenter(), this ); pBeam->SetEndAttachment( m_iPhysGunAttachment ); pBeam->SetWidth( 6.4 ); pBeam->SetEndWidth( 12.8 ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 255, 255 ); pBeam->LiveForTime( 0.2f ); pBeam->RelinkBeam(); pBeam->SetNoise( 2 ); } Vector shotDir = ( m_hPhysicsEnt->WorldSpaceCenter() - vGunPos ); VectorNormalize( shotDir ); CPVSFilter filter( m_hPhysicsEnt->WorldSpaceCenter() ); te->GaussExplosion( filter, 0.0f, m_hPhysicsEnt->WorldSpaceCenter() - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 ); } } } }