void CMosquitoBald::Affect(SZoneObjectInfo* O) { CPhysicsShellHolder *pGameObject = smart_cast<CPhysicsShellHolder*>(O->object); if(!pGameObject) return; if(O->zone_ignore) return; Fvector P; XFORM().transform_tiny(P,CFORM()->getSphere().P); Fvector hit_dir; hit_dir.set( ::Random.randF(-.5f,.5f), ::Random.randF(.0f,1.f), ::Random.randF(-.5f,.5f)); hit_dir.normalize(); Fvector position_in_bone_space; VERIFY(!pGameObject->getDestroy()); float dist = pGameObject->Position().distance_to(P) - pGameObject->Radius(); float power = Power(dist>0.f?dist:0.f, Radius()); float impulse = m_fHitImpulseScale*power*pGameObject->GetMass(); if(power > 0.01f) { position_in_bone_space.set(0.f,0.f,0.f); CreateHit(pGameObject->ID(),ID(),hit_dir,power,0,position_in_bone_space,impulse,m_eHitTypeBlowout); PlayHitParticles(pGameObject); } }
void CMosquitoBald::Affect(SZoneObjectInfo* O) { CPhysicsShellHolder *pGameObject = smart_cast<CPhysicsShellHolder*>(O->object); if(!pGameObject) return; if(O->zone_ignore) return; Fvector P; XFORM().transform_tiny(P,CFORM()->getSphere().P); #ifdef DEBUG char l_pow[255]; sprintf_s(l_pow, "zone hit. %.1f", Power(pGameObject->Position().distance_to(P))); if(bDebug) Msg("%s %s",*pGameObject->cName(), l_pow); #endif Fvector hit_dir; hit_dir.set(::Random.randF(-.5f,.5f), ::Random.randF(.0f,1.f), ::Random.randF(-.5f,.5f)); hit_dir.normalize(); Fvector position_in_bone_space; VERIFY(!pGameObject->getDestroy()); float dist = pGameObject->Position().distance_to(P) - pGameObject->Radius(); float power = Power(dist>0.f?dist:0.f); float impulse = m_fHitImpulseScale*power*pGameObject->GetMass(); //статистика по объекту O->total_damage += power; O->hit_num++; if(power > 0.01f) { m_dwDeltaTime = 0; position_in_bone_space.set(0.f,0.f,0.f); CreateHit(pGameObject->ID(),ID(),hit_dir,power,0,position_in_bone_space,impulse,m_eHitTypeBlowout); PlayHitParticles(pGameObject); } }
void CMosquitoBald::UpdateSecondaryHit() { if(m_dwAffectFrameNum == Device.dwFrame) return; m_dwAffectFrameNum = Device.dwFrame; if(Device.dwPrecacheFrame) return; OBJECT_INFO_VEC_IT it; for(it = m_ObjectInfoMap.begin(); m_ObjectInfoMap.end() != it; ++it) { if(!(*it).object->getDestroy()) { CPhysicsShellHolder *pGameObject = smart_cast<CPhysicsShellHolder*>((&(*it))->object); if(!pGameObject) return; if((&(*it))->zone_ignore) return; Fvector P; XFORM().transform_tiny(P,CFORM()->getSphere().P); Fvector hit_dir; hit_dir.set( ::Random.randF(-.5f,.5f), ::Random.randF(.0f,1.f), ::Random.randF(-.5f,.5f)); hit_dir.normalize(); Fvector position_in_bone_space; VERIFY(!pGameObject->getDestroy()); float dist = pGameObject->Position().distance_to(P) - pGameObject->Radius(); float power = m_fSecondaryHitPower * RelativePower(dist>0.f?dist:0.f, Radius()); if(power<0.0f) return; float impulse = m_fHitImpulseScale*power*pGameObject->GetMass(); position_in_bone_space.set(0.f,0.f,0.f); CreateHit(pGameObject->ID(),ID(),hit_dir,power,0,position_in_bone_space,impulse,m_eHitTypeBlowout); } } }
void CAmebaZone::Affect(SZoneObjectInfo* O) { CPhysicsShellHolder *pGameObject = smart_cast<CPhysicsShellHolder*>(O->object); if(!pGameObject) return; if(O->zone_ignore) return; #ifdef DEBUG char l_pow[255]; sprintf_s(l_pow, "zone hit. %.1f", Power(distance_to_center(O->object))); if(bDebug) Msg("%s %s",*pGameObject->cName(), l_pow); #endif Fvector hit_dir; hit_dir.set(::Random.randF(-.5f,.5f), ::Random.randF(.0f,1.f), ::Random.randF(-.5f,.5f)); hit_dir.normalize(); Fvector position_in_bone_space; float power = Power(distance_to_center(O->object)); float impulse = m_fHitImpulseScale*power*pGameObject->GetMass(); //статистика по объекту O->total_damage += power; O->hit_num++; if(power > 0.01f) { m_dwDeltaTime = 0; position_in_bone_space.set(0.f,0.f,0.f); CreateHit(pGameObject->ID(),ID(),hit_dir,power,0,position_in_bone_space,impulse,m_eHitTypeBlowout); PlayHitParticles(pGameObject); } }