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C++ ClearMultiDamage函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中ClearMultiDamage函数的典型用法代码示例。如果您正苦于以下问题:C++ ClearMultiDamage函数的具体用法?C++ ClearMultiDamage怎么用?C++ ClearMultiDamage使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了ClearMultiDamage函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetLocalVelocity

//Called from PhysicsSimulate() or ReceiveMessage()
bool CDHLProjectile::OnTouch( trace_t &touchtr, bool bDecalOnly /*= false*/, ITraceFilter* pTraceFilter /*= NULL*/ )
{
	//Direction
	Vector vecDir = touchtr.endpos - touchtr.startpos;
	if ( vecDir == vec3_origin ) //Sometimes endpos==startpos so we need to get dir from velocity instead
	{
		#ifdef CLIENT_DLL
			vecDir = GetLocalVelocity();
		#else
			vecDir = m_vecCurVelocity;
		#endif
		VectorNormalize( vecDir );
	}

	CBaseEntity* ent = touchtr.m_pEnt;
	if ( !ent )
		return false;

	if ( touchtr.DidHit() )
	{
		//Never collide with self, shooter, or other projectiles
		if ( ent == this || dynamic_cast<CDHLProjectile*>(ent)
			|| ent == (CBaseEntity*)m_pShooter )
			//|| ( (m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE) && (ent == m_pFiringWeapon) ) ) //Combat knife - don't collide with weapon ent
			return false;

		//Hack: Sometimes hits are registered prematurely (usually to the torso area) with no hitbox.  Pretend nothing happened unless one is found.
		if ( ent->IsPlayer() && touchtr.hitgroup == 0 )
			return false;

		//Check friendly fire
		if ( CheckFriendlyFire( ent ) )
		{
			if ( !bDecalOnly )
			{
				ClearMultiDamage();

				//Do damage
				CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET  );
				if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
				{
					//CalculateMeleeDamageForce( &dmgInfo, vecDir, touchtr.endpos, 0.01f );
					Vector vecForce = vecDir;
					VectorNormalize( vecForce );
					//vecForce *= 10.0f; //Ripped from C_ClientRagdoll::ImpactTrace
					dmgInfo.SetDamageForce( vecForce );

					#ifndef CLIENT_DLL
						if ( IsOnFire() )
						{
							CBaseAnimating* pBAnim = dynamic_cast<CBaseAnimating*>(ent);
							if ( pBAnim )
								pBAnim->Ignite( 10.0f, false );
						}
					#endif
				}
				else
					CalculateBulletDamageForce( &dmgInfo, m_iAmmoType, vecDir, touchtr.endpos, 1.0f );
				dmgInfo.SetDamagePosition( touchtr.endpos );
				ent->DispatchTraceAttack( dmgInfo, vecDir, &touchtr );
				ApplyMultiDamage();
			}

			#ifdef CLIENT_DLL
				if ( ent->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
					return false;

				//Decals and such
				if ( !( touchtr.surface.flags & SURF_SKY ) && !touchtr.allsolid )
				{
					IPredictionSystem::SuppressEvents( false );
					if ( (m_iType == DHL_PROJECTILE_TYPE_BULLET || m_iType == DHL_PROJECTILE_TYPE_PELLET) )
					{
						UTIL_ImpactTrace( &touchtr, DMG_BULLET );
					}
					if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
						PlayImpactSound( touchtr.m_pEnt, touchtr, touchtr.endpos, touchtr.surface.surfaceProps );
					IPredictionSystem::SuppressEvents( !prediction->IsFirstTimePredicted() );
				}
			#endif
		}

		if ( pTraceFilter && m_iType != DHL_PROJECTILE_TYPE_COMBATKNIFE )
		{
			PenetrationData_t nPenetrationData = DHLShared::TestPenetration( touchtr, m_pShooter, pTraceFilter, 
				m_iTimesPenetrated, m_flDistanceTravelled, m_iAmmoType );
			if ( nPenetrationData.m_bShouldPenetrate )
			{
				m_flDistanceTravelled += GetLocalOrigin().DistTo( nPenetrationData.m_vecNewBulletPos );
				MoveProjectileToPosition( nPenetrationData.m_vecNewBulletPos );
				m_iTimesPenetrated++;
				return true; //Keep going - but don't do anything else in this frame of PhysicsSimulate()
			}
		}
	
		//We're done unless what we hit was breakable glass
		if ( ent->GetCollisionGroup() != COLLISION_GROUP_BREAKABLE_GLASS )
		{
			#ifdef CLIENT_DLL
//.........这里部分代码省略.........
开发者ID:dreckard,项目名称:dhl2,代码行数:101,代码来源:dhl_projectile_shared.cpp


示例2: FX_FireBullets


//.........这里部分代码省略.........
	// Fire bullets, calculate impacts & effects.
	StartGroupingSounds();

#if !defined (CLIENT_DLL)
	// Move other players back to history positions based on local player's lag
	lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif

	// Get the shooting angles.
	Vector vecShootForward, vecShootRight, vecShootUp;
	AngleVectors( vecAngles, &vecShootForward, &vecShootRight, &vecShootUp );

	// Initialize the static firing information.
	FireBulletsInfo_t fireInfo;
	fireInfo.m_vecSrc = vecOrigin;
	if ( flDamage < 0.0f )
	{
		fireInfo.m_flDamage = pWeaponInfo->GetWeaponData( iMode ).m_nDamage;
	}
	else
	{
		fireInfo.m_flDamage = static_cast<int>(flDamage);
	}
	fireInfo.m_flDistance = pWeaponInfo->GetWeaponData( iMode ).m_flRange;
	fireInfo.m_iShots = 1;
	fireInfo.m_vecSpread.Init( flSpread, flSpread, 0.0f );
	fireInfo.m_iAmmoType = pWeaponInfo->iAmmoType;

	// Setup the bullet damage type & roll for crit.
	int	nDamageType	= DMG_GENERIC;
	int nCustomDamageType = TF_DMG_CUSTOM_NONE;
	CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();
	if ( pWeapon )
	{
		nDamageType	= pWeapon->GetDamageType();
		if ( pWeapon->IsCurrentAttackACrit() || bCritical )
		{
			nDamageType |= DMG_CRITICAL;
		}

		nCustomDamageType = pWeapon->GetCustomDamageType();
	}

	if ( iWeapon != TF_WEAPON_MINIGUN )
	{
		fireInfo.m_iTracerFreq = 2;
	}

	// Reset multi-damage structures.
	ClearMultiDamage();

	int nBulletsPerShot = pWeaponInfo->GetWeaponData( iMode ).m_nBulletsPerShot;
	for ( int iBullet = 0; iBullet < nBulletsPerShot; ++iBullet )
	{
		// Initialize random system with this seed.
		RandomSeed( iSeed );	

		// Determine if the first bullet should be perfectly accurate.
		bool bPerfectAccuracy = false;

		if ( pWeapon && iBullet == 0 )
		{
			float flFireInterval = gpGlobals->curtime - pWeapon->GetLastFireTime();
			if ( nBulletsPerShot == 1 )
				bPerfectAccuracy = flFireInterval > 1.25f;
			else
				bPerfectAccuracy = flFireInterval > 0.25f;
		}

		float x = 0.0f;
		float y = 0.0f;

		// tf_use_fixed_weapon_spread calculations go here.
		if ( !bPerfectAccuracy )
		{
			// Get circular gaussian spread.
			x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
			y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
		}

		// Initialize the varialbe firing information.
		fireInfo.m_vecDirShooting = vecShootForward + ( x *  flSpread * vecShootRight ) + ( y * flSpread * vecShootUp );
		fireInfo.m_vecDirShooting.NormalizeInPlace();

		// Fire a bullet.
		pPlayer->FireBullet( fireInfo, bDoEffects, nDamageType, nCustomDamageType );

		// Use new seed for next bullet.
		++iSeed; 
	}

	// Apply damage if any.
	ApplyMultiDamage();

#if !defined (CLIENT_DLL)
	lagcompensation->FinishLagCompensation( pPlayer );
#endif

	EndGroupingSounds();
}
开发者ID:Navton,项目名称:TF2Classic,代码行数:101,代码来源:tf_fx_shared.cpp


示例3: RadiusDamage

void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType )
{
	CBaseEntity *pEntity = NULL;
	TraceResult	tr;
	float		flAdjustedDamage, falloff;
	Vector		vecSpot;

	if ( flRadius )
		falloff = flDamage / flRadius;
	else
		falloff = 1.0;

	int bInWater = (UTIL_PointContents ( vecSrc ) == CONTENTS_WATER);

	vecSrc.z += 1;// in case grenade is lying on the ground

	if ( !pevAttacker )
		pevAttacker = pevInflictor;

	// iterate on all entities in the vicinity.
	while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecSrc, flRadius )) != NULL)
	{
		if ( pEntity->pev->takedamage != DAMAGE_NO )
		{
			// UNDONE: this should check a damage mask, not an ignore
			if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
			{// houndeyes don't hurt other houndeyes with their attack
				continue;
			}

			// blast's don't tavel into or out of water
			if (bInWater && pEntity->pev->waterlevel == 0)
				continue;
			if (!bInWater && pEntity->pev->waterlevel == 3)
				continue;

			vecSpot = pEntity->BodyTarget( vecSrc );
			
			UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr );

			if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() )
			{// the explosion can 'see' this entity, so hurt them!
				if (tr.fStartSolid)
				{
					// if we're stuck inside them, fixup the position and distance
					tr.vecEndPos = vecSrc;
					tr.flFraction = 0.0;
				}
				
				// decrease damage for an ent that's farther from the bomb.
				flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length() * falloff;
				flAdjustedDamage = flDamage - flAdjustedDamage;
			
				if ( flAdjustedDamage < 0 )
				{
					flAdjustedDamage = 0;
				}
			
				// ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) );
				if (tr.flFraction != 1.0)
				{
					ClearMultiDamage( );
					pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType );
					ApplyMultiDamage( pevInflictor, pevAttacker );
				}
				else
				{
					pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType );
				}
			}
		}
	}
}
开发者ID:RichardRohac,项目名称:hl-amnesia-src,代码行数:73,代码来源:combat.cpp


示例4: GetAbsVelocity

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOther - 
//-----------------------------------------------------------------------------
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
	if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
		return;

	if ( pOther->m_takedamage != DAMAGE_NO )
	{
		trace_t	tr, tr2;
		tr = BaseClass::GetTouchTrace();
		Vector	vecNormalizedVel = GetAbsVelocity();

		ClearMultiDamage();
		VectorNormalize( vecNormalizedVel );

		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_NEVERGIB );
			dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}
		else
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET | DMG_NEVERGIB );
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}

		ApplyMultiDamage();

		//Adrian: keep going through the glass.
		if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
			 return;

		SetAbsVelocity( Vector( 0, 0, 0 ) );

		// play body "thwack" sound
		EmitSound( "Weapon_Crossbow.BoltHitBody" );

		Vector vForward;

		AngleVectors( GetAbsAngles(), &vForward );
		VectorNormalize ( vForward );

		UTIL_TraceLine( GetAbsOrigin(),	GetAbsOrigin() + vForward * 128, MASK_OPAQUE, pOther, COLLISION_GROUP_NONE, &tr2 );

		if ( tr2.fraction != 1.0f )
		{
//			NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
//			NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );

			if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
			{
				CEffectData	data;

				data.m_vOrigin = tr2.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = tr2.fraction != 1.0f;
			
				DispatchEffect( "BoltImpact", data );
			}
		}
		
		SetTouch( NULL );
		SetThink( NULL );

		UTIL_Remove( this );
	}
	else
	{
		trace_t	tr;
		tr = BaseClass::GetTouchTrace();

		// See if we struck the world
		if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
		{
			EmitSound( "Weapon_Crossbow.BoltHitWorld" );

			// if what we hit is static architecture, can stay around for a while.
			Vector vecDir = GetAbsVelocity();
			float speed = VectorNormalize( vecDir );

			// See if we should reflect off this surface
			float hitDot = DotProduct( tr.plane.normal, -vecDir );
			
			if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
			{
				Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir;
				
				QAngle reflectAngles;

				VectorAngles( vReflection, reflectAngles );

				SetLocalAngles( reflectAngles );
//.........这里部分代码省略.........
开发者ID:hlstriker,项目名称:source-sdk-2013,代码行数:101,代码来源:weapon_crossbow.cpp


示例5: RadiusDamage2

void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
{
	CBaseEntity *pEntity = NULL;
	TraceResult tr;
	float flAdjustedDamage, falloff;
	Vector vecSpot;

	if (flRadius)
		falloff = flDamage / flRadius;
	else
		falloff = 1.0;

	int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);

	// in case grenade is lying on the ground
	vecSrc.z += 1;

	if (!pevAttacker)
		pevAttacker = pevInflictor;

	// iterate on all entities in the vicinity.
	while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)) != NULL)
	{
		if (pEntity->pev->takedamage != DAMAGE_NO)
		{
			// UNDONE: this should check a damage mask, not an ignore
			if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore)
				continue;

			// blast's don't tavel into or out of water
			if (bInWater && pEntity->pev->waterlevel == 0)
				continue;

			if (!bInWater && pEntity->pev->waterlevel == 3)
				continue;

			vecSpot = pEntity->BodyTarget(vecSrc);
			UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr);

			if (tr.flFraction == 1.0f || tr.pHit == pEntity->edict())
			{
				if (tr.fStartSolid)
				{
					tr.vecEndPos = vecSrc;
					tr.flFraction = 0;
				}

				flAdjustedDamage = flDamage - (vecSrc - pEntity->pev->origin).Length() * falloff;

				if (flAdjustedDamage < 0)
					flAdjustedDamage = 0;

				else if (flAdjustedDamage > 75)
					flAdjustedDamage = 75;

				if (tr.flFraction == 1.0f)
					pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType);

				else
				{
					ClearMultiDamage();
					pEntity->TraceAttack(pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize(), &tr, bitsDamageType);
					ApplyMultiDamage(pevInflictor, pevAttacker);
				}
			}
		}
	}
}
开发者ID:a1batross,项目名称:ReGameDLL_CS,代码行数:68,代码来源:combat.cpp


示例6: UTIL_TraceLine

void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
{
	Vector vecDest = vecOrigSrc + vecDir * 2048;
	edict_t		*pentIgnore;
	TraceResult tr;

	pentIgnore = m_pPlayer->edict();
	Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;

	// ALERT( at_console, "." );
	
	UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );

	if (tr.fAllSolid)
		return;

#ifndef CLIENT_DLL
	CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);

	if (pEntity == NULL)
		return;

	if ( g_pGameRules->IsMultiplayer() )
	{
		if ( m_pSprite && pEntity->pev->takedamage )
		{
			m_pSprite->pev->effects &= ~EF_NODRAW;
		}
		else if ( m_pSprite )
		{
			m_pSprite->pev->effects |= EF_NODRAW;
		}
	}


#endif

	float timedist;

	switch ( m_fireMode )
	{
	case FIRE_NARROW:
#ifndef CLIENT_DLL
		if ( pev->dmgtime < gpGlobals->time )
		{
			// Narrow mode only does damage to the entity it hits
			ClearMultiDamage();
			if (pEntity->pev->takedamage)
			{
				pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM );
			}
			ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);

			if ( g_pGameRules->IsMultiplayer() )
			{
				// multiplayer uses 1 ammo every 1/10th second
				if ( gpGlobals->time >= m_flAmmoUseTime )
				{
					UseAmmo( 1 );
					m_flAmmoUseTime = gpGlobals->time + 0.1;
				}
			}
			else
			{
				// single player, use 3 ammo/second
				if ( gpGlobals->time >= m_flAmmoUseTime )
				{
					UseAmmo( 1 );
					m_flAmmoUseTime = gpGlobals->time + 0.166;
				}
			}

			pev->dmgtime = gpGlobals->time + GetPulseInterval();
		}
#endif
		timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval();
		break;
	
	case FIRE_WIDE:
#ifndef CLIENT_DLL
		if ( pev->dmgtime < gpGlobals->time )
		{
			// wide mode does damage to the ent, and radius damage
			ClearMultiDamage();
			if (pEntity->pev->takedamage)
			{
				pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB);
			}
			ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);

			if ( g_pGameRules->IsMultiplayer() )
			{
				// radius damage a little more potent in multiplayer.
				::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB );
			}

			if ( !m_pPlayer->IsAlive() )
				return;

			if ( g_pGameRules->IsMultiplayer() )
//.........这里部分代码省略.........
开发者ID:JoelTroch,项目名称:am_src_rebirth,代码行数:101,代码来源:wep_hl_egon.cpp


示例7: Square


//.........这里部分代码省略.........
						float flMass = pBlockingEntity->VPhysicsGetObject()->GetMass();
						float scale = flMass / MASS_ABSORB_ALL_DAMAGE;

						// Absorbed all the damage.
						if( scale >= 1.0f )
						{
							continue;
						}

						ASSERT( scale > 0.0f );
						flBlockedDamagePercent = scale;
						//Msg("  Object (%s) weighing %fkg blocked %f percent of explosion damage\n", pBlockingEntity->GetClassname(), flMass, scale * 100.0f);
					}
					else
					{
						// Some object that's not the world and not physics. Generically block 25% damage
						flBlockedDamagePercent = 0.25f;
					}
				}
			}
		}
		// decrease damage for an ent that's farther from the bomb.
		flAdjustedDamage = ( vecSrc - tr.endpos ).Length() * falloff;
		flAdjustedDamage = info.GetDamage() - flAdjustedDamage;

		if ( flAdjustedDamage <= 0 )
		{
			continue;
		}

		// the explosion can 'see' this entity, so hurt them!
		if (tr.startsolid)
		{
			// if we're stuck inside them, fixup the position and distance
			tr.endpos = vecSrc;
			tr.fraction = 0.0;
		}
		
		CTakeDamageInfo adjustedInfo = info;
		//Msg("%s: Blocked damage: %f percent (in:%f  out:%f)\n", pEntity->GetClassname(), flBlockedDamagePercent * 100, flAdjustedDamage, flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) );
		adjustedInfo.SetDamage( flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) );

		// Now make a consideration for skill level!
		if( info.GetAttacker() && info.GetAttacker()->IsPlayer() && pEntity->IsNPC() )
		{
			// An explosion set off by the player is harming an NPC. Adjust damage accordingly.
			adjustedInfo.AdjustPlayerDamageInflictedForSkillLevel();
		}

		Vector dir = vecSpot - vecSrc;
		VectorNormalize( dir );

		// If we don't have a damage force, manufacture one
		if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin )
		{
			if ( !( adjustedInfo.GetDamageType() & DMG_PREVENT_PHYSICS_FORCE ) )
			{
				CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc );
			}
		}
		else
		{
			// Assume the force passed in is the maximum force. Decay it based on falloff.
			float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
			adjustedInfo.SetDamageForce( dir * flForce );
			adjustedInfo.SetDamagePosition( vecSrc );
		}

		if ( tr.fraction != 1.0 && pEntity == tr.m_pEnt )
		{
			ClearMultiDamage( );
			pEntity->DispatchTraceAttack( adjustedInfo, dir, &tr );
			ApplyMultiDamage();
		}
		else
		{
			pEntity->TakeDamage( adjustedInfo );
		}

		// Now hit all triggers along the way that respond to damage... 
		pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, tr.endpos, dir );

#if defined( GAME_DLL )
		if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && ToBaseCombatCharacter( tr.m_pEnt ) )
		{

			// This is a total hack!!!
			bool bIsPrimary = true;
			CBasePlayer *player = ToBasePlayer( info.GetAttacker() );
			CBaseCombatWeapon *pWeapon = player->GetActiveWeapon();
			if ( pWeapon && FClassnameIs( pWeapon, "weapon_smg1" ) )
			{
				bIsPrimary = false;
			}

			gamestats->Event_WeaponHit( player, bIsPrimary, (pWeapon != NULL) ? player->GetActiveWeapon()->GetClassname() : "NULL", info );
		}
#endif
	}
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:101,代码来源:gamerules.cpp


示例8: ClearMultiDamage

/*
================
FireBullets

Go to the trouble of combining multiple pellets into a single damage call.

This version is used by Players, uses the random seed generator to sync client and server side shots.
================
*/
Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand )
{
	static int tracerCount;
	TraceResult tr;
	Vector vecRight = gpGlobals->v_right;
	Vector vecUp = gpGlobals->v_up;
	float x, y, z;

	if ( pevAttacker == NULL )
		pevAttacker = pev;  // the default attacker is ourselves

	ClearMultiDamage();
	gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB;

	for ( ULONG iShot = 1; iShot <= cShots; iShot++ )
	{
		//Use player's random seed.
		// get circular gaussian spread
		x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
		y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
		z = x * x + y * y;

		Vector vecDir = vecDirShooting +
						x * vecSpread.x * vecRight +
						y * vecSpread.y * vecUp;
		Vector vecEnd;

		vecEnd = vecSrc + vecDir * flDistance;
		UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr);
		
		// do damage, paint decals
		if (tr.flFraction != 1.0)
		{
			CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);

			if ( iDamage )
			{
				pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) );
				
				TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
				DecalGunshot( &tr, iBulletType );
			} 
			else switch(iBulletType)
			{
			default:
			case BULLET_PLAYER_9MM:		
				pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_BULLET); 
				break;

			case BULLET_PLAYER_MP5:		
				pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET); 
				break;

			case BULLET_PLAYER_BUCKSHOT:	
				 // make distance based!
				pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgBuckshot, vecDir, &tr, DMG_BULLET); 
				break;
			
			case BULLET_PLAYER_357:		
				pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET); 
				break;
				
			case BULLET_NONE: // FIX 
				pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB);
				TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
				// only decal glass
				if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0)
				{
					UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) );
				}

				break;
			}
		}
		// make bullet trails
		UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 );
	}
	ApplyMultiDamage(pev, pevAttacker);

	return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 );
}
开发者ID:ET-NiK,项目名称:amxxgroup,代码行数:90,代码来源:combat.cpp


示例9: GetAmmoDef


//.........这里部分代码省略.........
		}
		else
		{
			//Do Regular hit effects

			// Don't decal nodraw surfaces
			if ( !( tr.surface.flags & (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) )
			{
				CBaseEntity *pEntity = tr.m_pEnt;
				if ( !( !friendlyfire.GetBool() && pEntity && pEntity->GetTeamNumber() == GetTeamNumber() ) )
				{
					UTIL_ImpactTrace( &tr, iDamageType );
				}
			}
		}
#endif

		// Get surface where the bullet entered ( if it had different surfaces on enter and exit )
		surfacedata_t *pSurfaceData = physprops->GetSurfaceData( tr.surface.surfaceProps );
		Assert( pSurfaceData );
		
		float flMaterialMod = GetDensityFromMaterial(pSurfaceData);

		if ( iDamageType & DMG_MACHINEGUN )
		{
			flMaterialMod *= 0.65;
		}

		// try to penetrate object
		Vector penetrationEnd;
		float flMaxDistance = flDamage / flMaterialMod;

#ifndef CLIENT_DLL
		ClearMultiDamage();

		float flActualDamage = flDamage;

		CTakeDamageInfo dmgInfo( info.m_pAttacker, info.m_pAttacker, flActualDamage, iDamageType );
		CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, info.m_vecDirShooting, tr.endpos );
		tr.m_pEnt->DispatchTraceAttack( dmgInfo, info.m_vecDirShooting, &tr );

		DevMsg( 2, "Giving damage ( %.1f ) to entity of type %s\n", flActualDamage, tr.m_pEnt->GetClassname() );

		TraceAttackToTriggers( dmgInfo, tr.startpos, tr.endpos, info.m_vecDirShooting );
#endif

		int stepsize = 16;

		// displacement always stops the bullet
		if ( tr.IsDispSurface() )
		{
			DevMsg( 2, "bullet was stopped by displacement\n" );
			ApplyMultiDamage();
			break;
		}

		// trace through the solid to find the exit point and how much material we went through
		if ( !TraceToExit( tr.endpos, info.m_vecDirShooting, penetrationEnd, stepsize, flMaxDistance ) )
		{
			DevMsg( 2, "bullet was stopped\n" );
			ApplyMultiDamage();
			break;
		}

		// find exact penetration exit
		CTraceFilterSimple ignoreShooter( this, iCollisionGroup );
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:67,代码来源:dod_player_shared.cpp


示例10: VARS

void CGrenade::BounceTouch( CBaseEntity *pOther )
{
	// don't hit the guy that launched this grenade
	if ( pOther->edict() == pev->owner )
		return;

	// only do damage if we're moving fairly fast
	if( m_flNextAttack < gpGlobals->time && GetAbsVelocity().Length() > 100 )
	{
		entvars_t *pevOwner = VARS( pev->owner );

		if( pevOwner )
		{
			TraceResult tr = UTIL_GetGlobalTrace( );
			ClearMultiDamage( );
			pOther->TraceAttack( pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB ); 
			ApplyMultiDamage( pev, pevOwner );
		}

		m_flNextAttack = gpGlobals->time + 1.0; // debounce
	}

	Vector vecTestVelocity;

	// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
	// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. 
	// trimming the Z velocity a bit seems to help quite a bit.
	vecTestVelocity = GetAbsVelocity(); 
	vecTestVelocity.z *= 0.45;

	if( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
	{
		//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() );

		// grenade is moving really slow. It's probably very close to where it will ultimately stop moving. 
		// go ahead and emit the danger sound.
		
		// register a radius louder than the explosion, so we make sure everyone gets out of the way
		CSoundEnt::InsertSound ( bits_SOUND_DANGER, GetAbsOrigin(), pev->dmg / 0.4, 0.3 );
		m_fRegisteredSound = TRUE;
	}

	if( pev->flags & FL_ONGROUND )
	{
		// add a bit of static friction
		Vector vecVelocity = GetAbsVelocity();
		vecVelocity *= 0.8f;
		SetAbsVelocity( vecVelocity );

		pev->sequence = RANDOM_LONG( 1, 1 );
	}
	else
	{
		// play bounce sound
		BounceSound();
	}

	pev->framerate = GetAbsVelocity().Length() / 200.0;

	if( pev->framerate > 1.0 )
		pev->framerate = 1;
	else if( pev->framerate < 0.5 )
		pev->framerate = 0;

}
开发者ID:FWGS,项目名称:XashXT,代码行数:65,代码来源:ggrenade.cpp


示例11: ZapThink

void CNihilanthHVR :: ZapThink( void  )
{
	pev->nextthink = gpGlobals->time + 0.05;

	// check world boundaries
	if (m_hEnemy == NULL ||  pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096)
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}

	if (pev->velocity.Length() < 2000)
	{
		pev->velocity = pev->velocity * 1.2;
	}


	// MovetoTarget( m_hEnemy->Center( ) );

	if ((m_hEnemy->Center() - pev->origin).Length() < 256)
	{
		TraceResult tr;

		UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, edict(), &tr );

		CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
		if (pEntity != NULL && pEntity->pev->takedamage)
		{
			ClearMultiDamage( );
			pEntity->TraceAttack( pev, gSkillData.nihilanthZap, pev->velocity, &tr, DMG_SHOCK );
			ApplyMultiDamage( pev, pev );
		}

		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_BEAMENTPOINT );
			WRITE_SHORT( entindex() );
			WRITE_COORD( tr.vecEndPos.x );
			WRITE_COORD( tr.vecEndPos.y );
			WRITE_COORD( tr.vecEndPos.z );
			WRITE_SHORT( g_sModelIndexLaser );
			WRITE_BYTE( 0 ); // frame start
			WRITE_BYTE( 10 ); // framerate
			WRITE_BYTE( 3 ); // life
			WRITE_BYTE( 20 );  // width
			WRITE_BYTE( 20 );   // noise
			WRITE_BYTE( 64 );   // r, g, b
			WRITE_BYTE( 196 );   // r, g, b
			WRITE_BYTE( 255);   // r, g, b
			WRITE_BYTE( 255 );	// brightness
			WRITE_BYTE( 10 );		// speed
		MESSAGE_END();

		UTIL_EmitAmbientSound( edict(), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );

		SetTouch( NULL );
		UTIL_Remove( this );
		pev->nextthink = gpGlobals->time + 0.2;
		return;
	}

	pev->frame = (int)(pev->frame + 1) % 11;

	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
		WRITE_BYTE( TE_ELIGHT );
		WRITE_SHORT( entindex( ) );		// entity, attachment
		WRITE_COORD( pev->origin.x );		// origin
		WRITE_COORD( pev->origin.y );
		WRITE_COORD( pev->origin.z );
		WRITE_COORD( 128 );	// radius
		WRITE_BYTE( 128 );	// R
		WRITE_BYTE( 128 );	// G
		WRITE_BYTE( 255 );	// B
		WRITE_BYTE( 10 );	// life * 10
		WRITE_COORD( 128 ); // decay
	MESSAGE_END();

	// Crawl( );
}
开发者ID:6779660,项目名称:halflife,代码行数:79,代码来源:nihilanth.cpp


示例12: VectorCopy

void CGrenade::BounceTouch( CBaseEntity *pOther )
{
	// don't hit the guy that launched this grenade
	if ( pOther->edict() == pev->owner )
		return;
	
    
    // Grenades to tend to get "stuck" on sloped surfaces due to the HL physics
    // system, so move it away from whatever we're colliding with.

    // Get the surface normal.



    Vector theVelocityDirection;
    VectorCopy(pev->velocity, theVelocityDirection);
    VectorNormalize(theVelocityDirection);

    Vector theTraceStart;
    Vector theTraceEnd;

    VectorMA(pev->origin, -10, theVelocityDirection, theTraceStart);
    VectorMA(pev->origin,  10, theVelocityDirection, theTraceEnd);

    TraceResult tr;
    UTIL_TraceLine(theTraceStart, theTraceEnd, dont_ignore_monsters, dont_ignore_glass, ENT(pev), &tr);

    if (tr.flFraction < 1) // Should always be the case.
    {
        VectorMA(pev->origin, 2, tr.vecPlaneNormal, pev->origin);
        UTIL_SetOrigin(pev, pev->origin);
    }

	// only do damage if we're moving fairly fast
	if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100)
	{
		entvars_t *pevOwner = VARS( pev->owner );
		if (pevOwner)
		{
			TraceResult tr = UTIL_GetGlobalTrace( );
			ClearMultiDamage( );
			pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, this->m_damageType); 
			ApplyMultiDamage( pev, pevOwner);
		}
		m_flNextAttack = gpGlobals->time + 1.0; // debounce
	}
	
	Vector vecTestVelocity;
	// pev->avelocity = Vector (300, 300, 300);
	
	float theDamageModifier;
	int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageModifier);
	int theDamage = this->pev->dmg*theDamageModifier;

	// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
	// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. 
	// trimming the Z velocity a bit seems to help quite a bit.
	vecTestVelocity = pev->velocity; 
	vecTestVelocity.z *= 0.45;

	if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
	{
		//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() );

		// grenade is moving really slow. It's probably very close to where it will ultimately stop moving. 
		// go ahead and emit the danger sound.
		
		// register a radius louder than the explosion, so we make sure everyone gets out of the way
		CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, theDamage / 0.4, 0.3 );
		m_fRegisteredSound = TRUE;
	}

	if (pev->flags & FL_ONGROUND)
	{
		// add a bit of static friction
		pev->velocity = pev->velocity * 0.8;

		pev->sequence = 0;//RANDOM_LONG( 1, 1 );
	}
	else
	{
		// play bounce sound
		BounceSound();
	}
	pev->framerate = pev->velocity.Length() / 200.0;
	if (pev->framerate > 1.0)
		pev->framerate = 1;
	else if (pev->framerate < 0.5)
		pev->framerate = 0;

    pev->velocity = pev->velocity * 0.8;

}
开发者ID:Arkshine,项目名称:NS,代码行数:93,代码来源:ggrenade.cpp


示例13: UTIL_MakeVectors

int CCrowbar::Swing( int fFirst )
{
	int fDidHit = FALSE;

	TraceResult tr;

	UTIL_MakeVectors (m_pPlayer->pev->v_angle);
	Vector vecSrc	= m_pPlayer->GetGunPosition( );
	Vector vecEnd	= vecSrc + gpGlobals->v_forward * 32;

	UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );

#ifndef CLIENT_DLL
	if ( tr.flFraction >= 1.0 )
	{
		UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
		if ( tr.flFraction < 1.0 )
		{
			// Calculate the point of intersection of the line (or hull) and the object we hit
			// This is and approximation of the "best" intersection
			CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
			if ( !pHit || pHit->IsBSPModel() )
				FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
			vecEnd = tr.vecEndPos;	// This is the point on the actual surface (the hull could have hit space)
		}
	}
#endif

	PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar, 
	0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
	0.0, 0, 0.0 );


	if ( tr.flFraction >= 1.0 )
	{
		if (fFirst)
		{
			// miss
			m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
			
			// player "shoot" animation
			m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
		}
	}
	else
	{
		switch( ((m_iSwing++) % 2) + 1 )
		{
		case 0:
			SendWeaponAnim( CROWBAR_ATTACK1HIT ); break;
		case 1:
			SendWeaponAnim( CROWBAR_ATTACK2HIT ); break;
		case 2:
			SendWeaponAnim( CROWBAR_ATTACK3HIT ); break;
		}

		// player "shoot" animation
		m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
		
#ifndef CLIENT_DLL

		// hit
		fDidHit = TRUE;
		CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);

		ClearMultiDamage( );

		if ( (m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
		{
			// first swing does full damage
			pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); 
		}
		else
		{
			// subsequent swings do half
			pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); 
		}	
		ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );

		// play thwack, smack, or dong sound
		float flVol = 1.0;
		int fHitWorld = TRUE;

		if (pEntity)
		{
			if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
			{
				// play thwack or smack sound
				switch( RANDOM_LONG(0,2) )
				{
				case 0:
					EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break;
				case 1:
					EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break;
				case 2:
					EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break;
				}
				m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
				if ( !pEntity->IsAlive() )
					  return TRUE;
//.........这里部分代码省略.........
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:101,代码来源:crowbar.cpp


示例14: ToBasePlayer

void CWeaponGravityGun::EffectUpdate( void )
{
	Vector start, angles, forward, right;
	trace_t tr;

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( !pOwner )
		return;

	m_viewModelIndex = pOwner->entindex();
	// Make sure I've got a view model
	CBaseViewModel *vm = pOwner->GetViewModel();
	if ( vm )
	{
		m_viewModelIndex = vm->entindex();
	}

	pOwner->EyeVectors( &forward, &right, NULL );

	start = pOwner->Weapon_ShootPosition();
	Vector end = start + forward * 4096;

	UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr );
	end = tr.endpos;
	float distance = tr.fraction * 4096;
	if ( tr.fraction != 1 )
	{
		// too close to the player, drop the object
		if ( distance < 36 )
		{
			DetachObject();
			return;
		}
	}

	if ( m_hObject == NULL && tr.DidHitNonWorldEntity() )
	{
		CBaseEntity *pEntity = tr.m_pEnt;
		// inform the object what was hit
		ClearMultiDamage();
		pEntity->DispatchTraceAttack( CTakeDamageInfo( pOwner, pOwner, 0, DMG_PHYSGUN ), forward, &tr );
		ApplyMultiDamage();
		AttachObject( pEntity, start, tr.endpos, distance );
		m_lastYaw = pOwner->EyeAngles().y;
	}

	// Add the incremental player yaw to the target transform
	matrix3x4_t curMatrix, incMatrix, nextMatrix;
	AngleMatrix( m_gravCallback.m_targetRotation, curMatrix );
	AngleMatrix( QAngle(0,pOwner->EyeAngles().y - m_lastYaw,0), incMatrix );
	ConcatTransforms( incMatrix, curMatrix, nextMatrix );
	MatrixAngles( nextMatrix, m_gravCallback.m_targetRotation );
	m_lastYaw = pOwner->EyeAngles().y;

	CBaseEntity *pObject = m_hObject;
	if ( pObject )
	{
		if ( m_useDown )
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = false;
			}
		}
		else 
		{
			if ( pOwner->m_afButtonPressed & IN_USE )
			{
				m_useDown = true;
			}
		}

		if ( m_useDown )
		{
			pOwner->SetPhysicsFlag( PFLAG_DIROVERRIDE, true );
			if ( pOwner->m_nButtons & IN_FORWARD )
			{
				m_distance = UTIL_Approach( 1024, m_distance, gpGlobals->frametime * 100 );
			}
			if ( pOwner->m_nButtons & IN_BACK )
			{
				m_distance = UTIL_Approach( 40, m_distance, gpGlobals->frametime * 100 );
			}
		}

		if ( pOwner->m_nButtons & IN_WEAPON1 )
		{
			m_distance = UTIL_Approach( 1024, m_distance, m_distance * 0.1 );
		}
		if ( pOwner->m_nButtons & IN_WEAPON2 )
		{
			m_distance = UTIL_Approach( 40, m_distance, m_distance * 0.1 );
		}

		// Send the object a physics damage message (0 damage). Some objects interpret this 
		// as something else being in control of their physics temporarily.
		pObject->TakeDamage( CTakeDamageInfo( this, pOwner, 0, DMG_PHYSGUN ) );

		Vector newPosition = start + forward * m_distance;
		// 24 is a little larger than 16 * sqrt(2) (extent of player bbox)
//.........这里部分代码省略.........
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:101,代码来源:physgun.cpp


示例15: GetAbsVelocity

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
	if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
	{
		// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
		if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
			return;
	}

	if ( pOther->m_takedamage != DAMAGE_NO )
	{
		trace_t	tr, tr2;
		tr = BaseClass::GetTouchTrace();
		Vector	vecNormalizedVel = GetAbsVelocity();

		ClearMultiDamage();
		VectorNormalize( vecNormalizedVel );

#if defined(HL2_EPISODIC)
		//!!!HACKHACK - specific hack for ep2_outland_10 to allow crossbow bolts to pass through her bounding box when she's crouched in front of the player
		// (the player thinks they have clear line of sight because Alyx is crouching, but her BBOx is still full-height and blocks crossbow bolts.
		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->Classify() == CLASS_PLAYER_ALLY_VITAL && FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
		{
			// Change the owner to stop further collisions with Alyx. We do this by making her the owner.
			// The player won't get credit for this kill but at least the bolt won't magically disappear!
			SetOwnerEntity( pOther );
			return;
		}
#endif//HL2_EPISODIC

		if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_NEVERGIB );
			dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );

			CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() );
			if ( pPlayer )
			{
				gamestats->Event_WeaponHit( pPlayer, true, "weapon_crossbow", dmgInfo );
			}

		}
		else
		{
			CTakeDamageInfo	dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_BULLET | DMG_NEVERGIB );
			CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
			dmgInfo.SetDamagePosition( tr.endpos );
			pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
		}

		ApplyMultiDamage();

		//Adrian: keep going through the glass.
		if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
			 return;

		/*if ( !pOther->IsAlive() )
		{
			// We killed it! 
			const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
			if ( pdata->game.material == CHAR_TEX_GLASS )
			{
				return;
			}
		}*/

		SetAbsVelocity( Vector( 0, 0, 0 ) );

		// play body "thwack" sound
		EmitSound( "Weapon_Crossbow.BoltHitBody" );

		Vector vForward;

		AngleVectors( GetAbsAngles(), &vForward );
		VectorNormalize ( vForward );

		UTIL_TraceLine( GetAbsOrigin(),	GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 );

		if ( tr2.fraction != 1.0f )
		{
//			NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
//			NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );

			if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
			{
				CEffectData	data;

				data.m_vOrigin = tr2.endpos;
				data.m_vNormal = vForward;
				data.m_nEntIndex = tr2.fraction != 1.0f;
			
				DispatchEffect( "BoltImpact", data );
			}
		}
		
//.........这里部分代码省略.........
开发者ID:InfoSmart,项目名称:InSource-Singleplayer,代码行数:101,代码来源:weapon_crossbow.cpp


示例16: ClearMultiDamage


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