Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "hl1_basegrenade.h"
#include "animation.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "soundenvelope.h"
#include "hl1_CBaseHelicopter.h"
#include "ndebugoverlay.h"
#include "smoke_trail.h"
#include "beam_shared.h"
#include "grenade_homer.h"
#define HOMER_TRAIL0_LIFE 0.1
#define HOMER_TRAIL1_LIFE 0.2
#define HOMER_TRAIL2_LIFE 3.0// 1.0
#define SF_NOTRANSITION 128
extern short g_sModelIndexFireball;
class CNPC_Apache : public CBaseHelicopter
{
DECLARE_CLASS( CNPC_Apache, CBaseHelicopter );
public:
DECLARE_DATADESC();
void Spawn( void );
void Precache( void );
int BloodColor( void ) { return DONT_BLEED; }
Class_T Classify( void ) { return CLASS_HUMAN_MILITARY; };
void InitializeRotorSound( void );
void LaunchRocket( Vector &viewDir, int damage, int radius, Vector vecLaunchPoint );
void Flight( void );
bool FireGun( void );
void AimRocketGun( void );
void FireRocket( void );
void DyingThink( void );
int ObjectCaps( void );
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
/* bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
{
BaseClass::OnInteralDrawModel( pInfo );
Vector origin = GetAbsOrigin();
origin.z += 32;
SetAbsOrigin( origin );
}*/
/*( void SetAbsOrigin( const Vector& absOrigin )
{
((Vector&)absOrigin).z += 32;
BaseClass::SetAbsOrigin( absOrigin );
}*/
/* int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
void Killed( entvars_t *pevAttacker, int iGib );
void GibMonster( void );
void EXPORT HuntThink( void );
void EXPORT FlyTouch( CBaseEntity *pOther );
void EXPORT CrashTouch( CBaseEntity *pOther );
void EXPORT DyingThink( void );
void EXPORT StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT NullThink( void );
void ShowDamage( void );
void Flight( void );
void FireRocket( void );
BOOL FireGun( void );
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);*/
int m_iRockets;
float m_flForce;
float m_flNextRocket;
int m_iAmmoType;
Vector m_vecTarget;
Vector m_posTarget;
Vector m_vecDesired;
Vector m_posDesired;
Vector m_vecGoal;
QAngle m_angGun;
int m_iSoundState; // don't save this
int m_iExplode;
int m_iBodyGibs;
int m_nDebrisModel;
float m_flGoalSpeed;
CHandle<SmokeTrail> m_hSmoke;
CBeam *m_pBeam;
};
BEGIN_DATADESC( CNPC_Apache )
DEFINE_FIELD( m_iRockets, FIELD_INTEGER ),
DEFINE_FIELD( m_flForce, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextRocket, FIELD_TIME ),
DEFINE_FIELD( m_vecTarget, FIELD_VECTOR ),
DEFINE_FIELD( m_posTarget, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecDesired, FIELD_VECTOR ),
DEFINE_FIELD( m_posDesired, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecGoal, FIELD_VECTOR ),
DEFINE_FIELD( m_angGun, FIELD_VECTOR ),
DEFINE_FIELD( m_flLastSeen, FIELD_TIME ),
DEFINE_FIELD( m_flPrevSeen, FIELD_TIME ),
// DEFINE_FIELD( m_iSoundState, FIELD_INTEGER ),
// DEFINE_FIELD( m_iSpriteTexture, FIELD_INTEGER ),
// DEFINE_FIELD( m_iExplode, FIELD_INTEGER ),
// DEFINE_FIELD( m_iBodyGibs, FIELD_INTEGER ),
DEFINE_FIELD( m_pBeam, FIELD_CLASSPTR ),
DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ),
END_DATADESC()
ConVar sk_apache_health( "sk_apache_health","100");
static Vector s_vecSurroundingMins( -300, -300, -172);
static Vector s_vecSurroundingMaxs(300, 300, 8);
void CNPC_Apache::Spawn( void )
{
Precache( );
SetModel( "models/apache.mdl" );
BaseClass::Spawn();
AddFlag( FL_NPC );
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_STEP );
AddFlag( FL_FLY );
m_iHealth = sk_apache_health.GetFloat();
m_flFieldOfView = -0.707; // 270 degrees
m_fHelicopterFlags = BITS_HELICOPTER_MISSILE_ON | BITS_HELICOPTER_GUN_ON;
InitBoneControllers();
SetRenderColor( 255, 255, 255, 255 );
m_iRockets = 10;
UTIL_SetSize( this, Vector( -32, -32, -32 ), Vector( 32, 32, 32 ) );
//CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &s_vecSurroundingMins, &s_vecSurroundingMaxs );
//AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
m_hSmoke = NULL;
}
LINK_ENTITY_TO_CLASS ( monster_apache, CNPC_Apache );
int CNPC_Apache::ObjectCaps( void )
{
if ( GetSpawnFlags() & SF_NOTRANSITION )
return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION;
else
return BaseClass::ObjectCaps();
}
void CNPC_Apache::Precache( void )
{
// Get to tha chopper!
PrecacheModel( "models/apache.mdl" );
PrecacheScriptSound( "Apache.Rotor" );
m_nDebrisModel = PrecacheModel( "models/metalplategibs_green.mdl" );
// Gun
PrecacheScriptSound( "Apache.FireGun" );
m_iAmmoType = GetAmmoDef()->Index("9mmRound");
// Rockets
UTIL_PrecacheOther( "grenade_homer" );
PrecacheScriptSound( "Apache.RPG" );
PrecacheModel( "models/weapons/w_missile.mdl" );
BaseClass::Precache();
}
void CNPC_Apache::InitializeRotorSound( void )
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter( this );
m_pRotorSound = controller.SoundCreate( filter, entindex(), "Apache.Rotor" );
BaseClass::InitializeRotorSound();
}
void CNPC_Apache::Flight( void )
{
StudioFrameAdvance( );
float flDistToDesiredPosition = (GetAbsOrigin() - m_vecDesiredPosition).Length();
// NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0.1);
if (m_flGoalSpeed < 800 )
m_flGoalSpeed += GetAcceleration();
// Vector vecGoalOrientation;
if (flDistToDesiredPosition > 250) // 500
{
Vector v1 = (m_vecTargetPosition - GetAbsOrigin());
Vector v2 = (m_vecDesiredPosition - GetAbsOrigin());
VectorNormalize( v1 );
VectorNormalize( v2 );
if (m_flLastSeen + 90 > gpGlobals->curtime && DotProduct( v1, v2 ) > 0.25)
{
m_vecGoalOrientation = ( m_vecTargetPosition - GetAbsOrigin());
}
else
{
m_vecGoalOrientation = (m_vecDesiredPosition - GetAbsOrigin());
}
VectorNormalize( m_vecGoalOrientation );
}
else
{
AngleVectors( GetGoalEnt()->GetAbsAngles(), &m_vecGoalOrientation );
}
// SetGoalOrientation( vecGoalOrientation );
if (GetGoalEnt())
{
// ALERT( at_console, "%.0f\n", flLength );
if ( HasReachedTarget() )
{
// If we get this close to the desired position, it's assumed that we've reached
// the desired position, so move on.
// Fire target that I've reached my goal
m_AtTarget.FireOutput( GetGoalEnt(), this );
OnReachedTarget( GetGoalEnt() );
SetGoalEnt( gEntList.FindEntityByName( NULL, GetGoalEnt()->m_target ) );
if (GetGoalEnt())
{
m_vecDesiredPosition = GetGoalEnt()->GetAbsOrigin();
// Vector vecGoalOrientation;
AngleVectors( GetGoalEnt()->GetAbsAngles(), &m_vecGoalOrientation );
// SetGoalOrientation( vecGoalOrientation );
flDistToDesiredPosition = (GetAbsOrigin() - m_vecDesiredPosition).Length();
}
}
}
else
{
// If we can't find a new target, just stay where we are.
m_vecDesiredPosition = GetAbsOrigin();
}
// tilt model 5 degrees
QAngle angAdj = QAngle( 5.0, 0, 0 );
// estimate where I'll be facing in one seconds
Vector forward, right, up;
AngleVectors( GetAbsAngles() + GetLocalAngularVelocity() * 2 + angAdj, &forward, &right, &up );
// Vector vecEst1 = GetAbsOrigin() + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 );
// float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right );
QAngle angVel = GetLocalAngularVelocity();
float flSide = DotProduct( m_vecGoalOrientation, right );
if (flSide < 0)
{
if ( angVel.y < 60)
{
angVel.y += 8; // 9 * (3.0/2.0);
}
}
else
{
if ( angVel.y > -60)
{
angVel.y -= 8; // 9 * (3.0/2.0);
}
}
angVel.y *= 0.98;
SetLocalAngularVelocity( angVel );
Vector vecVel = GetAbsVelocity();
// estimate where I'll be in two seconds
AngleVectors( GetAbsAngles() + GetLocalAngularVelocity() * 1 + angAdj, &forward, &right, &up );
Vector vecEst = GetAbsOrigin() + vecVel * 2.0 + up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
// add immediate force
AngleVectors( GetAbsAngles() + angAdj, &forward, &right, &up );
vecVel.x += up.x * m_flForce;
vecVel.y += up.y * m_flForce;
vecVel.z += up.z * m_flForce;
// add gravity
vecVel.z -= 38.4; // 32ft/sec
float flSpeed = vecVel.Length();
float flDir = DotProduct( Vector( forward.x, forward.y, 0 ), Vector( vecVel.x, vecVel.y, 0 ) );
if (flDir < 0)
flSpeed = -flSpeed;
float flDist = DotProduct( m_vecDesiredPosition - vecEst, forward );
// float flSlip = DotProduct( pev->velocity, gpGlobals->v_right );
float flSlip = -DotProduct( m_vecDesiredPosition - vecEst, right );
angVel = GetLocalAngularVelocity();
// fly sideways
if (flSlip > 0)
{
if (GetAbsAngles().z > -30 && angVel.z > -15)
angVel.z -= 4;
else
angVel.z += 2;
}
else
{
if (GetAbsAngles().z < 30 && angVel.z < 15)
angVel.z += 4;
else
angVel.z -= 2;
}
SetLocalAngularVelocity( angVel );
// sideways drag
vecVel.x = vecVel.x * (1.0 - fabs( right.x ) * 0.05);
vecVel.y = vecVel.y * (1.0 - fabs( right.y ) * 0.05);
vecVel.z = vecVel.z * (1.0 - fabs( right.z ) * 0.05);
// general drag
vecVel = vecVel * 0.995;
// Set final computed velocity
SetAbsVelocity( vecVel );
// apply power to stay correct height
if (m_flForce < 80 && vecEst.z < m_vecDesiredPosition.z)
{
m_flForce += 12;
}
else if (m_flForce > 30)
{
if (vecEst.z > m_vecDesiredPosition.z)
m_flForce -= 8;
}
angVel = GetLocalAngularVelocity();
// pitch forward or back to get to target
if (flDist > 0 && flSpeed < m_flGoalSpeed && GetAbsAngles().x + angVel.x < 40)
{
// ALERT( at_console, "F " );
// lean forward
angVel.x += 12.0;
}
else if (flDist < 0 && flSpeed > -50 && GetAbsAngles().x + angVel.x > -20)
{
// ALERT( at_console, "B " );
// lean backward
angVel.x -= 12.0;
}
else if (GetAbsAngles().x + angVel.x < 0)
{
// ALERT( at_console, "f " );
angVel.x += 4.0;
}
else if (GetAbsAngles().x + angVel.x > 0)
{
// ALERT( at_console, "b " );
angVel.x -= 4.0;
}
// Set final computed angular velocity
SetLocalAngularVelocity( angVel );
// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", GetAbsOrigin().x, pev->velocity.x, flDist, flSpeed, GetAbsAngles().x, pev->avelocity.x, m_flForce );
// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", GetAbsOrigin().z, pev->velocity.z, vecEst.z, m_posDesired.z, m_flForce );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
#define CHOPPER_AP_GUN_TIP 0
#define CHOPPER_AP_GUN_BASE 1
#define CHOPPER_BC_GUN_YAW 0
#define CHOPPER_BC_GUN_PITCH 1
#define CHOPPER_BC_POD_PITCH 2
bool CNPC_Apache::FireGun( )
{
if ( !GetEnemy() )
return false;
Vector vForward, vRight, vUp;
AngleVectors( GetAbsAngles(), &vForward, &vUp, &vRight );
Vector posGun;
QAngle angGun;
GetAttachment( 1, posGun, angGun );
Vector vecTarget = (m_vecTargetPosition - posGun);
VectorNormalize( vecTarget );
Vector vecOut;
vecOut.x = DotProduct( vForward, vecTarget );
vecOut.y = -DotProduct( vUp, vecTarget );
vecOut.z = DotProduct( vRight, vecTarget );
QAngle angles;
VectorAngles( vecOut, angles );
angles.y = AngleNormalize(angles.y);
angles.x = AngleNormalize(angles.x);
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 );
// hacks - shouldn't be hardcoded, oh well.
// limit it so it doesn't pop if you try to set it to the max value
m_angGun.y = clamp( m_angGun.y, -89.9, 89.9 );
m_angGun.x = clamp( m_angGun.x, -9.9, 44.9 );
m_angGun.y = SetBoneController( 0, m_angGun.y );
m_angGun.x = SetBoneController( 1, m_angGun.x );
Vector posBarrel;
QAngle angBarrel;
GetAttachment( 0, posBarrel, angBarrel );
Vector forward;
AngleVectors( angBarrel + m_angGun, &forward );
Vector2D vec2LOS = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).AsVector2D();
vec2LOS.NormalizeInPlace();
float flDot = vec2LOS.Dot( forward.AsVector2D() );
//forward
// NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( forward * 200 ), 255,0,0, false, 0.1);
//LOS
// NDebugOverlay::Line( posGun, m_vecTargetPosition , 0,0,255, false, 0.1);
// NDebugOverlay::Box( GetAbsOrigin(), s_vecSurroundingMins, s_vecSurroundingMaxs, 0, 255,0, false, 0.1);
if ( flDot > 0.98 )
{
CPASAttenuationFilter filter( this, 0.2f );
EmitSound( filter, entindex(), "Apache.FireGun" );//<<TEMP>>temp sound
// gun is a bit dodgy, just fire at the target if we are close
FireBullets( 1, posGun, vecTarget, VECTOR_CONE_4DEGREES, 8192, m_iAmmoType, 2 );
return true;
}
return false;
}
void CNPC_Apache::FireRocket( void )
{
static float side = 1.0;
static int count;
Vector vForward, vRight, vUp;
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
Vector vecSrc = GetAbsOrigin() + 1.5 * ( vForward * 21 + vRight * 70 * side + vUp * -79 );
// pick firing pod to launch from
switch( m_iRockets % 5)
{
case 0: vecSrc = vecSrc + vRight * 10; break;
case 1: vecSrc = vecSrc - vRight * 10; break;
case 2: vecSrc = vecSrc + vUp * 10; break;
case 3: vecSrc = vecSrc - vUp * 10; break;
case 4: break;
}
Vector vTargetDir = m_vecTargetPosition - GetAbsOrigin();
VectorNormalize ( vTargetDir );
LaunchRocket( vTargetDir, 100, 150, vecSrc);
m_iRockets--;
side = - side;
}
void CNPC_Apache::AimRocketGun( void )
{
Vector vForward, vRight, vUp;
if (m_iRockets <= 0)
return;
Vector vTargetDir = m_vecTargetPosition - GetAbsOrigin();
VectorNormalize ( vTargetDir );
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
Vector vecEst = ( vForward * 800 + GetAbsVelocity());
VectorNormalize ( vecEst );
trace_t tr1;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecEst * 4096, MASK_ALL, this, COLLISION_GROUP_NONE, &tr1);
// NDebugOverlay::Line(GetAbsOrigin(), tr1.endpos, 255,255,0, false, 0.1);
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vTargetDir * 4096, MASK_ALL, this, COLLISION_GROUP_NONE, &tr1);
// NDebugOverlay::Line(GetAbsOrigin(), tr1.endpos, 0,255,0, false, 0.1);
// ALERT( at_console, "%d %d %d %4.2f\n", GetAbsAngles().x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->curtime, DotProduct( m_vecTarget, vecEst ) );
if ((m_iRockets % 2) == 1)
{
FireRocket( );
m_flNextRocket = gpGlobals->curtime + 0.5;
if (m_iRockets <= 0)
{
m_flNextRocket = gpGlobals->curtime + 10;
m_iRockets = 10;
}
}
else if (DotProduct( GetAbsVelocity(), vForward ) > -100 && m_flNextRocket < gpGlobals->curtime)
{
if (m_flLastSeen + 60 > gpGlobals->curtime)
{
if (GetEnemy() != NULL)
{
// make sure it's a good shot
//if (DotProduct( vTargetDir, vecEst) > 0.5)
{
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecEst * 4096, MASK_ALL, this, COLLISION_GROUP_NONE, &tr);
// NDebugOverlay::Line(GetAbsOrigin(), tr.endpos, 255,0,255, false, 5);
// if ((tr.endpos - m_vecTargetPosition).Length() < 512)
if ((tr.endpos - m_vecTargetPosition).Length() < 1024)
FireRocket( );
}
}
else
{
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecEst * 4096, MASK_ALL, this, COLLISION_GROUP_NONE, &tr);
// just fire when close
if ((tr.endpos - m_vecTargetPosition).Length() < 512)
FireRocket( );
}
}
}
}
#define MISSILE_HOMING_STRENGTH 0.3
#define MISSILE_HOMING_DELAY 5.0
#define MISSILE_HOMING_RAMP_UP 0.5
#define MISSILE_HOMING_DURATION 1.0
#define MISSILE_HOMING_RAMP_DOWN 0.5
void CNPC_Apache::LaunchRocket( Vector &viewDir, int damage, int radius, Vector vecLaunchPoint )
{
CGrenadeHomer *pGrenade = CGrenadeHomer::CreateGrenadeHomer(
MAKE_STRING("models/weapons/w_missile.mdl"),
MAKE_STRING( "Apache.RPG" ),
vecLaunchPoint, vec3_angle, edict() );
pGrenade->Spawn( );
pGrenade->SetHoming(MISSILE_HOMING_STRENGTH, MISSILE_HOMING_DELAY,
MISSILE_HOMING_RAMP_UP, MISSILE_HOMING_DURATION,
MISSILE_HOMING_RAMP_DOWN);
pGrenade->SetDamage( damage );
pGrenade->m_DmgRadius = radius;
pGrenade->Launch( this, GetEnemy(), viewDir * 1500, 500, 0, HOMER_SMOKE_TRAIL_ON );
}
//-----------------------------------------------------------------------------
// Purpose: Lame, temporary death
//-----------------------------------------------------------------------------
void CNPC_Apache::DyingThink( void )
{
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.1f );
if( gpGlobals->curtime > m_flNextCrashExplosion )
{
CPASFilter pasFilter( GetAbsOrigin() );
Vector pos;
pos = GetAbsOrigin();
pos.x += random->RandomFloat( -150, 150 );
pos.y += random->RandomFloat( -150, 150 );
pos.z += random->RandomFloat( -150, -50 );
te->Explosion( pasFilter, 0.0, &pos, g_sModelIndexFireball, 10, 15, TE_EXPLFLAG_NONE, 100, 0 );
Vector vecSize = Vector( 500, 500, 60 );
CPVSFilter pvsFilter( GetAbsOrigin() );
te->BreakModel( pvsFilter, 0.0, GetAbsOrigin(), vec3_angle, vecSize, vec3_origin,
m_nDebrisModel, 100, 0, 2.5, BREAK_METAL );
m_flNextCrashExplosion = gpGlobals->curtime + random->RandomFloat( 0.3, 0.5 );
}
QAngle angVel = GetLocalAngularVelocity();
if( angVel.y < 400 )
{
angVel.y *= 1.1;
SetLocalAngularVelocity( angVel );
}
Vector vecImpulse( 0, 0, -38.4 ); // gravity - 32ft/sec
ApplyAbsVelocityImpulse( vecImpulse );
if( m_hSmoke )
{
m_hSmoke->SetLifetime(0.1f);
m_hSmoke = NULL;
}
}
void CNPC_Apache::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo dmgInfo = info;
// HITGROUPS don't work currently.
// ignore blades
//if (ptr->hitgroup == 6 && (info.GetDamageType() & (DMG_ENERGYBEAM|DMG_BULLET|DMG_CLUB)))
// return;
// hit hard, hits cockpit
if (info.GetDamage() > 50 || ptr->hitgroup == 1 || ptr->hitgroup == 2 || ptr->hitgroup == 3 )
{
// ALERT( at_console, "%map .0f\n", flDamage );
AddMultiDamage( dmgInfo, this );
if ( info.GetDamage() > 50 )
{
if ( m_hSmoke == NULL && (m_hSmoke = SmokeTrail::CreateSmokeTrail()) != NULL )
{
m_hSmoke->m_Opacity = 1.0f;
m_hSmoke->m_SpawnRate = 60;
m_hSmoke->m_ParticleLifetime = 1.3f;
m_hSmoke->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
m_hSmoke->m_EndColor.Init( 0.65f, 0.65f, 0.65f );
m_hSmoke->m_StartSize = 12;
m_hSmoke->m_EndSize = 64;
m_hSmoke->m_SpawnRadius = 8;
m_hSmoke->m_MinSpeed = 2;
m_hSmoke->m_MaxSpeed = 24;
m_hSmoke->SetLifetime( 1e6 );
m_hSmoke->FollowEntity( this );
}
}
}
else
{
// do half damage in the body
dmgInfo.ScaleDamage(0.5);
AddMultiDamage( dmgInfo, this );
g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal );
}
if ( m_iHealth < 10 )
{
if ( m_hSmoke == NULL && (m_hSmoke = SmokeTrail::CreateSmokeTrail()) != NULL )
{
m_hSmoke->m_Opacity = 1.0f;
m_hSmoke->m_SpawnRate = 60;
m_hSmoke->m_ParticleLifetime = 1.3f;
m_hSmoke->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
m_hSmoke->m_EndColor.Init( 0.65f, 0.65f, 0.65f );
m_hSmoke->m_StartSize = 12;
m_hSmoke->m_EndSize = 64;
m_hSmoke->m_SpawnRadius = 8;
m_hSmoke->m_MinSpeed = 2;
m_hSmoke->m_MaxSpeed = 24;
m_hSmoke->SetLifetime( 1e6 );
m_hSmoke->FollowEntity( this );
}
}
}