本文整理汇总了C++中RadiusDamage函数的典型用法代码示例。如果您正苦于以下问题:C++ RadiusDamage函数的具体用法?C++ RadiusDamage怎么用?C++ RadiusDamage使用的例子?那么, 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RadiusDamage函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Killed
void CSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->model = iStringNull;// make invisible
SetThink( SUB_Remove );
SetTouch( NULL );
pev->nextthink = gpGlobals->time + 0.1;
// since squeak grenades never leave a body behind, clear out their takedamage now.
// Squeaks do a bit of radius damage when they pop, and that radius damage will
// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
pev->takedamage = DAMAGE_NO;
// play squeek blast
EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM);
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 );
UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );
if (m_hOwner != NULL)
RadiusDamage ( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST );
else
RadiusDamage ( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST );
// reset owner so death message happens
if (m_hOwner != NULL)
pev->owner = m_hOwner->edict();
CBaseMonster :: Killed( pevAttacker, GIB_ALWAYS );
}
示例2: Assert
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeRocket::MissileTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() )
return;
Vector vecAbsOrigin = GetAbsOrigin();
CPASFilter filter( vecAbsOrigin );
te->Explosion( filter, 0.0, &vecAbsOrigin, g_sModelIndexFireball, 2.0, 15, TE_EXPLFLAG_NONE, 100, m_flDamage );
StopSound( "GrenadeRocket.FlyLoop" );
// Don't apply explosive damage if it hit a shield of any kind...
bool bHittingShield = false;
if (pOther->GetCollisionGroup() == TFCOLLISION_GROUP_SHIELD)
{
bHittingShield = true;
}
else if ( pOther->IsPlayer() )
{
CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>(pOther);
trace_t tr;
float flDamage = m_flDamage;
bHittingShield = pPlayer->IsHittingShield( GetAbsVelocity(), &flDamage );
}
if (!bHittingShield)
{
RadiusDamage( CTakeDamageInfo( this, m_pRealOwner, m_flDamage, DMG_BLAST ), vecAbsOrigin, 100, CLASS_NONE );
}
UTIL_Remove( this );
}
示例3: DispatchParticleEffect
void CWeaponDrainGrenade::Explode( CBaseCombatCharacter* pAttacker,
CBaseEntity* pInflictor,
CBaseEntity* pIgnore,
Vector vecPosition,
float flDamage,
float flRadius,
float flDrainFocus )
{
#if !defined( CLIENT_DLL )
//CSoundEnt::InsertSound ( SOUND_COMBAT, vecPosition, 1024, 3.0 );
CTakeDamageInfo info;
info.CFSet( pInflictor, pAttacker, vec3_origin, vecPosition, flDamage, DMG_BLAST, WEAPON_NONE, &vecPosition, false );
info.SetDrainFocus( flDrainFocus );
DispatchParticleEffect("grenade_explosion", vecPosition, vec3_angle, pIgnore);
//TODO: Figure out sound.
CPASAttenuationFilter filter( this );
filter.UsePredictionRules();
EmitSound( filter, entindex(), "Numen.FireAoE" );
//CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
RadiusDamage( info, vecPosition, flRadius );
#endif //!defined( CLIENT_DLL )
}
示例4: UTIL_TraceLine
void CGrenadeSpit::GrenadeSpitTouch( CBaseEntity *pOther )
{
if (m_fSpitDeathTime != 0)
{
return;
}
if ( pOther->GetCollisionGroup() == HL2COLLISION_GROUP_SPIT)
{
return;
}
if ( !pOther->m_takedamage )
{
// make a splat on the wall
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 10, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
UTIL_DecalTrace(&tr, "BeerSplash" );
// make some flecks
// CPVSFilter filter( tr.endpos );
//te->SpriteSpray( filter, 0.0,
// tr.endpos, tr.plane.normal, m_nSquidSpitSprite, 30, 0.8, 5 );
}
else
{
RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
}
Detonate();
}
示例5: FX_Trail
void CMmissile::ExplodeTouch( CBaseEntity *pOther )
{
if ( UTIL_PointContents(pev->origin) == CONTENT_SKY )
{
FX_Trail( pev->origin, entindex(), PROJ_REMOVE );
UTIL_Remove( this );
return;
}
if (pOther->pev->health == 666)
{
return;
}
TraceResult tr;
Vector vecSpot = pev->origin - pev->velocity.Normalize() * 32;
Vector vecEnd = pev->origin + pev->velocity.Normalize() * 64;
UTIL_TraceLine( vecSpot, vecEnd, ignore_monsters, ENT(pev), &tr );
entvars_t *pevOwner = VARS( pev->owner );
RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, DMG_BLAST );
FX_Trail( tr.vecEndPos + (tr.vecPlaneNormal * 15), entindex(), (UTIL_PointContents(pev->origin) == CONTENT_WATER)?PROJ_MMISSILE_DETONATE_WATER:PROJ_MMISSILE_DETONATE );
int tex = (int)TEXTURETYPE_Trace(&tr, vecSpot, vecEnd);
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
FX_ImpRocket( tr.vecEndPos, tr.vecPlaneNormal, pEntity->IsBSPModel()?1:0, BULLET_SMALEXP, (float)tex );
if (pOther->pev->takedamage)
{
ClearMultiDamage( );
pOther->TraceAttack(pevOwner, pev->dmg/3, gpGlobals->v_forward, &tr, DMG_BULLETMAGNUM );
ApplyMultiDamage( pev, pevOwner);
}
UTIL_Remove( this );
}
示例6: Vector
void CEnvExplosion::RealUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
pev->model = iStringNull;//invisible
pev->solid = SOLID_NOT;// intangible
pev->origin = pev->origin + Vector(0,0,12);
// do damage
if ( !( pev->spawnflags & SF_ENVEXPLOSION_NODAMAGE ) )
RadiusDamage ( pev, pev, m_iMagnitude, CLASS_NONE, DMG_BLAST );
MESSAGE_BEGIN( MSG_ALL, gmsgWorldExp );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( m_spriteScale );
WRITE_BYTE( (pev->spawnflags & SF_ENVEXPLOSION_NOSMOKE)?0:1 );
WRITE_BYTE( (pev->spawnflags & SF_ENVEXPLOSION_NOSPARKS)?0:1 );
WRITE_BYTE( (pev->spawnflags & SF_ENVEXPLOSION_NOFIREBALL)?0:1 );
WRITE_BYTE( (pev->spawnflags & SF_ENVEXPLOSION_NORING)?0:1 );
WRITE_BYTE( (pev->spawnflags & SF_ENVEXPLOSION_NODECAL)?0:1 );
MESSAGE_END();
if ( !(pev->spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
UTIL_Remove( this );
}
示例7: DesintegrateThink
void CBlackHole :: DesintegrateThink( void )
{
entvars_t *pevOwner = VARS( pev->owner );
if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER)
{
::RadiusDamage( pev->origin, pev, pevOwner, (dmg_chrono_radius.value/2) * (mp_wpn_power.value/100), dmg_chrono_radius.value * (mp_wpn_power.value/100), CLASS_NONE, DMG_SONIC);
FX_Trail( pev->origin, entindex(), PROJ_BLACKHOLE_DETONATE );
UTIL_Remove( this );
return;
}
::FullRadiusDamage( pev->origin, pev, pevOwner, 999, 200, CLASS_NONE, DMG_ANNIHILATION);
RadiusDamage();
pev->frags--;
if (pev->frags <= 0)
{
::RadiusDamage( pev->origin, pev, pevOwner, (dmg_chrono_radius.value/2) * (mp_wpn_power.value/100), dmg_chrono_radius.value* (mp_wpn_power.value/100), CLASS_NONE, DMG_SONIC);
FX_Trail( pev->origin, entindex(), PROJ_BLACKHOLE_DETONATE );
UTIL_Remove( this );
return;
}
pev->nextthink = gpGlobals->time + 0.1;
}
示例8: ExplosionCreate
void CPropCannon::ProjectileExplosion( void )
{
ExplosionCreate( m_vCrashPoint, vec3_angle, NULL, 512, 512, false );
// do damage
CTakeDamageInfo info( this, this, g_cannon_damageandradius.GetInt(), DMG_BLAST );
info.SetDamagePosition( m_vCrashPoint );
RadiusDamage( info, m_vCrashPoint, g_cannon_damageandradius.GetInt(), CLASS_NONE, NULL );
}
示例9: RadiusDamage
//-----------------------------------------------------------------------------
// Purpose: Explode and die
//-----------------------------------------------------------------------------
void CBasePlasmaProjectile::Detonate( void )
{
#if !defined( CLIENT_DLL )
// Should I explode?
if ( m_flExplosiveRadius )
{
RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), m_flDamage, m_DamageType | DMG_BLAST ), GetAbsOrigin(), m_flExplosiveRadius, CLASS_NONE, NULL );
}
#endif
Remove( );
}
示例10: FlameUpdate
void CMGargantua :: FlameUpdate( void )
{
int i;
static float offset[2] = { 60, -60 };
TraceResult trace;
Vector vecStart, angleGun;
BOOL streaks = FALSE;
for ( i = 0; i < 2; i++ )
{
if ( m_pFlame[i] )
{
Vector vecAim = pev->angles;
vecAim.x += m_flameX;
vecAim.y += m_flameY;
UTIL_MakeVectors( vecAim );
GetAttachment( i+1, vecStart, angleGun );
Vector vecEnd = vecStart + (gpGlobals->v_forward * GARG_FLAME_LENGTH); // - offset[i] * gpGlobals->v_right;
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &trace );
m_pFlame[i]->SetStartPos( trace.vecEndPos );
m_pFlame[i+2]->SetStartPos( (vecStart * 0.6) + (trace.vecEndPos * 0.4) );
if ( trace.flFraction != 1.0 && gpGlobals->time > m_streakTime )
{
StreakSplash( trace.vecEndPos, trace.vecPlaneNormal, 6, 20, 50, 400 );
streaks = TRUE;
UTIL_DecalTrace( &trace, DECAL_SMALLSCORCH1 + RANDOM_LONG(0,2) );
}
RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN );
FlameDamage( vecStart, trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN );
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_ELIGHT );
WRITE_SHORT( entindex( ) + 0x1000 * (i + 2) ); // entity, attachment
WRITE_COORD( vecStart.x ); // origin
WRITE_COORD( vecStart.y );
WRITE_COORD( vecStart.z );
WRITE_COORD( RANDOM_FLOAT( 32, 48 ) ); // radius
WRITE_BYTE( 255 ); // R
WRITE_BYTE( 255 ); // G
WRITE_BYTE( 255 ); // B
WRITE_BYTE( 2 ); // life * 10
WRITE_COORD( 0 ); // decay
MESSAGE_END();
}
}
if ( streaks )
m_streakTime = gpGlobals->time;
}
示例11: filter
void CGrenadeMP5::Detonate(void)
{
if (!m_bIsLive)
{
return;
}
m_bIsLive = false;
m_takedamage = DAMAGE_NO;
CPASFilter filter( GetAbsOrigin() );
te->Explosion( filter, 0.0,
&GetAbsOrigin(),
GetWaterLevel() == 0 ? g_sModelIndexFireball : g_sModelIndexWExplosion,
(m_flDamage - 50) * .60,
15,
TE_EXPLFLAG_NONE,
m_DmgRadius,
m_flDamage );
trace_t tr;
tr = CBaseEntity::GetTouchTrace();
if ( (tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0) )
{
// non-world needs smaller decals
UTIL_DecalTrace( &tr, "SmallScorch");
}
else
{
UTIL_DecalTrace( &tr, "Scorch" );
}
CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_flDamage * 2.5, CLASS_NONE, NULL );
CPASAttenuationFilter filter2( this );
EmitSound( filter2, entindex(), "GrenadeMP5.Detonate" );
if ( GetWaterLevel() == 0 )
{
int sparkCount = random->RandomInt( 0,3 );
QAngle angles;
VectorAngles( tr.plane.normal, angles );
for ( int i = 0; i < sparkCount; i++ )
Create( "spark_shower", GetAbsOrigin(), angles, NULL );
}
UTIL_Remove( this );
}
示例12: UTIL_Remove
void CGrenadeAR2::Detonate(void)
{
if (!m_bIsLive)
{
return;
}
m_bIsLive = false;
m_takedamage = DAMAGE_NO;
if(m_hSmokeTrail)
{
UTIL_Remove(m_hSmokeTrail);
m_hSmokeTrail = NULL;
}
CPASFilter filter( GetAbsOrigin() );
te->Explosion( filter, 0.0,
&GetAbsOrigin(),
g_sModelIndexFireball,
2.0,
15,
TE_EXPLFLAG_NONE,
m_DmgRadius,
m_flDamage );
Vector vecForward = GetAbsVelocity();
VectorNormalize(vecForward);
trace_t tr;
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT,
this, COLLISION_GROUP_NONE, &tr);
if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0))
{
// non-world needs smaller decals
if( tr.m_pEnt && !tr.m_pEnt->IsNPC() )
{
UTIL_DecalTrace( &tr, "SmallScorch" );
}
}
else
{
UTIL_DecalTrace( &tr, "Scorch" );
}
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
UTIL_Remove( this );
}
示例13: SetThink
void CSnark::Event_Killed( const CTakeDamageInfo &inputInfo )
{
// pev->model = iStringNull;// make invisible
SetThink( &CSnark::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
SetTouch( NULL );
// since squeak grenades never leave a body behind, clear out their takedamage now.
// Squeaks do a bit of radius damage when they pop, and that radius damage will
// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
m_takedamage = DAMAGE_NO;
// play squeek blast
CPASAttenuationFilter filter( this, 0.5 );
enginesound->EmitSound( filter, entindex(), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SNARK_EXPLOSION_VOLUME, 3.0 );
UTIL_BloodDrips( WorldSpaceCenter(), Vector( 0, 0, 0 ), BLOOD_COLOR_YELLOW, 80 );
if ( m_hOwner != NULL )
{
RadiusDamage( CTakeDamageInfo( this, m_hOwner, GetDamage(), DMG_BLAST ), GetAbsOrigin(), GetDamage() * 2.5, CLASS_NONE );
}
else
{
RadiusDamage( CTakeDamageInfo( this, this, GetDamage(), DMG_BLAST ), GetAbsOrigin(), GetDamage() * 2.5, CLASS_NONE );
}
// reset owner so death message happens
if ( m_hOwner != NULL )
SetOwnerEntity( m_hOwner );
CTakeDamageInfo info = inputInfo;
info.SetDamageType( DMG_GIB_CORPSE );
BaseClass::Event_Killed( info );
}
示例14: SetThink
//-----------------------------------------------------------------------------
// Purpose: Burn targets around us
//-----------------------------------------------------------------------------
void CEntityFlame::FlameThink( void )
{
if ( m_flLifetime < gpGlobals->curtime )
{
SetThink( &CEntityFlame::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
return;
}
RadiusDamage( CTakeDamageInfo( this, this, 4.0f, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE );
FireSystem_AddHeatInRadius( GetAbsOrigin(), m_flSize/2, 2.0f );
SetNextThink( gpGlobals->curtime + 0.1f );
}
示例15: SetModelName
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBaseRocket::Explode( trace_t *pTrace, CBaseEntity *pOther )
{
// Save this entity as enemy, they will take 100% damage.
m_hEnemy = pOther;
// Invisible.
SetModelName( NULL_STRING );
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
// Pull out a bit.
if ( pTrace->fraction != 1.0 )
{
SetAbsOrigin( pTrace->endpos + ( pTrace->plane.normal * 1.0f ) );
}
// Play explosion sound and effect.
Vector vecOrigin = GetAbsOrigin();
CPVSFilter filter( vecOrigin );
TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), pOther->entindex() );
CSoundEnt::InsertSound ( SOUND_COMBAT, vecOrigin, 1024, 3.0 );
// Damage.
CBaseEntity *pAttacker = GetOwnerEntity();
IScorer *pScorerInterface = dynamic_cast<IScorer*>( pAttacker );
if ( pScorerInterface )
{
pAttacker = pScorerInterface->GetScorer();
}
CTakeDamageInfo info( this, pAttacker, vec3_origin, vecOrigin, GetDamage(), GetDamageType() );
float flRadius = GetRadius();
RadiusDamage( info, vecOrigin, flRadius, CLASS_NONE, NULL );
// Debug!
if ( tf_rocket_show_radius.GetBool() )
{
DrawRadius( flRadius );
}
// Don't decal players with scorch.
if ( !pOther->IsPlayer() )
{
UTIL_DecalTrace( pTrace, "Scorch" );
}
// Remove the rocket.
UTIL_Remove( this );
}