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C++ CalculateMeleeDamageForce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CalculateMeleeDamageForce函数的典型用法代码示例。如果您正苦于以下问题:C++ CalculateMeleeDamageForce函数的具体用法?C++ CalculateMeleeDamageForce怎么用?C++ CalculateMeleeDamageForce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CalculateMeleeDamageForce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: GetTouchTrace

void CNPC_ControllerZapBall::ExplodeTouch( CBaseEntity *pOther )
{
	if (m_takedamage = DAMAGE_YES )
	{
		trace_t tr;
		tr = GetTouchTrace( );

		ClearMultiDamage( );

		Vector vecAttackDir = GetAbsVelocity();
		VectorNormalize( vecAttackDir );

		if (m_hOwner != NULL)
		{
			CTakeDamageInfo info( this, m_hOwner, sk_controller_dmgball.GetFloat(), DMG_ENERGYBEAM );
			CalculateMeleeDamageForce( &info, vecAttackDir, tr.endpos );
			pOther->DispatchTraceAttack( info, vecAttackDir, &tr );
		}
		else
		{
			CTakeDamageInfo info( this, this, sk_controller_dmgball.GetFloat(), DMG_ENERGYBEAM );
			CalculateMeleeDamageForce( &info, vecAttackDir, tr.endpos );
			pOther->DispatchTraceAttack( info, vecAttackDir, &tr );
		}

		ApplyMultiDamage();

	//	void UTIL_EmitAmbientSound( CBaseEntity *entity, const Vector &vecOrigin, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float soundtime /*= 0.0f*/ )

		UTIL_EmitAmbientSound( GetSoundSourceIndex(), tr.endpos, "Controller.ElectroSound", 0.3, SNDLVL_NORM, 0, random->RandomInt( 90, 99 ) );
	}

	Kill();
}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:34,代码来源:hl1_npc_controller.cpp


示例2: GetAbsOrigin

void CNPC_Infected::MeleeAttack( float distance, float damage, QAngle &viewPunch, Vector &shove )
{
	Vector vecForceDir;

	// Always hurt bullseyes for now
	if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) )
	{
		vecForceDir = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin());
		CTakeDamageInfo info( this, this, damage, DMG_SLASH );
		CalculateMeleeDamageForce( &info, vecForceDir, GetEnemy()->GetAbsOrigin() );
		GetEnemy()->TakeDamage( info );
		return;
	}

	CBaseEntity *pHurt = CheckTraceHullAttack( distance, -Vector(16,16,32), Vector(16,16,32), damage, DMG_SLASH, 5.0f );

	if ( pHurt )
	{
		vecForceDir = ( pHurt->WorldSpaceCenter() - WorldSpaceCenter() );

		//FIXME: Until the interaction is setup, kill combine soldiers in one hit -- jdw
		if ( FClassnameIs( pHurt, "npc_combine_s" ) )
		{
			CTakeDamageInfo	dmgInfo( this, this, pHurt->m_iHealth+25, DMG_SLASH );
			CalculateMeleeDamageForce( &dmgInfo, vecForceDir, pHurt->GetAbsOrigin() );
			pHurt->TakeDamage( dmgInfo );
			return;
		}

		CBasePlayer *pPlayer = ToBasePlayer( pHurt );

		if ( pPlayer != NULL )
		{
			//Kick the player angles
			if ( !(pPlayer->GetFlags() & FL_GODMODE ) && pPlayer->GetMoveType() != MOVETYPE_NOCLIP )
			{
				pPlayer->ViewPunch( viewPunch );

				Vector	dir = pHurt->GetAbsOrigin() - GetAbsOrigin();
				VectorNormalize(dir);

				QAngle angles;
				VectorAngles( dir, angles );
				Vector forward, right;
				AngleVectors( angles, &forward, &right, NULL );

				//Push the target back
				pHurt->ApplyAbsVelocityImpulse( - right * shove[1] - forward * shove[0] );
			}
		}

		// Play a random attack hit sound
		EmitSound( "Zombie.Punch" );
	}
	else
	{
		EmitSound( "Zombie.AttackMiss" );
	}
}
开发者ID:wrenchmods,项目名称:Sleepless,代码行数:59,代码来源:npc_infected.cpp


示例3: info

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassCommando::BullRushTouch( CBaseEntity *pTouched )
{
	if ( pTouched->IsPlayer() && !pTouched->InSameTeam( m_pPlayer ) )
	{
		// Get the player.
		CBaseTFPlayer *pTFPlayer = ( CBaseTFPlayer* )pTouched;

		// Check to see if we have "touched" this player already this bullrush cycle.
		if ( m_aHitPlayers.Find( pTFPlayer ) != -1 )
			return;

		// Hitting the player now.
		m_aHitPlayers.AddToTail( pTFPlayer );

		// ROBIN: Bullrush now instantly kills again
		float flDamage = 200;
		// Calculate the damage a player takes based on distance(time).
		//float flDamage = 1.0f - ( ( COMMANDO_BULLRUSH_TIME - m_ClassData.m_flBullRushTime ) * ( 1.0f / COMMANDO_BULLRUSH_TIME ) );
		//flDamage *= 115.0f; // max bullrush damage

		trace_t tr = m_pPlayer->GetTouchTrace();
		CTakeDamageInfo info( m_pPlayer, m_pPlayer, flDamage, DMG_CLUB, DMG_KILL_BULLRUSH );
		CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
		pTFPlayer->TakeDamage( info );

		CPASAttenuationFilter filter( m_pPlayer, "Commando.BullRushFlesh" );
		CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BullRushFlesh" );

		pTFPlayer->Touch( m_pPlayer ); 
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:34,代码来源:tf_class_commando.cpp


示例4: VectorNormalize

void CNPC_Hydra::Stab( CBaseEntity *pOther, const Vector &vecSpeed, trace_t &tr )
{
	if (pOther->m_takedamage == DAMAGE_YES && !pOther->IsPlayer())
	{
		Vector dir = vecSpeed;
		VectorNormalize( dir );

		if ( !sv_hydraTestSpike.GetInt() )
		{
			ClearMultiDamage();
			// FIXME: this is bogus
			CTakeDamageInfo info( this, this, pOther->m_iHealth+25, DMG_SLASH );
			CalculateMeleeDamageForce( &info, dir, tr.endpos );
			pOther->DispatchTraceAttack( info, dir, &tr );
			ApplyMultiDamage();
		}
		else
		{
			CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(pOther);
			if ( pAnimating )
			{
				AttachStabbedEntity( pAnimating, vecSpeed * 30, tr );
			}
		}
	}
	else
	{
		Nudge( pOther, tr.endpos, vecSpeed );
	}
}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:30,代码来源:npc_hydra.cpp


示例5: GetPlayerOwner

//=====================================================================================//
// Purpose: Performs the screen shake and it checks to see if we hit an entity to
//          handle the proper damage
//			An entity here can be another player or a wood plank
//=====================================================================================//
void CTDPBludgeonWeaponBase::Hit( trace_t &tr, Activity nHitActivity )
{
	// Do we have a valid owner holding the weapon?
	CTDPPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	// Let's shake the screen a little
	AddViewKick();

	// if tr.m_pEnt is not NULL it means we have hit a target
	if ( tr.m_pEnt != NULL )
	{
		Vector vForward;
		pPlayer->EyeVectors( &vForward, NULL, NULL );
		VectorNormalize( vForward );

		// Process the damage and send it to the entity we just hit
		CTakeDamageInfo dmgInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
		CalculateMeleeDamageForce( &dmgInfo, vForward, tr.endpos );
		tr.m_pEnt->DispatchTraceAttack( dmgInfo, vForward, &tr );
		ApplyMultiDamage();

#if defined( GAME_DLL )
		// Now hit all triggers along the ray that...
		TraceAttackToTriggers( dmgInfo, tr.startpos, tr.endpos, vForward );
#endif
	}

	// Apply an impact effect
	ImpactEffect( tr );
}
开发者ID:jrbedard,项目名称:troy-divine-playground,代码行数:37,代码来源:tdp_weapon_basebludgeon.cpp


示例6: GetTouchTrace

void CGrenadeEnergy::GrenadeEnergyTouch( CBaseEntity *pOther )
{
	if ( pOther->m_takedamage )
	{
		float flLifeLeft = 1-(gpGlobals->curtime  - m_flLaunchTime)/ENERGY_GRENADE_LIFETIME;

		if ( pOther->GetFlags() & (FL_CLIENT) )
		{
			CBasePlayer *pPlayer = ( CBasePlayer * )pOther;
			float		flKick	 = 120 * flLifeLeft;
			pPlayer->m_Local.m_vecPunchAngle.SetX( flKick * (random->RandomInt(0,1) == 1) ? -1 : 1 );
			pPlayer->m_Local.m_vecPunchAngle.SetY( flKick * (random->RandomInt(0,1) == 1) ? -1 : 1 );
		}
		float flDamage = m_flDamage * flLifeLeft;
		if (flDamage < 1) 
		{
			flDamage = 1;
		}

		trace_t tr;
		tr = GetTouchTrace();
		CTakeDamageInfo info( this, GetThrower(), m_flDamage * flLifeLeft, DMG_SONIC );
		CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
		pOther->TakeDamage( info );
	}
	Detonate();
}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:27,代码来源:grenade_energy.cpp


示例7: ToBasePlayer

//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CWeaponCrowbar::Hit( void )
{
	//Make sound for the AI
#ifndef CLIENT_DLL

	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, m_traceHit.endpos, 400, 0.2f, pPlayer );

	CBaseEntity	*pHitEntity = m_traceHit.m_pEnt;

	//Apply damage to a hit target
	if ( pHitEntity != NULL )
	{
		Vector hitDirection;
		pPlayer->EyeVectors( &hitDirection, NULL, NULL );
		VectorNormalize( hitDirection );

		ClearMultiDamage();
		CTakeDamageInfo info( GetOwner(), GetOwner(), sk_plr_dmg_crowbar.GetFloat(), DMG_CLUB );
		CalculateMeleeDamageForce( &info, hitDirection, m_traceHit.endpos );
		pHitEntity->DispatchTraceAttack( info, hitDirection, &m_traceHit ); 
		ApplyMultiDamage();

		// Now hit all triggers along the ray that... 
		TraceAttackToTriggers( CTakeDamageInfo( GetOwner(), GetOwner(), sk_plr_dmg_crowbar.GetFloat(), DMG_CLUB ), m_traceHit.startpos, m_traceHit.endpos, hitDirection );

		//Play an impact sound	
		ImpactSound( pHitEntity );
	}
#endif

	//Apply an impact effect
	ImpactEffect();
}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:38,代码来源:hl1_weapon_crowbar.cpp


示例8: AngleVectors

// Overridden for Gargantua because his swing starts lower as
// a percentage of his height (otherwise he swings over the
// players head)
//=========================================================
CBaseEntity* CNPC_Gargantua::GargantuaCheckTraceHullAttack(float flDist, int iDamage, int iDmgType)
{
	trace_t tr;

	Vector vForward, vUp;
	AngleVectors( GetAbsAngles(), &vForward, NULL, &vUp );

	Vector vecStart = GetAbsOrigin();
	vecStart.z += 64;
	Vector vecEnd = vecStart + ( vForward * flDist) - ( vUp * flDist * 0.3);

	//UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );

	UTIL_TraceEntity( this, GetAbsOrigin(), vecEnd, MASK_SOLID, &tr );
	
	if ( tr.m_pEnt )
	{
		CBaseEntity *pEntity = tr.m_pEnt;

		if ( iDamage > 0 )
		{
			CTakeDamageInfo info( this, this, iDamage, iDmgType );
			CalculateMeleeDamageForce( &info, vForward, tr.endpos );
			pEntity->TakeDamage( info );
		}

		return pEntity;
	}

	return NULL;
}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:35,代码来源:hl1_npc_gargantua.cpp


示例9: info

void CNPC_Tentacle::HitTouch( CBaseEntity *pOther )
{
	if (m_flHitTime > gpGlobals->curtime)
		return;

	// only look at the ones where the player hit me
	if( pOther == NULL || pOther->GetModelIndex() == GetModelIndex() || ( pOther->GetSolidFlags() & FSOLID_TRIGGER ) )
		 return;

	//Right now the BoneFollower will always be hit in box 0, and 
	//will pass that to us. Make *any* touch by the physics objects a kill
	//as the ragdoll only covers the top portion of the tentacle.
	if ( pOther->m_takedamage )
	{
		CTakeDamageInfo info( this, this, m_iHitDmg, DMG_CLUB );

		Vector vDamageForce = pOther->GetAbsOrigin() - GetAbsOrigin();
		VectorNormalize( vDamageForce );

		CalculateMeleeDamageForce( &info, vDamageForce, pOther->GetAbsOrigin() );
		pOther->TakeDamage( info );

		m_flHitTime = gpGlobals->curtime + 0.5;
	}
}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:25,代码来源:hl1_npc_tentacle.cpp


示例10: Assert

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseProjectile::ProjectileTouch( CBaseEntity *pOther )
{
	// Verify a correct "other."
	Assert( pOther );
	if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
		return;

	// Handle hitting skybox (disappear).
	const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
	trace_t *pNewTrace = const_cast<trace_t*>( pTrace );

	if( pTrace->surface.flags & SURF_SKY )
	{
		UTIL_Remove( this );
		return;
	}

	CTakeDamageInfo info;
	info.SetAttacker( GetOwnerEntity() );
	info.SetInflictor( this );
	info.SetDamage( GetDamage() );
	info.SetDamageType( GetDamageType() );
	CalculateMeleeDamageForce( &info, GetAbsVelocity(), GetAbsOrigin(), GetDamageScale() );

	Vector dir;
	AngleVectors( GetAbsAngles(), &dir );

	pOther->DispatchTraceAttack( info, dir, pNewTrace );
	ApplyMultiDamage();

	UTIL_Remove( this );
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:35,代码来源:baseprojectile.cpp


示例11: Assert

int CASW_Parasite::CalcDamageInfo( CTakeDamageInfo *pInfo )
{
	Assert(ASWGameRules());
	pInfo->Set( this, this, asw_parasite_defanged_damage.GetFloat(), DMG_ACID );
	CalculateMeleeDamageForce( pInfo, GetAbsVelocity(), GetAbsOrigin() );
	return pInfo->GetDamage();
}
开发者ID:detoxhby,项目名称:SwarmDirector2,代码行数:7,代码来源:asw_parasite.cpp


示例12: SetNextThink

void CStomp::Think( void )
{
	trace_t tr;

	SetNextThink( gpGlobals->curtime + 0.1 );

	// Do damage for this frame
	Vector vecStart = GetAbsOrigin();
	vecStart.z += 30;
	Vector vecEnd = vecStart + (m_vecMoveDir * m_flSpeed * gpGlobals->frametime);

	UTIL_TraceHull( vecStart, vecEnd, Vector(-32, -32, -32), Vector(32, 32, 32), MASK_SOLID, m_pOwner, COLLISION_GROUP_NONE, &tr );
//	NDebugOverlay::Line( vecStart, vecEnd, 0, 255, 0, false, 10.0f );
	
	if ( tr.m_pEnt )
	{
		CBaseEntity *pEntity = tr.m_pEnt;
		CTakeDamageInfo info( this, this, 50, DMG_SONIC );
		CalculateMeleeDamageForce( &info, m_vecMoveDir, tr.endpos );
		pEntity->TakeDamage( info );
	}

	// Accelerate the effect
	m_flSpeed += (gpGlobals->frametime) * m_uiFramerate;
	m_uiFramerate += (gpGlobals->frametime) * 2000;
	
	// Move and spawn trails
	while ( gpGlobals->curtime - m_flDmgTime > STOMP_INTERVAL )
	{
		SetAbsOrigin( GetAbsOrigin() + m_vecMoveDir * m_flSpeed * STOMP_INTERVAL );
		for ( int i = 0; i < 2; i++ )
		{
			CSprite *pSprite = CSprite::SpriteCreate( GARG_STOMP_SPRITE_NAME, GetAbsOrigin(), TRUE );
			if ( pSprite )
			{
				UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,500), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
				pSprite->SetAbsOrigin( tr.endpos );
//				pSprite->pev->velocity = Vector(RandomFloat(-200,200),RandomFloat(-200,200),175);
				pSprite->SetNextThink( gpGlobals->curtime + 0.3 );
				pSprite->SetThink( &CSprite::SUB_Remove );
				pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxFadeFast );
			}
			g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
		}
		m_flDmgTime += STOMP_INTERVAL;
		// Scale has the "life" of this effect
		m_flScale -= STOMP_INTERVAL * m_flSpeed;
		if ( m_flScale <= 0 )
		{
			// Life has run out
			UTIL_Remove(this);
//			STOP_SOUND( edict(), CHAN_BODY, GARG_STOMP_BUZZ_SOUND );
			CPASAttenuationFilter filter( this );
			StopSound( entindex(), CHAN_STATIC, GARG_STOMP_BUZZ_SOUND );

		}

	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:59,代码来源:hl1_npc_gargantua.cpp


示例13: FirePistol

//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Assassin::HandleAnimEvent( animevent_t *pEvent )
{
	
	if ( pEvent->event == AE_ASSASIN_FIRE_PISTOL_RIGHT )
	{
		FirePistol( 0 );
		return;
	}

	if ( pEvent->event == AE_ASSASIN_FIRE_PISTOL_LEFT )
	{
		FirePistol( 1 );
		return;
	}
	
	if ( pEvent->event == AE_ASSASIN_KICK_HIT )
	{
		Vector	attackDir = BodyDirection2D();
		Vector	attackPos = WorldSpaceCenter() + ( attackDir * 64.0f );

		trace_t	tr;
		UTIL_TraceHull( WorldSpaceCenter(), attackPos, -Vector(8,8,8), Vector(8,8,8), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );

		if ( ( tr.m_pEnt != NULL ) && ( tr.DidHitWorld() == false ) )
		{
			if ( tr.m_pEnt->m_takedamage != DAMAGE_NO )
			{
				CTakeDamageInfo info( this, this, 5, DMG_CLUB );
				CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
				tr.m_pEnt->TakeDamage( info );

				CBasePlayer	*pPlayer = ToBasePlayer( tr.m_pEnt );

				if ( pPlayer != NULL )
				{
					//Kick the player angles
					pPlayer->ViewPunch( QAngle( -30, 40, 10 ) );
				}

				EmitSound( "Zombie.AttackHit" );
				//EmitSound( "Assassin.AttackHit" );
			}
		}
		else
		{
			EmitSound( "Assassin.AttackMiss" );
			//EmitSound( "Assassin.AttackMiss" );
		}

		return;
	}

	BaseClass::HandleAnimEvent( pEvent );
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:56,代码来源:npc_assassin.cpp


示例14: ToBasePlayer

//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CBaseSDKBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	//Do view kick
	AddViewKick();

	//Make sound for the AI
	CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer );

	// This isn't great, but it's something for when the crowbar hits.
	pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART );

	CBaseEntity	*pHitEntity = traceHit.m_pEnt;

	//Apply damage to a hit target
	if ( pHitEntity != NULL )
	{
		Vector hitDirection;
		pPlayer->EyeVectors( &hitDirection, NULL, NULL );
		VectorNormalize( hitDirection );

		CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );

		if( pPlayer && pHitEntity->IsNPC() )
		{
			// If bonking an NPC, adjust damage.
			info.AdjustPlayerDamageInflictedForSkillLevel();
		}

		CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );

		pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit ); 
		ApplyMultiDamage();

		// Now hit all triggers along the ray that... 
		TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );

		if ( ToBaseCombatCharacter( pHitEntity ) )
		{
			gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info );
		}
	}

	// Apply an impact effect
	ImpactEffect( traceHit );
}
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:50,代码来源:basebludgeonweapon.cpp


示例15: SetTouch

void CBreakable::BreakTouch( CBaseEntity *pOther )
{
	float flDamage;
	
	// only players can break these right now
	if ( !pOther->IsPlayer() || !IsBreakable() )
	{
        return;
	}

	// can I be broken when run into?
	if ( HasSpawnFlags( SF_BREAK_TOUCH ) )
	{
		flDamage = pOther->GetSmoothedVelocity().Length() * 0.01;

		if (flDamage >= m_iHealth)
		{
			m_takedamage = DAMAGE_YES;

			SetTouch( NULL );
			OnTakeDamage( CTakeDamageInfo( pOther, pOther, flDamage, DMG_CRUSH ) );

			// do a little damage to player if we broke glass or computer
			CTakeDamageInfo info( pOther, pOther, flDamage/4, DMG_SLASH );
			CalculateMeleeDamageForce( &info, (pOther->GetAbsOrigin() - GetAbsOrigin()), GetAbsOrigin() );
			pOther->TakeDamage( info );
		}
	}

	// can I be broken when stood upon?
	if ( HasSpawnFlags( SF_BREAK_PRESSURE ) && pOther->GetGroundEntity() == this )
	{
		// play creaking sound here.
		DamageSound();

		m_hBreaker = pOther;

		SetThink ( &CBreakable::Die );
		SetTouch( NULL );
		
		// Add optional delay 
		SetNextThink( gpGlobals->curtime + m_flPressureDelay );

	}
}
开发者ID:Biohazard90,项目名称:g-string_2013,代码行数:45,代码来源:func_break.cpp


示例16: ToBasePlayer

//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CBaseHL2MPBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity )
{
    CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

    //Do view kick
//	AddViewKick();

    CBaseEntity	*pHitEntity = traceHit.m_pEnt;

    //Apply damage to a hit target
    if ( pHitEntity != NULL )
    {
        Vector hitDirection;
        pPlayer->EyeVectors( &hitDirection, NULL, NULL );
        VectorNormalize( hitDirection );

#ifndef CLIENT_DLL
        CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );

        if( pPlayer && pHitEntity->IsNPC() )
        {
            // If bonking an NPC, adjust damage.
            info.AdjustPlayerDamageInflictedForSkillLevel();
        }

        CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );

        pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit );
        ApplyMultiDamage();

        // Now hit all triggers along the ray that...
        TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
#endif
        //DHL - Skillet
        if ( pHitEntity->entindex() == 0 )
            WeaponSound( MELEE_HIT_WORLD );
        else
            WeaponSound( MELEE_HIT );
    }

    // Apply an impact effect
    ImpactEffect( traceHit );
}
开发者ID:dreckard,项目名称:dhl2,代码行数:46,代码来源:weapon_hl2mpbasebasebludgeon.cpp


示例17: GetAbsOrigin

void CASW_Harvester::StartTouch( CBaseEntity *pOther )
{
	BaseClass::StartTouch( pOther );

	CASW_Marine *pMarine = CASW_Marine::AsMarine( pOther );
	if (pMarine)
	{
		// don't hurt him if he was hurt recently
		if (m_fLastTouchHurtTime + 0.6f > gpGlobals->curtime)
		{
			return;
		}
		// hurt the marine
		Vector vecForceDir = (pMarine->GetAbsOrigin() - GetAbsOrigin());
		CTakeDamageInfo info( this, this, asw_harvester_touch_damage.GetInt(), DMG_SLASH );
		CalculateMeleeDamageForce( &info, vecForceDir, pMarine->GetAbsOrigin() );
		pMarine->TakeDamage( info );
		m_fLastTouchHurtTime = gpGlobals->curtime;
	}
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:20,代码来源:asw_harvester.cpp


示例18: RelinkBeam

//-----------------------------------------------------------------------------
// Purpose: Damages anything in the beam.
// Input  : ptr - 
//-----------------------------------------------------------------------------
void CBeam::BeamDamage( trace_t *ptr )
{
	RelinkBeam();
#if !defined( CLIENT_DLL )
	if ( ptr->fraction != 1.0 && ptr->m_pEnt != NULL )
	{
		CBaseEntity *pHit = ptr->m_pEnt;
		if ( pHit )
		{
			ClearMultiDamage();
			Vector dir = ptr->endpos - GetAbsOrigin();
			VectorNormalize( dir );
			int nDamageType = DMG_ENERGYBEAM;

#ifndef HL1_DLL
			if (m_nDissolveType == 0)
			{
				nDamageType = DMG_DISSOLVE;
			}
			else if ( m_nDissolveType > 0 )
			{
				nDamageType = DMG_DISSOLVE | DMG_SHOCK; 
			}
#endif

			CTakeDamageInfo info( this, this, m_flDamage * (gpGlobals->curtime - m_flFireTime), nDamageType );
			CalculateMeleeDamageForce( &info, dir, ptr->endpos );
			pHit->DispatchTraceAttack( info, dir, ptr );
			ApplyMultiDamage();
			if ( HasSpawnFlags( SF_BEAM_DECALS ) )
			{
				if ( pHit->IsBSPModel() )
				{
					UTIL_DecalTrace( ptr, GetDecalName() );
				}
			}
		}
	}
#endif
	m_flFireTime = gpGlobals->curtime;
}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:45,代码来源:beam_shared.cpp


示例19: info

//softcopy: ignited/explode marine by boomer on touch/on fire touch, 1=melee, 2=touch, 3=All
void CASW_Boomer::StartTouch( CBaseEntity *pOther )
{
	BaseClass::StartTouch( pOther );
	CASW_Marine *pMarine = CASW_Marine::AsMarine( pOther );
	if ( pMarine )
	{
		m_TouchExplosionDamage = asw_boomer_touch_damage.GetInt();
		CTakeDamageInfo info( this, this, m_TouchExplosionDamage, DMG_SLASH );
		damageTypes = "on touch";
		if (asw_boomer_ignite.GetInt() >= 2 || (m_bOnFire && asw_boomer_touch_onfire.GetBool()))
			MarineIgnite(pMarine, info, alienLabel, damageTypes);
		if ( m_fLastTouchHurtTime + 0.35f /*0.6f*/ > gpGlobals->curtime || m_TouchExplosionDamage <=0 )	//don't hurt him if he was hurt recently
			return;
		Vector vecForceDir = ( pMarine->GetAbsOrigin() - GetAbsOrigin() );	// hurt the marine
		CalculateMeleeDamageForce( &info, vecForceDir, pMarine->GetAbsOrigin() );
		pMarine->TakeDamage( info );
		if (asw_boomer_explode.GetInt() >= 2 )
			MarineExplode(pMarine, alienLabel, damageTypes);

		m_fLastTouchHurtTime = gpGlobals->curtime;
	}
}
开发者ID:jtanx,项目名称:ch1ckenscoop,代码行数:23,代码来源:asw_boomer.cpp


示例20: GetVelocity

//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CGrenade_Brickbat::BrickbatTouch( CBaseEntity *pOther )
{
	// -----------------------------------------------------------
	// Might be physically simulated so get my velocity manually
	// -----------------------------------------------------------
	Vector vVelocity;
	GetVelocity(&vVelocity,NULL);

	// -----------------------------------
	// Do damage if we moving fairly fast
	// -----------------------------------
	if (vVelocity.Length() > 100)
	{
		if (GetThrower())
		{
			trace_t tr;
			tr = CBaseEntity::GetTouchTrace( );
			ClearMultiDamage( );
			Vector forward;
			AngleVectors( GetLocalAngles(), &forward );

			CTakeDamageInfo info( this, GetThrower(), m_flDamage, DMG_CRUSH );
			CalculateMeleeDamageForce( &info, forward, tr.endpos );
			pOther->DispatchTraceAttack( info, forward, &tr );
			ApplyMultiDamage();
		}
		// If this thrown item explodes, blow it up
		if (m_bExplodes) 
		{
			Detonate();
			return;
		}
	}
	else if (pOther->GetFlags() & FL_CLIENT)
	{
		SpawnBrickbatWeapon();
		return;
	}
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:44,代码来源:grenade_brickbat.cpp



注:本文中的CalculateMeleeDamageForce函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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