dlls/basecombatcharacter.cpp
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#include "hl2_gamerules.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
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#include "hl2_gamerules.h"
#endif
#include "ff_player.h"
#include "ff_scriptman.h"
#include "ff_luacontext.h"
#undef MINMAX_H
#include "minmax.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
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CBaseCombatWeapon *pDroppedWeapon = m_hActiveWeapon.Get();
// Drop any weapon that I own
if ( VPhysicsGetObject() )
{
Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass();
Weapon_Drop( m_hActiveWeapon, NULL, &weaponForce );
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CBaseCombatWeapon *pDroppedWeapon = m_hActiveWeapon.Get();
// Modified by L0ki: we dont need to drop weapons in FF
// Drop any weapon that I own
/*if ( VPhysicsGetObject() )
{
Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass();
Weapon_Drop( m_hActiveWeapon, NULL, &weaponForce );
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else
{
Weapon_Drop( m_hActiveWeapon );
}
// if flagged to drop a health kit
if (HasSpawnFlags(SF_NPC_DROP_HEALTHKIT))
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else
{
Weapon_Drop( m_hActiveWeapon );
}*/
// if flagged to drop a health kit
if (HasSpawnFlags(SF_NPC_DROP_HEALTHKIT))
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Event_Killed( info );
// Only classes that specifically request it are gibbed
if ( ShouldGib( info ) )
{
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Event_Killed( info );
if( ToFFPlayer( this ) )
{
// -------------------------------------------------------------------
// Keep the lua player_killed stuff after we've actually died
// so that for cases like the map hunted we aren't forcibly respawned
// and then killed by BaseClass::Event_Killed
// -------------------------------------------------------------------
// TODO: Change killer to an object
CFFLuaSC hPlayerKilled;
hPlayerKilled.Push(ToFFPlayer(this));
hPlayerKilled.Push(&info);
_scriptman.RunPredicates_LUA( NULL, &hPlayerKilled, "player_killed" );
}
// Only classes that specifically request it are gibbed
if ( ShouldGib( info ) )
{
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bGibbed = Event_Gibbed( info );
retVal = bGibbed;
}
if ( bGibbed == false )
{
Event_Dying();
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bGibbed = Event_Gibbed( info );
retVal = bGibbed;
}
if ( bGibbed == false )
{
Event_Dying();
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PhysCallbackDamage( this, dmgInfo, *pEvent, index );
}
//-----------------------------------------------------------------------------
// Purpose: this entity is exploding, or otherwise needs to inflict damage upon
// entities within a certain range. only damage ents that can clearly
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PhysCallbackDamage( this, dmgInfo, *pEvent, index );
}
//-----------------------------------------------------------------------------
// Purpose: this entity is exploding, or otherwise needs to inflict damage upon
// entities within a certain range. only damage ents that can clearly