| 30 | } |
| 31 | |
| 32 | void CAmebaZone::Affect(SZoneObjectInfo* O) |
| 33 | { |
| 34 | CPhysicsShellHolder* pGameObject = smart_cast<CPhysicsShellHolder*>(O->object); |
| 35 | if (!pGameObject) |
| 36 | return; |
| 37 | |
| 38 | if (O->zone_ignore) |
| 39 | return; |
| 40 | |
| 41 | #ifdef DEBUG |
| 42 | char l_pow[255]; |
| 43 | sprintf_s(l_pow, "zone hit. %.1f", Power(distance_to_center(O->object))); |
| 44 | if (bDebug) |
| 45 | Msg("%s %s", *pGameObject->cName(), l_pow); |
| 46 | #endif |
| 47 | Fvector hit_dir; |
| 48 | hit_dir.set(::Random.randF(-.5f, .5f), ::Random.randF(.0f, 1.f), ::Random.randF(-.5f, .5f)); |
| 49 | hit_dir.normalize(); |
| 50 | |
| 51 | Fvector position_in_bone_space; |
| 52 | |
| 53 | float power = Power(distance_to_center(O->object)); |
| 54 | float impulse = m_fHitImpulseScale * power * pGameObject->GetMass(); |
| 55 | |
| 56 | //статистика по объекту |
| 57 | O->total_damage += power; |
| 58 | O->hit_num++; |
| 59 | |
| 60 | if (power > 0.01f) |
| 61 | { |
| 62 | m_dwDeltaTime = 0; |
| 63 | position_in_bone_space.set(0.f, 0.f, 0.f); |
| 64 | |
| 65 | CreateHit(pGameObject->ID(), ID(), hit_dir, power, 0, position_in_bone_space, impulse, m_eHitTypeBlowout); |
| 66 | |
| 67 | PlayHitParticles(pGameObject); |
| 68 | } |
| 69 | } |
| 70 | |
| 71 | void CAmebaZone::PhTune(dReal step) |
| 72 | { |