355 lines
8.8 KiB
C++
355 lines
8.8 KiB
C++
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "simple_physics.h"
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#include "mathlib/vmatrix.h"
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#include "beamdraw.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class C_Hairball : public C_BaseEntity
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{
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DECLARE_CLASS( C_Hairball, C_BaseEntity );
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private:
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class CHairballDelegate : public CSimplePhysics::IHelper
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{
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public:
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virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel );
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virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes );
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C_Hairball *m_pParent;
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};
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public:
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C_Hairball();
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void Init();
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// IClientThinkable.
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public:
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virtual void ClientThink();
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// IClientRenderable.
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public:
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virtual int DrawModel( int flags, const RenderableInstance_t &instance );
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virtual RenderableTranslucencyType_t ComputeTranslucencyType();
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public:
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float m_flSphereRadius;
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int m_nHairs;
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int m_nNodesPerHair;
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float m_flSpringDist; // = hair length / (m_nNodesPerHair-1)
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CUtlVector<CSimplePhysics::CNode> m_Nodes; // This is m_nHairs * m_nNodesPerHair large.
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CUtlVector<Vector> m_HairPositions; // Untransformed base hair positions, distributed on the sphere.
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CUtlVector<Vector> m_TransformedHairPositions; // Transformed base hair positions, distributed on the sphere.
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CHairballDelegate m_Delegate;
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CSimplePhysics m_Physics;
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IMaterial *m_pMaterial;
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// Super sophisticated AI.
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float m_flSitStillTime;
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Vector m_vMoveDir;
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float m_flSpinDuration;
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float m_flCurSpinTime;
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float m_flSpinRateX, m_flSpinRateY;
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bool m_bFirstThink;
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};
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void C_Hairball::CHairballDelegate::GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel )
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{
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pAccel->Init( 0, 0, -1500 );
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}
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void C_Hairball::CHairballDelegate::ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes )
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{
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int nSegments = m_pParent->m_nNodesPerHair - 1;
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float flSpringDistSqr = m_pParent->m_flSpringDist * m_pParent->m_flSpringDist;
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static int nIterations = 1;
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for( int iIteration=0; iIteration < nIterations; iIteration++ )
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{
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for ( int iHair=0; iHair < m_pParent->m_nHairs; iHair++ )
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{
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CSimplePhysics::CNode *pBase = &pNodes[iHair * m_pParent->m_nNodesPerHair];
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for( int i=0; i < nSegments; i++ )
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{
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Vector &vNode1 = pBase[i].m_vPos;
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Vector &vNode2 = pBase[i+1].m_vPos;
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Vector vTo = vNode1 - vNode2;
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float flDistSqr = vTo.LengthSqr();
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if( flDistSqr > flSpringDistSqr )
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{
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float flDist = (float)sqrt( flDistSqr );
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vTo *= 1 - (m_pParent->m_flSpringDist / flDist);
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vNode1 -= vTo * 0.5f;
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vNode2 += vTo * 0.5f;
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}
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}
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// Lock the base of each hair to the right spot.
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pBase->m_vPos = m_pParent->m_TransformedHairPositions[iHair];
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}
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}
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}
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C_Hairball::C_Hairball()
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{
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m_nHairs = 100;
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m_nNodesPerHair = 3;
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float flHairLength = 20;
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m_flSpringDist = flHairLength / (m_nNodesPerHair - 1);
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m_Nodes.SetSize( m_nHairs * m_nNodesPerHair );
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m_HairPositions.SetSize( m_nHairs );
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m_TransformedHairPositions.SetSize( m_nHairs );
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m_flSphereRadius = 20;
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m_vMoveDir.Init();
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m_flSpinDuration = 1;
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m_flCurSpinTime = 0;
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m_flSpinRateX = m_flSpinRateY = 0;
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// Distribute on the sphere (need a better random distribution for the sphere).
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for ( int i=0; i < m_HairPositions.Count(); i++ )
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{
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float theta = RandomFloat( -M_PI, M_PI );
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float phi = RandomFloat( -M_PI/2, M_PI/2 );
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float cosPhi = cos( phi );
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m_HairPositions[i].Init(
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cos(theta) * cosPhi * m_flSphereRadius,
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sin(theta) * cosPhi * m_flSphereRadius,
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sin(phi) * m_flSphereRadius );
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}
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m_Delegate.m_pParent = this;
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m_Physics.Init( 1.0 / 20 ); // NOTE: PLAY WITH THIS FOR EFFICIENCY
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m_pMaterial = NULL;
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m_bFirstThink = true;
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}
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void C_Hairball::Init()
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{
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ClientEntityList().AddNonNetworkableEntity( this );
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ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
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AddToLeafSystem( false );
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m_pMaterial = materials->FindMaterial( "cable/cable", TEXTURE_GROUP_OTHER );
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m_flSitStillTime = 5;
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}
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void C_Hairball::ClientThink()
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{
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// Do some AI-type stuff.. move the entity around.
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//C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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//m_vecAngles = SetAbsAngles( pPlayer->GetAbsAngles() ); // copy player angles.
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Assert( !GetMoveParent() );
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// Sophisticated AI.
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m_flCurSpinTime += gpGlobals->frametime;
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if ( m_flCurSpinTime < m_flSpinDuration )
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{
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float div = m_flCurSpinTime / m_flSpinDuration;
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QAngle angles = GetLocalAngles();
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angles.x += m_flSpinRateX * SmoothCurve( div );
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angles.y += m_flSpinRateY * SmoothCurve( div );
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SetLocalAngles( angles );
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}
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else
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{
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// Flip between stopped and starting.
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if ( fabs( m_flSpinRateX ) > 0.01f )
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{
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m_flSpinRateX = m_flSpinRateY = 0;
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m_flSpinDuration = RandomFloat( 1, 2 );
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}
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else
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{
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static float flXSpeed = 3;
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static float flYSpeed = flXSpeed * 0.1f;
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m_flSpinRateX = RandomFloat( -M_PI*flXSpeed, M_PI*flXSpeed );
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m_flSpinRateY = RandomFloat( -M_PI*flYSpeed, M_PI*flYSpeed );
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m_flSpinDuration = RandomFloat( 1, 4 );
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}
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m_flCurSpinTime = 0;
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}
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if ( m_flSitStillTime > 0 )
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{
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m_flSitStillTime -= gpGlobals->frametime;
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if ( m_flSitStillTime <= 0 )
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{
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// Shoot out some random lines and find the longest one.
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m_vMoveDir.Init( 1, 0, 0 );
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float flLongestFraction = 0;
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for ( int i=0; i < 15; i++ )
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{
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Vector vDir( RandomFloat( -1, 1 ), RandomFloat( -1, 1 ), RandomFloat( -1, 1 ) );
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VectorNormalize( vDir );
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trace_t trace;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vDir * 10000, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &trace );
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if ( trace.fraction != 1.0 )
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{
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if ( trace.fraction > flLongestFraction )
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{
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flLongestFraction = trace.fraction;
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m_vMoveDir = vDir;
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}
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}
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}
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m_vMoveDir *= 650; // set speed.
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m_flSitStillTime = -1; // Move in this direction..
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}
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}
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else
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{
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// Move in the specified direction.
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Vector vEnd = GetAbsOrigin() + m_vMoveDir * gpGlobals->frametime;
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trace_t trace;
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UTIL_TraceLine( GetAbsOrigin(), vEnd, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &trace );
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if ( trace.fraction < 1 )
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{
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// Ok, stop moving.
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m_flSitStillTime = RandomFloat( 1, 3 );
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}
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else
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{
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SetLocalOrigin( GetLocalOrigin() + m_vMoveDir * gpGlobals->frametime );
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}
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}
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// Transform the base hair positions so we can lock them down.
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VMatrix mTransform;
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mTransform.SetupMatrixOrgAngles( GetLocalOrigin(), GetLocalAngles() );
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for ( int i=0; i < m_HairPositions.Count(); i++ )
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{
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Vector3DMultiplyPosition( mTransform, m_HairPositions[i], m_TransformedHairPositions[i] );
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}
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if ( m_bFirstThink )
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{
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m_bFirstThink = false;
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for ( int i=0; i < m_HairPositions.Count(); i++ )
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{
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for ( int j=0; j < m_nNodesPerHair; j++ )
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{
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m_Nodes[i*m_nNodesPerHair+j].Init( m_TransformedHairPositions[i] );
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}
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}
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}
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// Simulate the physics and apply constraints.
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m_Physics.Simulate( m_Nodes.Base(), m_Nodes.Count(), &m_Delegate, gpGlobals->frametime, 0.98 );
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}
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RenderableTranslucencyType_t C_Hairball::ComputeTranslucencyType()
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{
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return ( m_pMaterial && m_pMaterial->IsTranslucent() ) ? RENDERABLE_IS_TRANSLUCENT : RENDERABLE_IS_OPAQUE;
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}
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int C_Hairball::DrawModel( int flags, const RenderableInstance_t &instance )
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{
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if ( !m_pMaterial )
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return 0;
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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for ( int iHair=0; iHair < m_nHairs; iHair++ )
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{
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CSimplePhysics::CNode *pBase = &m_Nodes[iHair * m_nNodesPerHair];
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CBeamSegDraw beamDraw;
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beamDraw.Start( pRenderContext, m_nNodesPerHair-1, m_pMaterial );
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for ( int i=0; i < m_nNodesPerHair; i++ )
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{
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BeamSeg_t seg;
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seg.m_vPos = pBase[i].m_vPredicted;
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seg.m_color.r = seg.m_color.g = seg.m_color.b = seg.m_color.a = 0;
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seg.m_flTexCoord = 0;
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static float flHairWidth = 1;
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seg.m_flWidth = flHairWidth;
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beamDraw.NextSeg( &seg );
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}
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beamDraw.End();
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}
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return 1;
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}
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void CreateHairballCallback()
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{
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for ( int i=0; i < 20; i++ )
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{
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C_Hairball *pHairball = new C_Hairball;
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pHairball->Init();
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// Put it a short distance in front of the player.
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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Vector vForward;
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AngleVectors( pPlayer->GetAbsAngles(), &vForward );
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pHairball->SetLocalOrigin( pPlayer->GetAbsOrigin() + vForward * 300 + RandomVector( 0, 100 ) );
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}
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}
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ConCommand cc_CreateHairball( "CreateHairball", CreateHairballCallback, 0, FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT );
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