530 lines
16 KiB
C++
530 lines
16 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Used to fire events based on the orientation of a given entity.
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//
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// Looks at its target's anglular velocity every frame and fires outputs
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// as the angular velocity passes a given threshold value.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "entityinput.h"
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#include "entityoutput.h"
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#include "eventqueue.h"
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#include "mathlib/mathlib.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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enum
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{
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AVELOCITY_SENSOR_NO_LAST_RESULT = -2
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};
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ConVar g_debug_angularsensor( "g_debug_angularsensor", "0", FCVAR_CHEAT );
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class CPointAngularVelocitySensor : public CPointEntity
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{
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DECLARE_CLASS( CPointAngularVelocitySensor, CPointEntity );
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public:
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CPointAngularVelocitySensor();
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void Activate(void);
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void Spawn(void);
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void Think(void);
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private:
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float SampleAngularVelocity(CBaseEntity *pEntity);
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int CompareToThreshold(CBaseEntity *pEntity, float flThreshold, bool bFireVelocityOutput);
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void FireCompareOutput(int nCompareResult, CBaseEntity *pActivator);
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void DrawDebugLines( void );
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// Input handlers
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void InputTest( inputdata_t &inputdata );
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void InputTestWithInterval( inputdata_t &inputdata );
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EHANDLE m_hTargetEntity; // Entity whose angles are being monitored.
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float m_flThreshold; // The threshold angular velocity that we are looking for.
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int m_nLastCompareResult; // The comparison result from our last measurement, expressed as -1, 0, or 1
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int m_nLastFireResult; // The last result for which we fire the output.
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float m_flFireTime;
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float m_flFireInterval;
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float m_flLastAngVelocity;
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QAngle m_lastOrientation;
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Vector m_vecAxis;
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bool m_bUseHelper;
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// Outputs
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COutputFloat m_AngularVelocity;
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// Compare the target's angular velocity to the threshold velocity and fire the appropriate output.
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// These outputs are filtered by m_flFireInterval to ignore excessive oscillations.
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COutputEvent m_OnLessThan;
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COutputEvent m_OnLessThanOrEqualTo;
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COutputEvent m_OnGreaterThan;
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COutputEvent m_OnGreaterThanOrEqualTo;
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COutputEvent m_OnEqualTo;
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS(point_angularvelocitysensor, CPointAngularVelocitySensor);
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BEGIN_DATADESC( CPointAngularVelocitySensor )
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// Fields
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DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
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DEFINE_KEYFIELD(m_flThreshold, FIELD_FLOAT, "threshold"),
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DEFINE_FIELD(m_nLastCompareResult, FIELD_INTEGER),
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DEFINE_FIELD( m_nLastFireResult, FIELD_INTEGER ),
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DEFINE_FIELD( m_flFireTime, FIELD_TIME ),
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DEFINE_KEYFIELD( m_flFireInterval, FIELD_FLOAT, "fireinterval" ),
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DEFINE_FIELD( m_flLastAngVelocity, FIELD_FLOAT ),
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DEFINE_FIELD( m_lastOrientation, FIELD_VECTOR ),
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// Inputs
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DEFINE_INPUTFUNC(FIELD_VOID, "Test", InputTest),
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DEFINE_INPUTFUNC(FIELD_VOID, "TestWithInterval", InputTestWithInterval),
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// Outputs
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DEFINE_OUTPUT(m_OnLessThan, "OnLessThan"),
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DEFINE_OUTPUT(m_OnLessThanOrEqualTo, "OnLessThanOrEqualTo"),
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DEFINE_OUTPUT(m_OnGreaterThan, "OnGreaterThan"),
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DEFINE_OUTPUT(m_OnGreaterThanOrEqualTo, "OnGreaterThanOrEqualTo"),
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DEFINE_OUTPUT(m_OnEqualTo, "OnEqualTo"),
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DEFINE_OUTPUT(m_AngularVelocity, "AngularVelocity"),
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DEFINE_KEYFIELD( m_vecAxis, FIELD_VECTOR, "axis" ),
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DEFINE_KEYFIELD( m_bUseHelper, FIELD_BOOLEAN, "usehelper" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: constructor provides default values
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//-----------------------------------------------------------------------------
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CPointAngularVelocitySensor::CPointAngularVelocitySensor()
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{
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m_flFireInterval = 0.2f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when spawning after parsing keyvalues.
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//-----------------------------------------------------------------------------
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void CPointAngularVelocitySensor::Spawn(void)
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{
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m_flThreshold = fabs(m_flThreshold);
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m_nLastFireResult = AVELOCITY_SENSOR_NO_LAST_RESULT;
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m_nLastCompareResult = AVELOCITY_SENSOR_NO_LAST_RESULT;
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// m_flFireInterval = 0.2;
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m_lastOrientation = vec3_angle;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called after all entities in the map have spawned.
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//-----------------------------------------------------------------------------
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void CPointAngularVelocitySensor::Activate(void)
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{
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BaseClass::Activate();
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m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
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if (m_hTargetEntity)
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{
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SetNextThink( gpGlobals->curtime );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draws magic lines...
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//-----------------------------------------------------------------------------
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void CPointAngularVelocitySensor::DrawDebugLines( void )
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{
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if ( m_hTargetEntity )
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{
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Vector vForward, vRight, vUp;
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AngleVectors( m_hTargetEntity->GetAbsAngles(), &vForward, &vRight, &vUp );
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NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vForward * 64, 255, 0, 0, false, 0 );
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NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vRight * 64, 0, 255, 0, false, 0 );
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NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vUp * 64, 0, 0, 255, false, 0 );
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}
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if ( m_bUseHelper == true )
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{
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QAngle Angles;
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Vector vAxisForward, vAxisRight, vAxisUp;
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Vector vLine = m_vecAxis - GetAbsOrigin();
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VectorNormalize( vLine );
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VectorAngles( vLine, Angles );
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AngleVectors( Angles, &vAxisForward, &vAxisRight, &vAxisUp );
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NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vAxisForward * 64, 255, 0, 0, false, 0 );
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NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vAxisRight * 64, 0, 255, 0, false, 0 );
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NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vAxisUp * 64, 0, 0, 255, false, 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the magnitude of the entity's angular velocity.
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//-----------------------------------------------------------------------------
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float CPointAngularVelocitySensor::SampleAngularVelocity(CBaseEntity *pEntity)
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{
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if (pEntity->GetMoveType() == MOVETYPE_VPHYSICS)
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{
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IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
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if (pPhys != NULL)
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{
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Vector vecVelocity;
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AngularImpulse vecAngVelocity;
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pPhys->GetVelocity(&vecVelocity, &vecAngVelocity);
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QAngle angles;
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pPhys->GetPosition( NULL, &angles );
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float dt = gpGlobals->curtime - GetLastThink();
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if ( dt == 0 )
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dt = 0.1;
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// HACKHACK: We don't expect a real 'delta' orientation here, just enough of an error estimate to tell if this thing
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// is trying to move, but failing.
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QAngle delta = angles - m_lastOrientation;
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if ( ( delta.Length() / dt ) < ( vecAngVelocity.Length() * 0.01 ) )
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{
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return 0.0f;
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}
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m_lastOrientation = angles;
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if ( m_bUseHelper == false )
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{
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return vecAngVelocity.Length();
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}
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else
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{
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Vector vLine = m_vecAxis - GetAbsOrigin();
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VectorNormalize( vLine );
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Vector vecWorldAngVelocity;
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pPhys->LocalToWorldVector( &vecWorldAngVelocity, vecAngVelocity );
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float flDot = DotProduct( vecWorldAngVelocity, vLine );
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return flDot;
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}
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}
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}
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else
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{
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QAngle vecAngVel = pEntity->GetLocalAngularVelocity();
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float flMax = MAX(fabs(vecAngVel[PITCH]), fabs(vecAngVel[YAW]));
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return MAX(flMax, fabs(vecAngVel[ROLL]));
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Compares the given entity's angular velocity to the threshold velocity.
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// Input : pEntity - Entity whose angular velocity is being measured.
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// flThreshold -
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// Output : Returns -1 if less than, 0 if equal to, or 1 if greater than the threshold.
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//-----------------------------------------------------------------------------
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int CPointAngularVelocitySensor::CompareToThreshold(CBaseEntity *pEntity, float flThreshold, bool bFireVelocityOutput)
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{
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if (pEntity == NULL)
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{
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return 0;
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}
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float flAngVelocity = SampleAngularVelocity(pEntity);
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if ( g_debug_angularsensor.GetBool() )
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{
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DrawDebugLines();
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}
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if (bFireVelocityOutput && (flAngVelocity != m_flLastAngVelocity))
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{
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m_AngularVelocity.Set(flAngVelocity, pEntity, this);
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m_flLastAngVelocity = flAngVelocity;
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}
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if (flAngVelocity > flThreshold)
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{
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return 1;
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}
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if (flAngVelocity == flThreshold)
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{
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return 0;
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Called every frame to sense the angular velocity of the target entity.
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// Output is filtered by m_flFireInterval to ignore excessive oscillations.
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//-----------------------------------------------------------------------------
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void CPointAngularVelocitySensor::Think(void)
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{
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if (m_hTargetEntity != NULL)
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{
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//
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// Check to see if the measure entity's angular velocity has been within
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// tolerance of the threshold for the given period of time.
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//
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int nCompare = CompareToThreshold(m_hTargetEntity, m_flThreshold, true);
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if (nCompare != m_nLastCompareResult)
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{
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// If we've oscillated back to where we last fired the output, don't
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// fire the same output again.
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if (nCompare == m_nLastFireResult)
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{
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m_flFireTime = 0;
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}
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else if (m_nLastCompareResult != AVELOCITY_SENSOR_NO_LAST_RESULT)
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{
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//
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// The value has changed -- reset the timer. We'll fire the output if
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// it stays at this value until the interval expires.
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//
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m_flFireTime = gpGlobals->curtime + m_flFireInterval;
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}
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m_nLastCompareResult = nCompare;
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}
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else if ((m_flFireTime != 0) && (gpGlobals->curtime >= m_flFireTime))
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{
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//
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// The compare result has held steady long enough -- time to
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// fire the output.
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//
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FireCompareOutput(nCompare, this);
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m_nLastFireResult = nCompare;
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m_flFireTime = 0;
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}
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SetNextThink( gpGlobals->curtime );
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}
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}
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//-----------------------------------------------------------------------------
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// Fires the output after the fire interval if the velocity is stable.
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//-----------------------------------------------------------------------------
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void CPointAngularVelocitySensor::InputTestWithInterval( inputdata_t &inputdata )
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{
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if (m_hTargetEntity != NULL)
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{
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m_flFireTime = gpGlobals->curtime + m_flFireInterval;
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m_nLastFireResult = AVELOCITY_SENSOR_NO_LAST_RESULT;
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m_nLastCompareResult = CompareToThreshold(m_hTargetEntity, m_flThreshold, true);
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SetNextThink( gpGlobals->curtime );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for forcing an instantaneous test of the condition.
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//-----------------------------------------------------------------------------
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void CPointAngularVelocitySensor::InputTest( inputdata_t &inputdata )
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{
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int nCompareResult = CompareToThreshold(m_hTargetEntity, m_flThreshold, false);
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FireCompareOutput(nCompareResult, inputdata.pActivator);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fires the appropriate output based on the given comparison result.
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// Input : nCompareResult -
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// pActivator -
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//-----------------------------------------------------------------------------
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void CPointAngularVelocitySensor::FireCompareOutput( int nCompareResult, CBaseEntity *pActivator )
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{
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if (nCompareResult == -1)
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{
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m_OnLessThan.FireOutput(pActivator, this);
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m_OnLessThanOrEqualTo.FireOutput(pActivator, this);
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}
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else if (nCompareResult == 1)
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{
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m_OnGreaterThan.FireOutput(pActivator, this);
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m_OnGreaterThanOrEqualTo.FireOutput(pActivator, this);
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}
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else
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{
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m_OnEqualTo.FireOutput(pActivator, this);
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m_OnLessThanOrEqualTo.FireOutput(pActivator, this);
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m_OnGreaterThanOrEqualTo.FireOutput(pActivator, this);
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}
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}
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// ============================================================================
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//
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// Simple velocity sensor
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//
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// ============================================================================
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class CPointVelocitySensor : public CPointEntity
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{
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DECLARE_CLASS( CPointVelocitySensor, CPointEntity );
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public:
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void Spawn();
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void Activate( void );
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void Think( void );
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private:
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void SampleVelocity( void );
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EHANDLE m_hTargetEntity; // Entity whose angles are being monitored.
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Vector m_vecAxis; // Axis along which to measure the speed.
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bool m_bEnabled; // Whether we're measuring or not
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// Outputs
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float m_fPrevVelocity; // stores velocity from last frame, so we only write the output if it has changed
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COutputFloat m_Velocity;
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( point_velocitysensor, CPointVelocitySensor );
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BEGIN_DATADESC( CPointVelocitySensor )
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// Fields
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DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_vecAxis, FIELD_VECTOR, "axis" ),
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DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "enabled" ),
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DEFINE_FIELD( m_fPrevVelocity, FIELD_FLOAT ),
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// Outputs
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DEFINE_OUTPUT( m_Velocity, "Velocity" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CPointVelocitySensor::Spawn()
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{
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Vector vLine = m_vecAxis - GetAbsOrigin();
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VectorNormalize( vLine );
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m_vecAxis = vLine;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointVelocitySensor::Activate( void )
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{
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BaseClass::Activate();
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m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
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if ( m_bEnabled && m_hTargetEntity )
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{
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SetNextThink( gpGlobals->curtime );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointVelocitySensor::InputEnable( inputdata_t &inputdata )
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{
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// Don't interrupt us if we're already enabled
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if ( m_bEnabled )
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return;
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m_bEnabled = true;
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if ( m_hTargetEntity )
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{
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SetNextThink( gpGlobals->curtime );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointVelocitySensor::InputDisable( inputdata_t &inputdata )
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{
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m_bEnabled = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame
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//-----------------------------------------------------------------------------
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void CPointVelocitySensor::Think( void )
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{
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if ( m_hTargetEntity != NULL && m_bEnabled )
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{
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SampleVelocity();
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SetNextThink( gpGlobals->curtime );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the magnitude of the entity's angular velocity.
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//-----------------------------------------------------------------------------
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void CPointVelocitySensor::SampleVelocity( void )
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{
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if ( m_hTargetEntity == NULL )
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return;
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Vector vecVelocity;
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if ( m_hTargetEntity->GetMoveType() == MOVETYPE_VPHYSICS )
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{
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IPhysicsObject *pPhys = m_hTargetEntity->VPhysicsGetObject();
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if ( pPhys != NULL )
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{
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pPhys->GetVelocity( &vecVelocity, NULL );
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}
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}
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else
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{
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vecVelocity = m_hTargetEntity->GetAbsVelocity();
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}
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/*
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float flSpeed = VectorNormalize( vecVelocity );
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float flDot = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;
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*/
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// We want the component of the velocity vector in the direction of the axis, which since the
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// axis is normalized is simply their dot product (eg V . A = |V|*|A|*cos(theta) )
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m_fPrevVelocity = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;
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// if it's changed since the last frame, poke the output
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if ( m_fPrevVelocity != m_Velocity.Get() )
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{
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m_Velocity.Set( m_fPrevVelocity, NULL, NULL );
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}
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}
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