563 lines
17 KiB
C++
563 lines
17 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 angles every frame and fires an output if its
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// target's forward vector points at a specified lookat entity for more
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// than a specified length of time.
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//
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// It also fires an output whenever the target's angles change.
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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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#define SF_USE_TARGET_FACING (1<<0) // Use the target entity's direction instead of position
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class CPointAngleSensor : public CPointEntity
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{
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DECLARE_CLASS(CPointAngleSensor, CPointEntity);
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public:
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bool KeyValue(const char *szKeyName, const char *szValue);
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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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int DrawDebugTextOverlays(void);
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protected:
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void Enable();
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void Disable();
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// Input handlers
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void InputEnable(inputdata_t &inputdata);
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void InputDisable(inputdata_t &inputdata);
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void InputToggle(inputdata_t &inputdata);
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void InputTest(inputdata_t &inputdata);
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void InputSetTargetEntity(inputdata_t &inputdata);
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bool IsFacingWithinTolerance(CBaseEntity *pEntity, CBaseEntity *pTarget, float flTolerance, float *pflDot = NULL);
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bool m_bDisabled; // When disabled, we do not think or fire outputs.
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string_t m_nLookAtName; // Name of the entity that the target must point at to fire the OnTrue output.
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EHANDLE m_hTargetEntity; // Entity whose angles are being monitored.
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EHANDLE m_hLookAtEntity; // Entity that the target must look at to fire the OnTrue output.
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float m_flDuration; // Time in seconds for which the entity must point at the target.
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float m_flDotTolerance; // Degrees of error allowed to satisfy the condition, expressed as a dot product.
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float m_flFacingTime; // The time at which the target entity pointed at the lookat entity.
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bool m_bFired; // Latches the output so it only fires once per true.
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// Outputs
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COutputEvent m_OnFacingLookat; // Fired when the target points at the lookat entity.
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COutputEvent m_OnNotFacingLookat; // Fired in response to a Test input if the target is not looking at the lookat entity.
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COutputVector m_TargetDir;
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COutputFloat m_FacingPercentage; // Normalize value representing how close the entity is to facing directly at the target
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS(point_anglesensor, CPointAngleSensor);
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BEGIN_DATADESC(CPointAngleSensor)
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// Keys
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DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
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DEFINE_KEYFIELD(m_nLookAtName, FIELD_STRING, "lookatname"),
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DEFINE_FIELD(m_hTargetEntity, FIELD_EHANDLE),
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DEFINE_FIELD(m_hLookAtEntity, FIELD_EHANDLE),
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DEFINE_KEYFIELD(m_flDuration, FIELD_FLOAT, "duration"),
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DEFINE_FIELD(m_flDotTolerance, FIELD_FLOAT),
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DEFINE_FIELD(m_flFacingTime, FIELD_TIME),
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DEFINE_FIELD(m_bFired, FIELD_BOOLEAN),
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// Outputs
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DEFINE_OUTPUT(m_OnFacingLookat, "OnFacingLookat"),
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DEFINE_OUTPUT(m_OnNotFacingLookat, "OnNotFacingLookat"),
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DEFINE_OUTPUT(m_TargetDir, "TargetDir"),
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DEFINE_OUTPUT(m_FacingPercentage, "FacingPercentage"),
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// Inputs
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DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
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DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
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DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle),
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DEFINE_INPUTFUNC(FIELD_VOID, "Test", InputTest),
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DEFINE_INPUTFUNC(FIELD_STRING, "SetTargetEntity", InputSetTargetEntity),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Handles keyvalues that require special processing.
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// Output : Returns true if handled, false if not.
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//-----------------------------------------------------------------------------
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bool CPointAngleSensor::KeyValue(const char *szKeyName, const char *szValue)
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{
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if (FStrEq(szKeyName, "tolerance"))
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{
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float flTolerance = atof(szValue);
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m_flDotTolerance = cos(DEG2RAD(flTolerance));
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}
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else
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{
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return(BaseClass::KeyValue(szKeyName, szValue));
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}
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return(true);
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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 CPointAngleSensor::Spawn(void)
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{
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called after all entities have spawned on new map or savegame load.
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//-----------------------------------------------------------------------------
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void CPointAngleSensor::Activate(void)
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{
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BaseClass::Activate();
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if (!m_hTargetEntity)
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{
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m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
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}
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if (!m_hLookAtEntity && (m_nLookAtName != NULL_STRING))
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{
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m_hLookAtEntity = gEntList.FindEntityByName( NULL, m_nLookAtName );
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if (!m_hLookAtEntity)
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{
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DevMsg(1, "Angle sensor '%s' could not find look at entity '%s'.\n", GetDebugName(), STRING(m_nLookAtName));
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}
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}
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// It's okay to not have a look at entity, it just means we measure and output the angles
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// of the target entity without testing them against the look at entity.
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if (!m_bDisabled && 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: Determines if one entity is facing within a given tolerance of another
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// Input : pEntity -
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// pTarget -
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// flTolerance -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CPointAngleSensor::IsFacingWithinTolerance(CBaseEntity *pEntity, CBaseEntity *pTarget, float flTolerance, float *pflDot)
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{
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if (pflDot)
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{
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*pflDot = 0;
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}
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if ((pEntity == NULL) || (pTarget == NULL))
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{
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return(false);
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}
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Vector forward;
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pEntity->GetVectors(&forward, NULL, NULL);
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Vector dir;
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// Use either our position relative to the target, or the target's raw facing
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if ( HasSpawnFlags( SF_USE_TARGET_FACING ) )
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{
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pTarget->GetVectors(&dir, NULL, NULL);
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}
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else
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{
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dir = pTarget->GetAbsOrigin() - pEntity->GetAbsOrigin();
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VectorNormalize(dir);
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}
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//
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// Larger dot product corresponds to a smaller angle.
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//
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float flDot = dir.Dot(forward);
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if (pflDot)
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{
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*pflDot = flDot;
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}
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if (flDot >= m_flDotTolerance)
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{
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return(true);
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}
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return(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 CPointAngleSensor::Think(void)
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{
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if (m_hTargetEntity != NULL)
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{
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Vector forward;
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m_hTargetEntity->GetVectors(&forward, NULL, NULL);
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m_TargetDir.Set(forward, this, this);
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if (m_hLookAtEntity != NULL)
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{
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//
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// Check to see if the measure entity's forward vector has been within
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// given tolerance of the target entity for the given period of time.
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//
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float flDot;
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if (IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance, &flDot ))
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{
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if (!m_bFired)
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{
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if (!m_flFacingTime)
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{
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m_flFacingTime = gpGlobals->curtime;
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}
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if (gpGlobals->curtime >= m_flFacingTime + m_flDuration)
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{
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m_OnFacingLookat.FireOutput(this, this);
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m_bFired = true;
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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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// Reset the fired state
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if ( m_bFired )
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{
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m_bFired = false;
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}
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// Always reset the time when we've lost our facing
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m_flFacingTime = 0;
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}
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// Output the angle range we're in
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float flPerc = RemapValClamped( flDot, 1.0f, m_flDotTolerance, 1.0f, 0.0f );
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m_FacingPercentage.Set( flPerc, this, this );
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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: Input handler for forcing an instantaneous test of the condition.
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//-----------------------------------------------------------------------------
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void CPointAngleSensor::InputTest(inputdata_t &inputdata)
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{
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if (IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance))
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{
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m_OnFacingLookat.FireOutput(inputdata.pActivator, this);
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}
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else
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{
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m_OnNotFacingLookat.FireOutput(inputdata.pActivator, this);
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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 CPointAngleSensor::InputSetTargetEntity(inputdata_t &inputdata)
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{
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if ((inputdata.value.String() == NULL) || (inputdata.value.StringID() == NULL_STRING) || (inputdata.value.String()[0] == '\0'))
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{
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m_target = NULL_STRING;
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m_hTargetEntity = NULL;
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SetNextThink( TICK_NEVER_THINK );
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}
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else
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{
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m_target = AllocPooledString(inputdata.value.String());
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m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target, NULL, inputdata.pActivator, inputdata.pCaller );
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if (!m_bDisabled && 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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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointAngleSensor::InputEnable(inputdata_t &inputdata)
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{
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Enable();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointAngleSensor::InputDisable(inputdata_t &inputdata)
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{
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Disable();
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}
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//-----------------------------------------------------------------------------
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// Purpose: I like separators between my functions.
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//-----------------------------------------------------------------------------
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void CPointAngleSensor::InputToggle(inputdata_t &inputdata)
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{
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if (m_bDisabled)
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{
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Enable();
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}
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else
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{
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Disable();
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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 CPointAngleSensor::Enable()
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{
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m_bDisabled = false;
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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 CPointAngleSensor::Disable()
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{
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m_bDisabled = true;
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SetNextThink(TICK_NEVER_THINK);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPointAngleSensor::DrawDebugTextOverlays(void)
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{
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int nOffset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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float flDot;
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bool bFacing = IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance, &flDot);
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char tempstr[512];
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Q_snprintf(tempstr, sizeof(tempstr), "delta ang (dot) : %.2f (%f)", RAD2DEG(acos(flDot)), flDot);
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EntityText( nOffset, tempstr, 0);
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nOffset++;
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Q_snprintf(tempstr, sizeof(tempstr), "tolerance ang (dot): %.2f (%f)", RAD2DEG(acos(m_flDotTolerance)), m_flDotTolerance);
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EntityText( nOffset, tempstr, 0);
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nOffset++;
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Q_snprintf(tempstr, sizeof(tempstr), "facing: %s", bFacing ? "yes" : "no");
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EntityText( nOffset, tempstr, 0);
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nOffset++;
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}
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return nOffset;
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}
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// ====================================================================
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// Proximity sensor
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// ====================================================================
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#define SF_PROXIMITY_TEST_AGAINST_AXIS (1<<0)
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class CPointProximitySensor : public CPointEntity
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{
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DECLARE_CLASS( CPointProximitySensor, CPointEntity );
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public:
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virtual void Activate( void );
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protected:
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void Think( void );
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void Enable( void );
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void Disable( void );
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// Input handlers
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void InputEnable(inputdata_t &inputdata);
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void InputDisable(inputdata_t &inputdata);
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void InputToggle(inputdata_t &inputdata);
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void InputSetTargetEntity(inputdata_t &inputdata);
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private:
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bool m_bDisabled; // When disabled, we do not think or fire outputs.
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EHANDLE m_hTargetEntity; // Entity whose angles are being monitored.
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COutputFloat m_Distance;
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( point_proximity_sensor, CPointProximitySensor );
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BEGIN_DATADESC( CPointProximitySensor )
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// Keys
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
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// Outputs
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DEFINE_OUTPUT( m_Distance, "Distance"),
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// Inputs
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DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
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DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
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DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle),
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DEFINE_INPUTFUNC(FIELD_STRING, "SetTargetEntity", InputSetTargetEntity),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Called after all entities have spawned on new map or savegame load.
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//-----------------------------------------------------------------------------
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void CPointProximitySensor::Activate( void )
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{
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BaseClass::Activate();
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if ( m_hTargetEntity == NULL )
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{
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m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
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}
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if ( m_bDisabled == false && m_hTargetEntity != NULL )
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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 CPointProximitySensor::InputSetTargetEntity(inputdata_t &inputdata)
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{
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if ((inputdata.value.String() == NULL) || (inputdata.value.StringID() == NULL_STRING) || (inputdata.value.String()[0] == '\0'))
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{
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m_target = NULL_STRING;
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m_hTargetEntity = NULL;
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SetNextThink( TICK_NEVER_THINK );
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}
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else
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{
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m_target = AllocPooledString(inputdata.value.String());
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m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target, NULL, inputdata.pActivator, inputdata.pCaller );
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if (!m_bDisabled && 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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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointProximitySensor::InputEnable( inputdata_t &inputdata )
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{
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Enable();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointProximitySensor::InputDisable( inputdata_t &inputdata )
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{
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Disable();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointProximitySensor::InputToggle( inputdata_t &inputdata )
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{
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if ( m_bDisabled )
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{
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Enable();
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}
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else
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{
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Disable();
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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 CPointProximitySensor::Enable( void )
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{
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m_bDisabled = false;
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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 CPointProximitySensor::Disable( void )
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{
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m_bDisabled = true;
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SetNextThink( TICK_NEVER_THINK );
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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 CPointProximitySensor::Think( void )
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{
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if ( m_hTargetEntity != NULL )
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{
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Vector vecTestDir = ( m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin() );
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float flDist = VectorNormalize( vecTestDir );
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// If we're only interested in the distance along a vector, modify the length the accomodate that
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if ( HasSpawnFlags( SF_PROXIMITY_TEST_AGAINST_AXIS ) )
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{
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Vector vecDir;
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GetVectors( &vecDir, NULL, NULL );
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float flDot = DotProduct( vecTestDir, vecDir );
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flDist *= fabs( flDot );
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}
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m_Distance.Set( flDist, this, this );
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SetNextThink( gpGlobals->curtime );
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}
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}
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