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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== monsters.cpp ========================================================
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Monster-related utility code
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "animation.h"
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#include "saverestore.h"
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TYPEDESCRIPTION CBaseAnimating::m_SaveData[] =
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{
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DEFINE_FIELD( CBaseMonster, m_flFrameRate, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseMonster, m_flGroundSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseMonster, m_flLastEventCheck, FIELD_TIME ),
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DEFINE_FIELD( CBaseMonster, m_fSequenceFinished, FIELD_BOOLEAN ),
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DEFINE_FIELD( CBaseMonster, m_fSequenceLoops, FIELD_BOOLEAN ),
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};
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IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay );
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//=========================================================
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// StudioFrameAdvance - advance the animation frame up to the current time
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// if an flInterval is passed in, only advance animation that number of seconds
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//=========================================================
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float CBaseAnimating :: StudioFrameAdvance ( float flInterval )
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{
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if (flInterval == 0.0)
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{
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flInterval = (gpGlobals->time - pev->animtime);
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if (flInterval <= 0.001)
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{
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pev->animtime = gpGlobals->time;
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return 0.0;
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}
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}
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if (! pev->animtime)
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flInterval = 0.0;
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pev->frame += flInterval * m_flFrameRate * pev->framerate;
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pev->animtime = gpGlobals->time;
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if (pev->frame < 0.0 || pev->frame >= 256.0)
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{
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if (m_fSequenceLoops)
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pev->frame -= (int)(pev->frame / 256.0) * 256.0;
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else
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pev->frame = (pev->frame < 0.0) ? 0 : 255;
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m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
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}
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return flInterval;
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}
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//=========================================================
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// LookupActivity
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//=========================================================
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int CBaseAnimating :: LookupActivity ( int activity )
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{
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ASSERT( activity != 0 );
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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return ::LookupActivity( pmodel, pev, activity );
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}
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//=========================================================
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// LookupActivityHeaviest
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//
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// Get activity with highest 'weight'
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//
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//=========================================================
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int CBaseAnimating :: LookupActivityHeaviest ( int activity )
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{
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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return ::LookupActivityHeaviest( pmodel, pev, activity );
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}
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//=========================================================
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//=========================================================
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int CBaseAnimating :: LookupSequence ( const char *label )
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{
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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return ::LookupSequence( pmodel, label );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating :: ResetSequenceInfo ( )
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{
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed );
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m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0);
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pev->animtime = gpGlobals->time;
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pev->framerate = 1.0;
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m_fSequenceFinished = FALSE;
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m_flLastEventCheck = gpGlobals->time;
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}
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//=========================================================
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//=========================================================
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BOOL CBaseAnimating :: GetSequenceFlags( )
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{
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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return ::GetSequenceFlags( pmodel, pev );
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}
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//=========================================================
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// DispatchAnimEvents
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//=========================================================
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void CBaseAnimating :: DispatchAnimEvents ( float flInterval )
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{
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MonsterEvent_t event;
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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if ( !pmodel )
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{
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ALERT( at_aiconsole, "Gibbed monster is thinking!\n" );
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return;
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}
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// FIXME: I have to do this or some events get missed, and this is probably causing the problem below
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flInterval = 0.1;
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// FIX: this still sometimes hits events twice
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float flStart = pev->frame + (m_flLastEventCheck - pev->animtime) * m_flFrameRate * pev->framerate;
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float flEnd = pev->frame + flInterval * m_flFrameRate * pev->framerate;
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m_flLastEventCheck = pev->animtime + flInterval;
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m_fSequenceFinished = FALSE;
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if (flEnd >= 256 || flEnd <= 0.0)
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m_fSequenceFinished = TRUE;
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int index = 0;
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while ( (index = GetAnimationEvent( pmodel, pev, &event, flStart, flEnd, index ) ) != 0 )
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{
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HandleAnimEvent( &event );
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}
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}
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//=========================================================
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//=========================================================
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float CBaseAnimating :: SetBoneController ( int iController, float flValue )
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{
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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return SetController( pmodel, pev, iController, flValue );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating :: InitBoneControllers ( void )
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{
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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SetController( pmodel, pev, 0, 0.0 );
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SetController( pmodel, pev, 1, 0.0 );
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SetController( pmodel, pev, 2, 0.0 );
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SetController( pmodel, pev, 3, 0.0 );
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}
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//=========================================================
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//=========================================================
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float CBaseAnimating :: SetBlending ( int iBlender, float flValue )
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{
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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return ::SetBlending( pmodel, pev, iBlender, flValue );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles )
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{
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GET_BONE_POSITION( ENT(pev), iBone, origin, angles );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles )
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{
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GET_ATTACHMENT( ENT(pev), iAttachment, origin, angles );
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}
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//=========================================================
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//=========================================================
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int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir )
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{
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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if (piDir == NULL)
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{
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int iDir;
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int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir );
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if (iDir != 1)
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return -1;
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else
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return sequence;
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}
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return ::FindTransition( pmodel, iEndingSequence, iGoalSequence, piDir );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval )
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{
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}
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void CBaseAnimating :: SetBodygroup( int iGroup, int iValue )
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{
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::SetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup, iValue );
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}
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int CBaseAnimating :: GetBodygroup( int iGroup )
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{
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return ::GetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup );
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}
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int CBaseAnimating :: ExtractBbox( int sequence, float *mins, float *maxs )
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{
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return ::ExtractBbox( GET_MODEL_PTR( ENT(pev) ), sequence, mins, maxs );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating :: SetSequenceBox( void )
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{
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Vector mins, maxs;
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// Get sequence bbox
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if ( ExtractBbox( pev->sequence, mins, maxs ) )
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{
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// expand box for rotation
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// find min / max for rotations
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float yaw = pev->angles.y * (M_PI / 180.0);
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Vector xvector, yvector;
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xvector.x = cos(yaw);
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xvector.y = sin(yaw);
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yvector.x = -sin(yaw);
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yvector.y = cos(yaw);
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Vector bounds[2];
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bounds[0] = mins;
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bounds[1] = maxs;
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Vector rmin( 9999, 9999, 9999 );
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Vector rmax( -9999, -9999, -9999 );
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Vector base, transformed;
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for (int i = 0; i <= 1; i++ )
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{
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base.x = bounds[i].x;
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for ( int j = 0; j <= 1; j++ )
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{
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base.y = bounds[j].y;
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for ( int k = 0; k <= 1; k++ )
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{
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base.z = bounds[k].z;
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// transform the point
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transformed.x = xvector.x*base.x + yvector.x*base.y;
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transformed.y = xvector.y*base.x + yvector.y*base.y;
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transformed.z = base.z;
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if (transformed.x < rmin.x)
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rmin.x = transformed.x;
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if (transformed.x > rmax.x)
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rmax.x = transformed.x;
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if (transformed.y < rmin.y)
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rmin.y = transformed.y;
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if (transformed.y > rmax.y)
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rmax.y = transformed.y;
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if (transformed.z < rmin.z)
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rmin.z = transformed.z;
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if (transformed.z > rmax.z)
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rmax.z = transformed.z;
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}
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}
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}
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rmin.z = 0;
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rmax.z = rmin.z + 1;
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UTIL_SetSize( pev, rmin, rmax );
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}
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}
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