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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "model_types.h"
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#include "vcollide.h"
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#include "vcollide_parse.h"
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#include "solidsetdefaults.h"
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#include "c_basetfplayer.h"
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#include "bone_setup.h"
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#include "engine/ivmodelinfo.h"
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CPhysCollide *PhysCreateBbox( const Vector &mins, const Vector &maxs );
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extern CSolidSetDefaults g_SolidSetup;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_RagdollShadow : public C_BaseAnimating
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{
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DECLARE_CLASS( C_RagdollShadow, C_BaseAnimating );
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public:
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DECLARE_CLIENTCLASS();
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C_RagdollShadow( void );
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~C_RagdollShadow( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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virtual int DrawModel( int flags );
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public:
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IPhysicsObject *VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation );
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void VPhysicsSetObject( IPhysicsObject *pPhysics );
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void VPhysicsDestroyObject( void );
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int m_nPlayer;
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EHANDLE m_hPlayer;
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IPhysicsObject *m_pPhysicsObject;
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IPhysicsSpring *m_pSpring;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_RagdollShadow, DT_RagdollShadow, CRagdollShadow )
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RecvPropInt( RECVINFO( m_nPlayer ) ),
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END_RECV_TABLE()
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C_RagdollShadow::C_RagdollShadow( void )
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{
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m_nPlayer = -1;
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m_hPlayer = NULL;
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m_pPhysicsObject = NULL;
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m_pSpring = NULL;
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}
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C_RagdollShadow::~C_RagdollShadow( void )
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{
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VPhysicsDestroyObject();
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delete m_pSpring;
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}
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void C_RagdollShadow::VPhysicsDestroyObject( void )
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{
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if ( m_pPhysicsObject )
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{
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physenv->DestroyObject( m_pPhysicsObject );
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m_pPhysicsObject = NULL;
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}
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}
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// Create a physics thingy based on an existing collision model
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IPhysicsObject *PhysModelCreateCustom( C_BaseEntity *pEntity, const CPhysCollide *pModel, const Vector &origin, const QAngle &angles, const char *props )
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{
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solid_t solid;
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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int surfaceProp = -1;
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if ( props && props[0] )
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{
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surfaceProp = physprops->GetSurfaceIndex( props );
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}
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solid.params.pGameData = static_cast<void *>(pEntity);
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IPhysicsObject *pObject = physenv->CreatePolyObject( pModel, surfaceProp, origin, angles, &solid.params );
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return pObject;
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}
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IPhysicsObject *PhysModelCreateRagdoll( C_BaseEntity *pEntity, int modelIndex, const Vector &origin, const QAngle &angles )
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{
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vcollide_t *pCollide = modelinfo->GetVCollide( modelIndex );
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if ( !pCollide )
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return NULL;
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solid_t solid;
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memset( &solid, 0, sizeof(solid) );
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solid.params = g_PhysDefaultObjectParams;
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IVPhysicsKeyParser *pParse = physcollision->VPhysicsKeyParserCreate( pCollide->pKeyValues );
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while ( !pParse->Finished() )
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{
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const char *pBlock = pParse->GetCurrentBlockName();
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if ( !strcmpi( pBlock, "solid" ) )
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{
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pParse->ParseSolid( &solid, &g_SolidSetup );
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break;
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}
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else
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{
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pParse->SkipBlock();
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}
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}
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physcollision->VPhysicsKeyParserDestroy( pParse );
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// collisions are off by default
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solid.params.enableCollisions = true;
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int surfaceProp = -1;
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if ( solid.surfaceprop[0] )
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{
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surfaceProp = physprops->GetSurfaceIndex( solid.surfaceprop );
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}
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solid.params.pGameData = static_cast<void *>(pEntity);
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solid.params.pName = "ragdoll_player";
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IPhysicsObject *pObject = physenv->CreatePolyObject( pCollide->solids[0], surfaceProp, origin, angles, &solid.params );
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//PhysCheckAdd( pObject, STRING(pEntity->m_iClassname) );
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return pObject;
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}
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void C_RagdollShadow::VPhysicsSetObject( IPhysicsObject *pPhysics )
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{
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if ( m_pPhysicsObject && pPhysics )
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{
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Warning( "C_RagdollShadow::Overwriting physics object!\n" );
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}
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m_pPhysicsObject = pPhysics;
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}
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// This creates a vphysics object with a shadow controller that follows the AI
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IPhysicsObject *C_RagdollShadow::VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation )
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{
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CStudioHdr *hdr = GetModelPtr();
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if ( !hdr )
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{
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return NULL;
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}
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// If this entity already has a physics object, then it should have been deleted prior to making this call.
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Assert(!m_pPhysicsObject);
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// make sure m_vecOrigin / m_vecAngles are correct
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const Vector &origin = GetAbsOrigin();
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QAngle angles = GetAbsAngles();
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IPhysicsObject *pPhysicsObject = NULL;
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if ( GetSolid() == SOLID_BBOX )
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{
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const char *pSurfaceProps = "flesh";
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if ( GetModelIndex() && modelinfo->GetModelType( GetModel() ) == mod_studio )
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{
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pSurfaceProps = Studio_GetDefaultSurfaceProps( hdr );
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}
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angles = vec3_angle;
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CPhysCollide *pCollide = PhysCreateBbox( WorldAlignMins(), WorldAlignMaxs() );
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if ( !pCollide )
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return NULL;
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pPhysicsObject = PhysModelCreateCustom( this, pCollide, origin, angles, pSurfaceProps );
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}
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else
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{
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pPhysicsObject = PhysModelCreateRagdoll( this, GetModelIndex(), origin, angles );
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}
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VPhysicsSetObject( pPhysicsObject );
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pPhysicsObject->SetShadow( 1e4, 1e4, allowPhysicsMovement, allowPhysicsRotation );
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pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
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// PhysAddShadow( this );
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return pPhysicsObject;
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}
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void C_RagdollShadow::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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// Has to happen *after* the client handle is set
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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bool bnewentity = (updateType == DATA_UPDATE_CREATED);
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if ( bnewentity && ( m_nPlayer != 0 ) )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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Assert( !m_pPhysicsObject );
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C_BaseEntity *pl = static_cast< C_BaseEntity * >( cl_entitylist->GetEnt( m_nPlayer ) );
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if ( pl )
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{
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m_hPlayer = pl;
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}
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m_pPhysicsObject = VPhysicsInitShadow( true, false );
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}
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if ( m_pPhysicsObject )
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{
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// Create the spring if we don't have one yet
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if ( !m_pSpring )
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{
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C_BaseTFPlayer *pl = static_cast< C_BaseTFPlayer * >( (C_BaseEntity *)m_hPlayer );
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if ( pl && pl->VPhysicsGetObject() )
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{
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springparams_t spring;
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spring.constant = 15000;
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spring.damping = 1.0;
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spring.naturalLength = 0.0f;
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spring.relativeDamping = 100.0f;
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VectorCopy( vec3_origin, spring.startPosition );
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VectorCopy( vec3_origin, spring.endPosition );
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spring.useLocalPositions = true;
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m_pSpring = physenv->CreateSpring( m_pPhysicsObject, pl->VPhysicsGetObject(), &spring );
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PhysDisableObjectCollisions( m_pPhysicsObject, pl->VPhysicsGetObject() );
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}
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}
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m_pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
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}
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}
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void C_RagdollShadow::ClientThink( void )
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{
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BaseClass::ClientThink();
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}
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int C_RagdollShadow::DrawModel( int flags )
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{
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// int drawn = BaseClass::DrawModel( flags );
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// return drawn;
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return 0;
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}
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