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258 lines
8.2 KiB
258 lines
8.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This will measure the movement of a target entity and move
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// another entity to match the movement of the first.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "baseentity.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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//-----------------------------------------------------------------------------
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// This will measure the movement of a target entity and move
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// another entity to match the movement of the first.
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//-----------------------------------------------------------------------------
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class CLogicMeasureMovement : public CLogicalEntity
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CLogicMeasureMovement, CLogicalEntity );
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public:
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virtual void Activate();
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private:
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void SetMeasureTarget( const char *pName );
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void SetMeasureReference( const char *pName );
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void SetTarget( const char *pName );
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void SetTargetReference( const char *pName );
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void InputSetMeasureTarget( inputdata_t &inputdata );
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void InputSetMeasureReference( inputdata_t &inputdata );
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void InputSetTarget( inputdata_t &inputdata );
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void InputSetTargetReference( inputdata_t &inputdata );
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void InputSetTargetScale( inputdata_t &inputdata );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void MeasureThink();
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private:
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enum
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{
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MEASURE_POSITION = 0,
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MEASURE_EYE_POSITION,
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};
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string_t m_strMeasureTarget;
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string_t m_strMeasureReference;
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string_t m_strTargetReference;
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EHANDLE m_hMeasureTarget;
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EHANDLE m_hMeasureReference;
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EHANDLE m_hTarget;
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EHANDLE m_hTargetReference;
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float m_flScale;
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int m_nMeasureType;
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};
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LINK_ENTITY_TO_CLASS( logic_measure_movement, CLogicMeasureMovement );
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BEGIN_DATADESC( CLogicMeasureMovement )
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DEFINE_KEYFIELD( m_strMeasureTarget, FIELD_STRING, "MeasureTarget" ),
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DEFINE_KEYFIELD( m_strMeasureReference, FIELD_STRING, "MeasureReference" ),
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DEFINE_KEYFIELD( m_strTargetReference, FIELD_STRING, "TargetReference" ),
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DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "TargetScale" ),
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DEFINE_KEYFIELD( m_nMeasureType, FIELD_INTEGER, "MeasureType" ),
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DEFINE_FIELD( m_hMeasureTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hMeasureReference, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hTargetReference, FIELD_EHANDLE ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetMeasureTarget", InputSetMeasureTarget ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetMeasureReference", InputSetMeasureReference ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetTarget", InputSetTarget ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetReference", InputSetTargetReference ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetTargetScale", InputSetTargetScale ),
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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_THINKFUNC( MeasureThink ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Methods to change various targets
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//-----------------------------------------------------------------------------
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void CLogicMeasureMovement::Activate()
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{
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BaseClass::Activate();
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SetMeasureTarget( STRING(m_strMeasureTarget) );
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SetMeasureReference( STRING(m_strMeasureReference) );
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SetTarget( STRING(m_target) );
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SetTargetReference( STRING(m_strTargetReference) );
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SetThink( &CLogicMeasureMovement::MeasureThink );
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
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}
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//-----------------------------------------------------------------------------
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// Sets the name
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//-----------------------------------------------------------------------------
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void CLogicMeasureMovement::SetMeasureTarget( const char *pName )
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{
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m_hMeasureTarget = gEntList.FindEntityByName( NULL, pName );
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if ( !m_hMeasureTarget )
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{
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if ( Q_strnicmp( STRING(m_strMeasureTarget), "!player", 8 ) )
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{
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Warning("logic_measure_movement: Unable to find measure target entity %s\n", pName );
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}
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}
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}
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void CLogicMeasureMovement::SetMeasureReference( const char *pName )
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{
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m_hMeasureReference = gEntList.FindEntityByName( NULL, pName );
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if ( !m_hMeasureReference )
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{
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Warning("logic_measure_movement: Unable to find measure reference entity %s\n", pName );
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}
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}
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void CLogicMeasureMovement::SetTarget( const char *pName )
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{
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m_hTarget = gEntList.FindEntityByName( NULL, pName );
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if ( !m_hTarget )
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{
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Warning("logic_measure_movement: Unable to find movement target entity %s\n", pName );
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}
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}
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void CLogicMeasureMovement::SetTargetReference( const char *pName )
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{
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m_hTargetReference = gEntList.FindEntityByName( NULL, pName );
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if ( !m_hTargetReference )
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{
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Warning("logic_measure_movement: Unable to find movement reference entity %s\n", pName );
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}
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}
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//-----------------------------------------------------------------------------
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// Apply movement
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//-----------------------------------------------------------------------------
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void CLogicMeasureMovement::MeasureThink( )
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{
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// FIXME: This is a hack to make measuring !player simpler. The player isn't
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// created at Activate time, so m_hMeasureTarget may be NULL because of that.
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if ( !m_hMeasureTarget.Get() && !Q_strnicmp( STRING(m_strMeasureTarget), "!player", 8 ) )
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{
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SetMeasureTarget( STRING(m_strMeasureTarget) );
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}
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// Make sure all entities are valid
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if ( m_hMeasureTarget.Get() && m_hMeasureReference.Get() && m_hTarget.Get() && m_hTargetReference.Get() )
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{
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matrix3x4_t matRefToMeasure, matWorldToMeasure;
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switch( m_nMeasureType )
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{
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case MEASURE_POSITION:
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MatrixInvert( m_hMeasureTarget->EntityToWorldTransform(), matWorldToMeasure );
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break;
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case MEASURE_EYE_POSITION:
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AngleIMatrix( m_hMeasureTarget->EyeAngles(), m_hMeasureTarget->EyePosition(), matWorldToMeasure );
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break;
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// FIXME: Could add attachment point measurement here easily
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}
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ConcatTransforms( matWorldToMeasure, m_hMeasureReference->EntityToWorldTransform(), matRefToMeasure );
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// Apply the scale factor
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if ( ( m_flScale != 0.0f ) && ( m_flScale != 1.0f ) )
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{
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Vector vecTranslation;
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MatrixGetColumn( matRefToMeasure, 3, vecTranslation );
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vecTranslation /= m_flScale;
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MatrixSetColumn( vecTranslation, 3, matRefToMeasure );
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}
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// Now apply the new matrix to the new reference point
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matrix3x4_t matMeasureToRef, matNewTargetToWorld;
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MatrixInvert( matRefToMeasure, matMeasureToRef );
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ConcatTransforms( m_hTargetReference->EntityToWorldTransform(), matMeasureToRef, matNewTargetToWorld );
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Vector vecNewOrigin;
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QAngle vecNewAngles;
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MatrixAngles( matNewTargetToWorld, vecNewAngles, vecNewOrigin );
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m_hTarget->SetAbsOrigin( vecNewOrigin );
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m_hTarget->SetAbsAngles( vecNewAngles );
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}
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
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}
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//-----------------------------------------------------------------------------
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// Enable, disable
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//-----------------------------------------------------------------------------
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void CLogicMeasureMovement::InputEnable( inputdata_t &inputdata )
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{
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SetThink( &CLogicMeasureMovement::MeasureThink );
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
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}
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void CLogicMeasureMovement::InputDisable( inputdata_t &inputdata )
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{
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SetThink( NULL );
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}
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//-----------------------------------------------------------------------------
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// Methods to change various targets
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//-----------------------------------------------------------------------------
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void CLogicMeasureMovement::InputSetMeasureTarget( inputdata_t &inputdata )
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{
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m_strMeasureTarget = MAKE_STRING( inputdata.value.String() );
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SetMeasureTarget( inputdata.value.String() );
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SetTarget( STRING(m_target) );
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SetTargetReference( STRING(m_strTargetReference) );
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}
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void CLogicMeasureMovement::InputSetMeasureReference( inputdata_t &inputdata )
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{
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m_strMeasureReference = MAKE_STRING( inputdata.value.String() );
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SetMeasureReference( inputdata.value.String() );
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}
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void CLogicMeasureMovement::InputSetTarget( inputdata_t &inputdata )
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{
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m_target = MAKE_STRING( inputdata.value.String() );
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SetTarget( inputdata.value.String() );
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}
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void CLogicMeasureMovement::InputSetTargetReference( inputdata_t &inputdata )
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{
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m_strTargetReference = MAKE_STRING( inputdata.value.String() );
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SetTargetReference( inputdata.value.String() );
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}
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void CLogicMeasureMovement::InputSetTargetScale( inputdata_t &inputdata )
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{
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m_flScale = inputdata.value.Float();
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}
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