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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 "c_baseentity.h"
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#ifdef WIN32
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#include <typeinfo>
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#endif
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#include "tier0/vprof.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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// helper method for trace hull as used by physics...
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//-----------------------------------------------------------------------------
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static void Physics_TraceHull( C_BaseEntity* pBaseEntity, const Vector &vecStart,
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const Vector &vecEnd, const Vector &hullMin, const Vector &hullMax,
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unsigned int mask, trace_t *ptr )
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{
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// FIXME: I really am not sure the best way of doing this
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// The TraceHull code below for shots will make sure the object passes
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// through shields which do not block that damage type. It will also
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// send messages to the shields that they've been hit.
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#if 0
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if (pBaseEntity->GetDamageType() != DMG_GENERIC)
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{
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GameRules()->WeaponTraceHull( vecStart, vecEnd, hullMin, hullMax,
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mask, pBaseEntity, pBaseEntity->GetCollisionGroup(),
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pBaseEntity, ptr );
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}
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else
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#endif
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{
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UTIL_TraceHull( vecStart, vecEnd, hullMin, hullMax, mask,
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pBaseEntity, pBaseEntity->GetCollisionGroup(), ptr );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Does not change the entities velocity at all
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// Input : push -
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// Output : trace_t
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PhysicsCheckSweep( const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace )
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{
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unsigned int mask = PhysicsSolidMaskForEntity();
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Vector vecAbsEnd;
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VectorAdd( vecAbsStart, vecAbsDelta, vecAbsEnd );
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// Set collision type
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if ( !IsSolid() || IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
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{
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// don't collide with monsters
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mask &= ~CONTENTS_MONSTER;
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}
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Physics_TraceHull( this, vecAbsStart, vecAbsEnd, WorldAlignMins(), WorldAlignMaxs(), mask, pTrace );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : push -
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// Output : trace_t
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PhysicsPushEntity( const Vector& push, trace_t *pTrace )
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{
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/*
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if ( m_pMoveParent )
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{
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Warning( "pushing entity (%s) that has m_pMoveParent!\n", STRING( pev->classname ) );
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Assert(0);
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}
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*/
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// NOTE: absorigin and origin must be equal because there is no moveparent
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Vector prevOrigin;
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VectorCopy( GetAbsOrigin(), prevOrigin );
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trace_t trace;
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PhysicsCheckSweep( prevOrigin, push, pTrace );
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if ( pTrace->fraction )
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{
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SetAbsOrigin( pTrace->endpos );
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}
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// CLIENT DLL HACKS
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m_vecNetworkOrigin = GetLocalOrigin();
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m_angNetworkAngles = GetLocalAngles();
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// InvalidatePhysicsRecursive( POSITION_CHANGED | ANGLES_CHANGED );
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if ( pTrace->m_pEnt )
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{
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PhysicsImpact( pTrace->m_pEnt, *pTrace );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pNewPosition -
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// *pNewVelocity -
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// *pNewAngles -
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// *pNewAngVelocity -
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity )
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{
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// If you're going to use custom physics, you need to implement this!
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Assert(0);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PhysicsCustom()
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{
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PhysicsCheckWater();
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// regular thinking
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if ( !PhysicsRunThink() )
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return;
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// Moving upward, off the ground, or resting on something that isn't ground
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if ( m_vecVelocity[2] > 0 || !GetGroundEntity() || !GetGroundEntity()->IsStandable() )
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{
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SetGroundEntity( NULL );
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}
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// NOTE: The entity must set the position, angles, velocity in its custom movement
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Vector vecNewPosition = GetAbsOrigin();
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if ( vecNewPosition == vec3_origin )
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{
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// Shouldn't be at world origin
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Assert( 0 );
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}
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Vector vecNewVelocity = m_vecVelocity;
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QAngle angNewAngles = GetAbsAngles();
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QAngle angNewAngVelocity = m_vecAngVelocity;
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PerformCustomPhysics( &vecNewPosition, &vecNewVelocity, &angNewAngles, &angNewAngVelocity );
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// Store off all of the new state information...
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m_vecVelocity = vecNewVelocity;
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SetAbsAngles( angNewAngles );
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m_vecAngVelocity = angNewAngVelocity;
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Vector move;
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VectorSubtract( vecNewPosition, GetAbsOrigin(), move );
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// move origin
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trace_t trace;
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PhysicsPushEntity( move, &trace );
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PhysicsCheckVelocity();
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if (trace.allsolid)
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{
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// entity is trapped in another solid
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// UNDONE: does this entity needs to be removed?
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VectorCopy (vec3_origin, m_vecVelocity);
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VectorCopy (vec3_angle, m_vecAngVelocity);
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return;
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}
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#if !defined( CLIENT_DLL )
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if (pev->free)
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return;
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#endif
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// check for in water
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PhysicsCheckWaterTransition();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PhysicsStep()
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{
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// Run all but the base think function
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PhysicsRunThink( THINK_FIRE_ALL_BUT_BASE );
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PhysicsRunThink( THINK_FIRE_BASE_ONLY );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PhysicsNoclip( void )
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{
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PhysicsRunThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PhysicsNone( void )
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{
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PhysicsRunThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PhysicsPusher( void )
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{
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PhysicsRunThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PhysicsParent( void )
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{
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PhysicsRunThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Not yet supported on client .dll
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void C_BaseEntity::StartTouch( C_BaseEntity *pOther )
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{
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// notify parent
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// if ( m_pParent != NULL )
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// m_pParent->StartTouch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Call touch function if one is set
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void C_BaseEntity::Touch( C_BaseEntity *pOther )
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{
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if ( m_pfnTouch )
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(this->*m_pfnTouch)( pOther );
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// notify parent of touch
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// if ( m_pParent != NULL )
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// m_pParent->Touch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Call end touch
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void C_BaseEntity::EndTouch( C_BaseEntity *pOther )
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{
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// notify parent
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// if ( m_pParent != NULL )
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// {
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// m_pParent->EndTouch( pOther );
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// }
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : check -
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//-----------------------------------------------------------------------------
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void C_BaseEntity::SetCheckUntouch( bool check )
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{
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// Invalidate touchstamp
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if ( check )
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{
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touchStamp++;
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AddEFlags( EFL_CHECK_UNTOUCH );
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}
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else
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{
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RemoveEFlags( EFL_CHECK_UNTOUCH );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_BaseEntity::GetCheckUntouch() const
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{
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return IsEFlagSet( EFL_CHECK_UNTOUCH );
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}
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extern ConVar think_limit;
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//-----------------------------------------------------------------------------
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// Purpose: Called when it's time for a physically moved objects (plats, doors, etc)
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// to run it's game code.
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// All other entity thinking is done during worldspawn's think
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//-----------------------------------------------------------------------------
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void C_BaseEntity::PhysicsDispatchThink( BASEPTR thinkFunc )
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{
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float thinkLimit = think_limit.GetFloat();
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float startTime = 0.0;
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/*
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// This doesn't apply on the client, really
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if ( IsDormant() )
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{
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Warning( "Dormant entity %s is thinking!!\n", GetClassname() );
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Assert(0);
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}
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*/
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if ( thinkLimit )
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{
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startTime = engine->Time();
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}
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if ( thinkFunc )
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{
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(this->*thinkFunc)();
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}
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if ( thinkLimit )
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{
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// calculate running time of the AI in milliseconds
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float time = ( engine->Time() - startTime ) * 1000.0f;
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if ( time > thinkLimit )
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{
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#if 0
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// If its an NPC print out the shedule/task that took so long
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CAI_BaseNPC *pNPC = MyNPCPointer();
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if (pNPC && pNPC->GetCurSchedule())
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{
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pNPC->ReportOverThinkLimit( time );
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}
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else
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#endif
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{
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#ifdef WIN32
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Msg( "CLIENT: %s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).raw_name(), time );
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#else
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Msg( "CLIENT: %s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).name(), time );
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#endif
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}
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}
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}
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}
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