Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2003, Valve LLC, All rights reserved. ============
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "asw_vphysics_npc.h"
#include "physobj.h"
#include "vphysics/player_controller.h"
#include "vcollide_parse.h"
#include "igamemovement.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// if this is defined then this npc is given a vphysics shadow, so he can push things, etc. (currently bugged)
//#define USE_VPHYSICS_SHADOW
//----------------------------------------------------
// Player Physics Shadow
//----------------------------------------------------
#define VPHYS_MAX_DISTANCE 2.0
#define VPHYS_MAX_VEL 10
#define VPHYS_MAX_DISTSQR (VPHYS_MAX_DISTANCE*VPHYS_MAX_DISTANCE)
#define VPHYS_MAX_VELSQR (VPHYS_MAX_VEL*VPHYS_MAX_VEL)
#define SMOOTHING_FACTOR 0.9
static ConVar marinephysicsshadowupdate_render( "marinephysicsshadowupdate_render", "0" );
//=========================================================
// Marine activities
//=========================================================
LINK_ENTITY_TO_CLASS( asw_vphysics_npc, CASW_VPhysics_NPC );
//---------------------------------------------------------
//
//---------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CASW_VPhysics_NPC, DT_ASW_VPhysics_NPC)
END_SEND_TABLE()
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_VPhysics_NPC )
DEFINE_FIELD( m_vNewVPhysicsPosition, FIELD_VECTOR ),
DEFINE_FIELD( m_vNewVPhysicsVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_vecLastSafePosition, FIELD_VECTOR ),
DEFINE_FIELD( m_afPhysicsFlags, FIELD_INTEGER ),
DEFINE_FIELD( m_touchedPhysObject, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecSmoothedVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_oldOrigin, FIELD_VECTOR ),
DEFINE_FIELD( m_vphysicsCollisionState, FIELD_INTEGER ),
//DEFINE_FIELD( m_pPhysicsController, FIELD_POINTER ),
//DEFINE_FIELD( m_pShadowStand, FIELD_POINTER ),
//DEFINE_FIELD( m_pShadowCrouch, FIELD_POINTER ),
END_DATADESC()
CASW_VPhysics_NPC::CASW_VPhysics_NPC()
{
}
CASW_VPhysics_NPC::~CASW_VPhysics_NPC()
{
VPhysicsDestroyObject();
}
void CASW_VPhysics_NPC::UpdateOnRemove( void )
{
VPhysicsDestroyObject();
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_VPhysics_NPC::Spawn( void )
{
BaseClass::Spawn();
#ifdef USE_VPHYSICS_SHADOW
m_afPhysicsFlags = 0;
m_vecSmoothedVelocity = vec3_origin;
InitVCollision();
m_vecLastSafePosition = GetAbsOrigin();
#endif
}
int CASW_VPhysics_NPC::Restore( IRestore &restore )
{
int status = BaseClass::Restore(restore);
if ( !status )
return 0;
// clear this - it will get reset by touching the trigger again
m_afPhysicsFlags &= ~PFLAG_VPHYSICS_MOTIONCONTROLLER;
InitVCollision();
// success
return 1;
}
void CASW_VPhysics_NPC::InhabitedPhysicsSimulate()
{
#ifdef USE_VPHYSICS_SHADOW
return;
// Update our vphysics object.
if ( m_pPhysicsController )
{
// If simulating at 2 * TICK_INTERVAL, add an extra TICK_INTERVAL to position arrival computation
//int additionalTick = CBaseEntity::IsSimulatingOnAlternateTicks() ? 1 : 0;
//float flSecondsToArrival = ( ctx->numcmds + ctx->dropped_packets + additionalTick ) * TICK_INTERVAL;
float flSecondsToArrival = gpGlobals->frametime;
UpdateVPhysicsPosition( m_vNewVPhysicsPosition, m_vNewVPhysicsVelocity, flSecondsToArrival );
}
#endif
}
void CASW_VPhysics_NPC::UpdateVPhysicsAfterMove()
{
#ifdef USE_VPHYSICS_SHADOW
// Update our vphysics object.
if ( m_pPhysicsController )
{
// If simulating at 2 * TICK_INTERVAL, add an extra TICK_INTERVAL to position arrival computation
//int additionalTick = CBaseEntity::IsSimulatingOnAlternateTicks() ? 1 : 0;
//float flSecondsToArrival = ( ctx->numcmds + ctx->dropped_packets + additionalTick ) * TICK_INTERVAL;
float flSecondsToArrival = gpGlobals->frametime;
UpdateVPhysicsPosition( m_vNewVPhysicsPosition, m_vNewVPhysicsVelocity, flSecondsToArrival );
}
#endif
}
void CASW_VPhysics_NPC::PostThink( void )
{
m_vecSmoothedVelocity = m_vecSmoothedVelocity * SMOOTHING_FACTOR + GetAbsVelocity() * ( 1 - SMOOTHING_FACTOR );
//if ( IsAlive() )
//{
//PostThinkVPhysics();
//}
}
void CASW_VPhysics_NPC::InitVCollision( void )
{
// Cleanup any old vphysics stuff.
VPhysicsDestroyObject();
CPhysCollide *pModel = PhysCreateBbox( WorldAlignMins(), WorldAlignMaxs() );
CPhysCollide *pCrouchModel = PhysCreateBbox( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
SetupVPhysicsShadow( pModel, "player_stand", pCrouchModel, "player_crouch" );
}
void CASW_VPhysics_NPC::VPhysicsDestroyObject()
{
#ifdef USE_VPHYSICS_SHADOW
// Since CBasePlayer aliases its pointer to the physics object, tell CBaseEntity to
// clear out its physics object pointer so we don't wind up deleting one of
// the aliased objects twice.
VPhysicsSetObject( NULL );
PhysRemoveShadow( this );
if ( m_pPhysicsController )
{
physenv->DestroyPlayerController( m_pPhysicsController );
m_pPhysicsController = NULL;
}
if ( m_pShadowStand )
{
PhysDestroyObject( m_pShadowStand );
m_pShadowStand = NULL;
}
if ( m_pShadowCrouch )
{
PhysDestroyObject( m_pShadowCrouch );
m_pShadowCrouch = NULL;
}
#endif
BaseClass::VPhysicsDestroyObject();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_VPhysics_NPC::SetVCollisionState( int collisionState )
{
Vector vel = vec3_origin;
Vector pos = vec3_origin;
vel = GetAbsVelocity();
pos = GetAbsOrigin();
m_vphysicsCollisionState = collisionState;
switch( collisionState )
{
case VPHYS_WALK:
m_pShadowStand->SetPosition( pos, vec3_angle, true );
m_pShadowStand->SetVelocity( &vel, NULL );
m_pShadowCrouch->EnableCollisions( false );
m_pShadowStand->EnableCollisions( true );
m_pPhysicsController->SetObject( m_pShadowStand );
VPhysicsSwapObject( m_pShadowStand );
break;
case VPHYS_CROUCH:
m_pShadowCrouch->SetPosition( pos, vec3_angle, true );
m_pShadowCrouch->SetVelocity( &vel, NULL );
m_pShadowStand->EnableCollisions( false );
m_pShadowCrouch->EnableCollisions( true );
m_pPhysicsController->SetObject( m_pShadowCrouch );
VPhysicsSwapObject( m_pShadowCrouch );
break;
case VPHYS_NOCLIP:
m_pShadowCrouch->EnableCollisions( false );
m_pShadowStand->EnableCollisions( false );
break;
}
}
void CASW_VPhysics_NPC::VPhysicsShadowUpdate( IPhysicsObject *pPhysics )
{
#ifdef USE_VPHYSICS_SHADOW
Vector newPosition;
m_touchedPhysObject = false; // asw try to clear
bool bMarineStuck = false;
bool physicsUpdated = m_pPhysicsController->GetShadowPosition( &newPosition, NULL ) > 0 ? true : false;
// UNDONE: If the player is penetrating, but the player's game collisions are not stuck, teleport the physics shadow to the game position
if ( pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING )
{
CUtlVector<CBaseEntity *> list;
PhysGetListOfPenetratingEntities( this, list );
for ( int i = list.Count()-1; i >= 0; --i )
{
// filter out anything that isn't simulated by vphysics
// UNDONE: Filter out motion disabled objects?
if ( list[i]->GetMoveType() == MOVETYPE_VPHYSICS )
{
// I'm currently stuck inside a moving object, so allow vphysics to
// apply velocity to the player in order to separate these objects
m_touchedPhysObject = true;
}
}
}
if ( m_pPhysicsController->IsInContact() || (m_afPhysicsFlags & PFLAG_VPHYSICS_MOTIONCONTROLLER) )
{
m_touchedPhysObject = true;
}
if ( IsFollowingPhysics() )
{
m_touchedPhysObject = true;
}
if ( GetMoveType() == MOVETYPE_NOCLIP )
{
m_oldOrigin = GetAbsOrigin();
return;
}
if ( phys_timescale.GetFloat() == 0.0f )
{
physicsUpdated = false;
}
if ( !physicsUpdated )
return;
IPhysicsObject *pPhysGround = GetGroundVPhysics();
Vector newVelocity;
pPhysics->GetPosition( &newPosition, 0 );
m_pPhysicsController->GetShadowVelocity( &newVelocity );
if ( marinephysicsshadowupdate_render.GetBool() )
{
//NDebugOverlay::Box( GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 24, 15.0f );
NDebugOverlay::Box( newPosition, WorldAlignMins(), WorldAlignMaxs(), 0,0,255, 24, 15.0f);
NDebugOverlay::Box( newPosition, WorldAlignMins(), WorldAlignMaxs(), 0,0,255, 24, .01f);
}
//if (m_touchedPhysObject)
//Msg("touched physics object\n");
Vector tmp = GetAbsOrigin() - newPosition;
if ( !m_touchedPhysObject && !(GetFlags() & FL_ONGROUND) )
{
tmp.z *= 0.5f; // don't care about z delta as much
}
float dist = tmp.LengthSqr();
float deltaV = (newVelocity - GetAbsVelocity()).LengthSqr();
float maxDistErrorSqr = VPHYS_MAX_DISTSQR;
float maxVelErrorSqr = VPHYS_MAX_VELSQR;
if ( IsRideablePhysics(pPhysGround) )
{
maxDistErrorSqr *= 0.25;
maxVelErrorSqr *= 0.25;
}
if ( dist >= maxDistErrorSqr || deltaV >= maxVelErrorSqr || (pPhysGround && !m_touchedPhysObject) )
{
if ( m_touchedPhysObject || pPhysGround )
{
// BUGBUG: Rewrite this code using fixed timestep
if ( deltaV >= maxVelErrorSqr )
{
Vector dir = GetAbsVelocity();
float len = VectorNormalize(dir);
float dot = DotProduct( newVelocity, dir );
if ( dot > len )
{
dot = len;
}
else if ( dot < -len )
{
dot = -len;
}
VectorMA( newVelocity, -dot, dir, newVelocity );
if ( m_afPhysicsFlags & PFLAG_VPHYSICS_MOTIONCONTROLLER )
{
float val = Lerp( 0.1f, len, dot );
VectorMA( newVelocity, val - len, dir, newVelocity );
}
if ( !IsRideablePhysics(pPhysGround) )
{
if ( !(m_afPhysicsFlags & PFLAG_VPHYSICS_MOTIONCONTROLLER ) && IsSimulatingOnAlternateTicks() )
{
newVelocity *= 0.5f;
}
ApplyAbsVelocityImpulse( newVelocity );
}
}
trace_t trace;
UTIL_TraceEntity( this, newPosition, newPosition, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( !trace.allsolid && !trace.startsolid )
{
SetAbsOrigin( newPosition );
}
else
{
Warning( "Stuck3 on %s!!\n", trace.m_pEnt->GetClassname() );
bMarineStuck = true;
}
}
else
{
trace_t trace;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
// current position is not ok, fixup
if ( trace.allsolid || trace.startsolid )
{
// STUCK!?!?!
Warning( "Stuck2 on %s!!\n", trace.m_pEnt->GetClassname() );
SetAbsOrigin( newPosition );
bMarineStuck = true;
}
}
}
else
{
if ( m_touchedPhysObject )
{
// check my position (physics object could have simulated into my position
// physics is not very far away, check my position
trace_t trace;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(),
MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
// is current position ok?
if ( trace.allsolid || trace.startsolid )
{
// stuck????!?!?
Msg("Stuck on %s\n", trace.m_pEnt->GetClassname());
SetAbsOrigin( newPosition );
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(),
MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.allsolid || trace.startsolid )
{
Msg("Double Stuck\n");
SetAbsOrigin( m_oldOrigin );
bMarineStuck = true;
}
}
}
}
m_oldOrigin = GetAbsOrigin();
// UNDONE: Force physics object to be at player position when not touching phys???
// if we're stuck, move us to our last safe position and check that position is free of phys objects
if (bMarineStuck)
{
// check if our last safe position is ok
trace_t trace;
UTIL_TraceEntity( this, m_vecLastSafePosition, m_vecLastSafePosition, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( !trace.allsolid && !trace.startsolid )
{
// position is free, so move there
SetAbsOrigin(m_vecLastSafePosition);
Msg("Moving marine to last safe position\n");
}
else
{
// safe position now has something in the way
// could try: pushing the thing aside?
// giving it no collision with the marine? (temporarily?)
if (trace.m_pEnt)
{
CAI_BaseNPC *pAI = dynamic_cast<CAI_BaseNPC*>(trace.m_pEnt);
if (!pAI && trace.m_pEnt->entindex()>gpGlobals->maxClients) // make sure it's not an NPC or the world
{
//m_BlockingEntities.AddToTail(trace.m_pEnt);
//m_BlockingCollisionGroup.AddToTail(trace.m_pEnt->GetCollisionGroup());
//trace.m_pEnt->SetCollisionGroup(ASW_COLLISION_GROUP_PASSABLE);
//Msg("Turning off collision on object: %d\n", trace.m_pEnt->entindex());
}
Msg("Safe position was blocked by %s\n", trace.m_pEnt->GetClassname());
}
else
{
Msg("Safe position was blocked by unknown\n");
}
}
}
else
{
trace_t trace;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( !trace.allsolid && !trace.startsolid )
{
m_vecLastSafePosition = GetAbsOrigin();
// we're safe and free, so restore collision on any previous blocking entities
//if (m_BlockingEntities.Count() > 0)
//{
//for (int i=0;i<m_BlockingEntities.Count();i++)
//{
//CBaseEntity *pEnt = m_BlockingEntities[i].Get();
//if (pEnt)
//{
////pEnt->SetCollisionGroup(m_BlockingCollisionGroup[i]);
////Msg("Restoring collision on object: %d\n", pEnt->entindex());
//}
//}
//m_BlockingEntities.RemoveAll();
//m_BlockingCollisionGroup.RemoveAll();
//}
}
}
#endif
}
// recreate physics on save/load, don't try to save the state!
bool CASW_VPhysics_NPC::ShouldSavePhysics()
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_VPhysics_NPC::PostThinkVPhysics(CMoveData* pMoveData)
{
#ifdef USE_VPHYSICS_SHADOW
// Check to see if things are initialized!
if ( !m_pPhysicsController )
{
//Msg("not updating physics for marine as he has no physics controller\n");
return;
}
Vector newPosition = GetAbsOrigin();
float frametime = gpGlobals->frametime;
if ( frametime <= 0 || frametime > 0.1f )
frametime = 0.1f;
IPhysicsObject *pPhysGround = GetGroundVPhysics();
// asw phys fix:
if ( !pPhysGround && m_touchedPhysObject && pMoveData->m_outStepHeight <= 0.f && (GetFlags() & FL_ONGROUND) )
{
newPosition = m_oldOrigin + frametime * pMoveData->m_outWishVel;
newPosition = (GetAbsOrigin() * 0.5f) + (newPosition * 0.5f);
}
int collisionState = VPHYS_WALK;
if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
{
Msg(" setting vphys_noclip on marine\n");
collisionState = VPHYS_NOCLIP;
}
//else if ( GetFlags() & FL_DUCKING )
//{
//Msg(" setting vphys_crouch on marine\n");
//collisionState = VPHYS_CROUCH;
//}
if ( collisionState != m_vphysicsCollisionState )
{
SetVCollisionState( collisionState );
}
// asw phys fix:
if ( !(TouchedPhysics() || pPhysGround) )
{
float maxSpeed = MaxSpeed();
pMoveData->m_outWishVel.Init( maxSpeed, maxSpeed, maxSpeed );
}
// teleport the physics object up by stepheight (game code does this - reflect in the physics)
// asw phys fix:
if ( pMoveData->m_outStepHeight > 0.1f )
{
if ( pMoveData->m_outStepHeight > 4.0f )
{
VPhysicsGetObject()->SetPosition( GetAbsOrigin(), vec3_angle, true );
}
else
{
// don't ever teleport into solid
Vector position, end;
VPhysicsGetObject()->GetPosition( &position, NULL );
end = position;
end.z += pMoveData->m_outStepHeight;
trace_t trace;
UTIL_TraceEntity( this, position, end, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.DidHit() )
{
pMoveData->m_outStepHeight = trace.endpos.z - position.z;
}
m_pPhysicsController->StepUp( pMoveData->m_outStepHeight );
}
m_pPhysicsController->Jump();
}
pMoveData->m_outStepHeight = 0.0f;
// Store these off because after running the usercmds, it'll pass them
// to UpdateVPhysicsPosition.
m_vNewVPhysicsPosition = newPosition;
m_vNewVPhysicsVelocity = pMoveData->m_outWishVel;
//Msg("updating marine vphys pos to %f %f %f\n", newPosition.x, newPosition.y, newPosition.z);
m_oldOrigin = GetAbsOrigin();
#endif
}
void CASW_VPhysics_NPC::UpdateVPhysicsPosition( const Vector &position, const Vector &velocity, float secondsToArrival )
{
#ifdef USE_VPHYSICS_SHADOW
bool onground = (GetFlags() & FL_ONGROUND) ? true : false;
IPhysicsObject *pPhysGround = GetGroundVPhysics();
// if the object is much heavier than the player, treat it as a local coordinate system
// the player controller will solve movement differently in this case.
if ( !IsRideablePhysics(pPhysGround) )
{
pPhysGround = NULL;
}
m_pPhysicsController->Update( position, velocity, secondsToArrival, onground, pPhysGround );
#endif
}
void CASW_VPhysics_NPC::UpdatePhysicsShadowToCurrentPosition()
{
#ifdef USE_VPHYSICS_SHADOW
UpdateVPhysicsPosition( GetAbsOrigin(), vec3_origin, 0 );
#endif
}
void CASW_VPhysics_NPC::SetupVPhysicsShadow( CPhysCollide *pStandModel, const char *pStandHullName, CPhysCollide *pCrouchModel, const char *pCrouchHullName )
{
solid_t solid;
Q_strncpy( solid.surfaceprop, "player", sizeof(solid.surfaceprop) );
solid.params = g_PhysDefaultObjectParams;
solid.params.mass = 85.0f;
solid.params.inertia = 1e24f;
solid.params.enableCollisions = false;
//disable drag
solid.params.dragCoefficient = 0;
// create standing hull
m_pShadowStand = PhysModelCreateCustom( this, pStandModel, GetLocalOrigin(), GetLocalAngles(), pStandHullName, false, &solid );
m_pShadowStand->SetCallbackFlags( CALLBACK_GLOBAL_COLLISION | CALLBACK_SHADOW_COLLISION );
// create crouchig hull
m_pShadowCrouch = PhysModelCreateCustom( this, pCrouchModel, GetLocalOrigin(), GetLocalAngles(), pCrouchHullName, false, &solid );
m_pShadowCrouch->SetCallbackFlags( CALLBACK_GLOBAL_COLLISION | CALLBACK_SHADOW_COLLISION );
// default to stand
VPhysicsSetObject( m_pShadowStand );
// tell physics lists I'm a shadow controller object
PhysAddShadow( this );
m_pPhysicsController = physenv->CreatePlayerController( m_pShadowStand );
m_pPhysicsController->SetPushMassLimit( 350.0f );
m_pPhysicsController->SetPushSpeedLimit( 50.0f );
// Give the controller a valid position so it doesn't do anything rash.
UpdatePhysicsShadowToCurrentPosition();
// init state
if ( GetFlags() & FL_DUCKING )
{
SetVCollisionState( VPHYS_CROUCH );
}
else
{
SetVCollisionState( VPHYS_WALK );
}
}
//-----------------------------------------------------------------------------
// Purpose: Empty, just want to keep the baseentity version from being called
// current so we don't kick up dust, etc.
//-----------------------------------------------------------------------------
void CASW_VPhysics_NPC::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_VPhysics_NPC::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
float savedImpact = m_impactEnergyScale;
// HACKHACK: Reduce player's stress by 1/8th
m_impactEnergyScale *= 0.125f;
ApplyStressDamage( pPhysics, true );
m_impactEnergyScale = savedImpact;
}
bool CASW_VPhysics_NPC::IsRideablePhysics( IPhysicsObject *pPhysics )
{
if ( pPhysics )
{
if ( pPhysics->GetMass() > (VPhysicsGetObject()->GetMass()*2) )
return true;
}
return false;
}
IPhysicsObject *CASW_VPhysics_NPC::GetGroundVPhysics()
{
CBaseEntity *pGroundEntity = GetGroundEntity();
if ( pGroundEntity && pGroundEntity->GetMoveType() == MOVETYPE_VPHYSICS )
{
IPhysicsObject *pPhysGround = pGroundEntity->VPhysicsGetObject();
if ( pPhysGround && pPhysGround->IsMoveable() )
return pPhysGround;
}
return NULL;
}
void CASW_VPhysics_NPC::Touch( CBaseEntity *pOther )
{
#ifdef USE_VPHYSICS_SHADOW
if ( pOther == GetGroundEntity() )
return;
if ( pOther->GetMoveType() != MOVETYPE_VPHYSICS || pOther->GetSolid() != SOLID_VPHYSICS || (pOther->GetSolidFlags() & FSOLID_TRIGGER) )
return;
IPhysicsObject *pPhys = pOther->VPhysicsGetObject();
if ( !pPhys || !pPhys->IsMoveable() )
return;
SetTouchedPhysics( true );
#endif
}
float CASW_VPhysics_NPC::MaxSpeed() { return 300.0f; }