mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 09:33:00 +00:00
530 lines
16 KiB
C++
530 lines
16 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Used to fire events based on the orientation of a given entity.
|
||
|
//
|
||
|
// Looks at its target's anglular velocity every frame and fires outputs
|
||
|
// as the angular velocity passes a given threshold value.
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "entityinput.h"
|
||
|
#include "entityoutput.h"
|
||
|
#include "eventqueue.h"
|
||
|
#include "mathlib/mathlib.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
AVELOCITY_SENSOR_NO_LAST_RESULT = -2
|
||
|
};
|
||
|
|
||
|
ConVar g_debug_angularsensor( "g_debug_angularsensor", "0", FCVAR_CHEAT );
|
||
|
|
||
|
class CPointAngularVelocitySensor : public CPointEntity
|
||
|
{
|
||
|
DECLARE_CLASS( CPointAngularVelocitySensor, CPointEntity );
|
||
|
|
||
|
public:
|
||
|
|
||
|
CPointAngularVelocitySensor();
|
||
|
void Activate(void);
|
||
|
void Spawn(void);
|
||
|
void Think(void);
|
||
|
|
||
|
private:
|
||
|
|
||
|
float SampleAngularVelocity(CBaseEntity *pEntity);
|
||
|
int CompareToThreshold(CBaseEntity *pEntity, float flThreshold, bool bFireVelocityOutput);
|
||
|
void FireCompareOutput(int nCompareResult, CBaseEntity *pActivator);
|
||
|
void DrawDebugLines( void );
|
||
|
|
||
|
// Input handlers
|
||
|
void InputTest( inputdata_t &inputdata );
|
||
|
void InputTestWithInterval( inputdata_t &inputdata );
|
||
|
|
||
|
EHANDLE m_hTargetEntity; // Entity whose angles are being monitored.
|
||
|
float m_flThreshold; // The threshold angular velocity that we are looking for.
|
||
|
int m_nLastCompareResult; // The comparison result from our last measurement, expressed as -1, 0, or 1
|
||
|
int m_nLastFireResult; // The last result for which we fire the output.
|
||
|
|
||
|
float m_flFireTime;
|
||
|
float m_flFireInterval;
|
||
|
float m_flLastAngVelocity;
|
||
|
|
||
|
QAngle m_lastOrientation;
|
||
|
|
||
|
Vector m_vecAxis;
|
||
|
bool m_bUseHelper;
|
||
|
|
||
|
// Outputs
|
||
|
COutputFloat m_AngularVelocity;
|
||
|
|
||
|
// Compare the target's angular velocity to the threshold velocity and fire the appropriate output.
|
||
|
// These outputs are filtered by m_flFireInterval to ignore excessive oscillations.
|
||
|
COutputEvent m_OnLessThan;
|
||
|
COutputEvent m_OnLessThanOrEqualTo;
|
||
|
COutputEvent m_OnGreaterThan;
|
||
|
COutputEvent m_OnGreaterThanOrEqualTo;
|
||
|
COutputEvent m_OnEqualTo;
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(point_angularvelocitysensor, CPointAngularVelocitySensor);
|
||
|
|
||
|
|
||
|
BEGIN_DATADESC( CPointAngularVelocitySensor )
|
||
|
|
||
|
// Fields
|
||
|
DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
|
||
|
DEFINE_KEYFIELD(m_flThreshold, FIELD_FLOAT, "threshold"),
|
||
|
DEFINE_FIELD(m_nLastCompareResult, FIELD_INTEGER),
|
||
|
DEFINE_FIELD( m_nLastFireResult, FIELD_INTEGER ),
|
||
|
DEFINE_FIELD( m_flFireTime, FIELD_TIME ),
|
||
|
DEFINE_KEYFIELD( m_flFireInterval, FIELD_FLOAT, "fireinterval" ),
|
||
|
DEFINE_FIELD( m_flLastAngVelocity, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_lastOrientation, FIELD_VECTOR ),
|
||
|
|
||
|
// Inputs
|
||
|
DEFINE_INPUTFUNC(FIELD_VOID, "Test", InputTest),
|
||
|
DEFINE_INPUTFUNC(FIELD_VOID, "TestWithInterval", InputTestWithInterval),
|
||
|
|
||
|
// Outputs
|
||
|
DEFINE_OUTPUT(m_OnLessThan, "OnLessThan"),
|
||
|
DEFINE_OUTPUT(m_OnLessThanOrEqualTo, "OnLessThanOrEqualTo"),
|
||
|
DEFINE_OUTPUT(m_OnGreaterThan, "OnGreaterThan"),
|
||
|
DEFINE_OUTPUT(m_OnGreaterThanOrEqualTo, "OnGreaterThanOrEqualTo"),
|
||
|
DEFINE_OUTPUT(m_OnEqualTo, "OnEqualTo"),
|
||
|
DEFINE_OUTPUT(m_AngularVelocity, "AngularVelocity"),
|
||
|
|
||
|
DEFINE_KEYFIELD( m_vecAxis, FIELD_VECTOR, "axis" ),
|
||
|
DEFINE_KEYFIELD( m_bUseHelper, FIELD_BOOLEAN, "usehelper" ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: constructor provides default values
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CPointAngularVelocitySensor::CPointAngularVelocitySensor()
|
||
|
{
|
||
|
m_flFireInterval = 0.2f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Called when spawning after parsing keyvalues.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointAngularVelocitySensor::Spawn(void)
|
||
|
{
|
||
|
m_flThreshold = fabs(m_flThreshold);
|
||
|
m_nLastFireResult = AVELOCITY_SENSOR_NO_LAST_RESULT;
|
||
|
m_nLastCompareResult = AVELOCITY_SENSOR_NO_LAST_RESULT;
|
||
|
// m_flFireInterval = 0.2;
|
||
|
m_lastOrientation = vec3_angle;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Called after all entities in the map have spawned.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointAngularVelocitySensor::Activate(void)
|
||
|
{
|
||
|
BaseClass::Activate();
|
||
|
|
||
|
m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
|
||
|
|
||
|
if (m_hTargetEntity)
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Draws magic lines...
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointAngularVelocitySensor::DrawDebugLines( void )
|
||
|
{
|
||
|
if ( m_hTargetEntity )
|
||
|
{
|
||
|
Vector vForward, vRight, vUp;
|
||
|
AngleVectors( m_hTargetEntity->GetAbsAngles(), &vForward, &vRight, &vUp );
|
||
|
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vForward * 64, 255, 0, 0, false, 0 );
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vRight * 64, 0, 255, 0, false, 0 );
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vUp * 64, 0, 0, 255, false, 0 );
|
||
|
}
|
||
|
|
||
|
if ( m_bUseHelper == true )
|
||
|
{
|
||
|
QAngle Angles;
|
||
|
Vector vAxisForward, vAxisRight, vAxisUp;
|
||
|
|
||
|
Vector vLine = m_vecAxis - GetAbsOrigin();
|
||
|
|
||
|
VectorNormalize( vLine );
|
||
|
|
||
|
VectorAngles( vLine, Angles );
|
||
|
AngleVectors( Angles, &vAxisForward, &vAxisRight, &vAxisUp );
|
||
|
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vAxisForward * 64, 255, 0, 0, false, 0 );
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vAxisRight * 64, 0, 255, 0, false, 0 );
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + vAxisUp * 64, 0, 0, 255, false, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns the magnitude of the entity's angular velocity.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CPointAngularVelocitySensor::SampleAngularVelocity(CBaseEntity *pEntity)
|
||
|
{
|
||
|
if (pEntity->GetMoveType() == MOVETYPE_VPHYSICS)
|
||
|
{
|
||
|
IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
|
||
|
if (pPhys != NULL)
|
||
|
{
|
||
|
Vector vecVelocity;
|
||
|
AngularImpulse vecAngVelocity;
|
||
|
pPhys->GetVelocity(&vecVelocity, &vecAngVelocity);
|
||
|
|
||
|
QAngle angles;
|
||
|
pPhys->GetPosition( NULL, &angles );
|
||
|
|
||
|
float dt = gpGlobals->curtime - GetLastThink();
|
||
|
if ( dt == 0 )
|
||
|
dt = 0.1;
|
||
|
|
||
|
// HACKHACK: We don't expect a real 'delta' orientation here, just enough of an error estimate to tell if this thing
|
||
|
// is trying to move, but failing.
|
||
|
QAngle delta = angles - m_lastOrientation;
|
||
|
|
||
|
if ( ( delta.Length() / dt ) < ( vecAngVelocity.Length() * 0.01 ) )
|
||
|
{
|
||
|
return 0.0f;
|
||
|
}
|
||
|
m_lastOrientation = angles;
|
||
|
|
||
|
if ( m_bUseHelper == false )
|
||
|
{
|
||
|
return vecAngVelocity.Length();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vLine = m_vecAxis - GetAbsOrigin();
|
||
|
VectorNormalize( vLine );
|
||
|
|
||
|
Vector vecWorldAngVelocity;
|
||
|
pPhys->LocalToWorldVector( &vecWorldAngVelocity, vecAngVelocity );
|
||
|
float flDot = DotProduct( vecWorldAngVelocity, vLine );
|
||
|
|
||
|
return flDot;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
QAngle vecAngVel = pEntity->GetLocalAngularVelocity();
|
||
|
float flMax = MAX(fabs(vecAngVel[PITCH]), fabs(vecAngVel[YAW]));
|
||
|
|
||
|
return MAX(flMax, fabs(vecAngVel[ROLL]));
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Compares the given entity's angular velocity to the threshold velocity.
|
||
|
// Input : pEntity - Entity whose angular velocity is being measured.
|
||
|
// flThreshold -
|
||
|
// Output : Returns -1 if less than, 0 if equal to, or 1 if greater than the threshold.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CPointAngularVelocitySensor::CompareToThreshold(CBaseEntity *pEntity, float flThreshold, bool bFireVelocityOutput)
|
||
|
{
|
||
|
if (pEntity == NULL)
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
float flAngVelocity = SampleAngularVelocity(pEntity);
|
||
|
|
||
|
if ( g_debug_angularsensor.GetBool() )
|
||
|
{
|
||
|
DrawDebugLines();
|
||
|
}
|
||
|
|
||
|
if (bFireVelocityOutput && (flAngVelocity != m_flLastAngVelocity))
|
||
|
{
|
||
|
m_AngularVelocity.Set(flAngVelocity, pEntity, this);
|
||
|
m_flLastAngVelocity = flAngVelocity;
|
||
|
}
|
||
|
|
||
|
if (flAngVelocity > flThreshold)
|
||
|
{
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
if (flAngVelocity == flThreshold)
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Called every frame to sense the angular velocity of the target entity.
|
||
|
// Output is filtered by m_flFireInterval to ignore excessive oscillations.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointAngularVelocitySensor::Think(void)
|
||
|
{
|
||
|
if (m_hTargetEntity != NULL)
|
||
|
{
|
||
|
//
|
||
|
// Check to see if the measure entity's angular velocity has been within
|
||
|
// tolerance of the threshold for the given period of time.
|
||
|
//
|
||
|
int nCompare = CompareToThreshold(m_hTargetEntity, m_flThreshold, true);
|
||
|
if (nCompare != m_nLastCompareResult)
|
||
|
{
|
||
|
// If we've oscillated back to where we last fired the output, don't
|
||
|
// fire the same output again.
|
||
|
if (nCompare == m_nLastFireResult)
|
||
|
{
|
||
|
m_flFireTime = 0;
|
||
|
}
|
||
|
else if (m_nLastCompareResult != AVELOCITY_SENSOR_NO_LAST_RESULT)
|
||
|
{
|
||
|
//
|
||
|
// The value has changed -- reset the timer. We'll fire the output if
|
||
|
// it stays at this value until the interval expires.
|
||
|
//
|
||
|
m_flFireTime = gpGlobals->curtime + m_flFireInterval;
|
||
|
}
|
||
|
|
||
|
m_nLastCompareResult = nCompare;
|
||
|
}
|
||
|
else if ((m_flFireTime != 0) && (gpGlobals->curtime >= m_flFireTime))
|
||
|
{
|
||
|
//
|
||
|
// The compare result has held steady long enough -- time to
|
||
|
// fire the output.
|
||
|
//
|
||
|
FireCompareOutput(nCompare, this);
|
||
|
m_nLastFireResult = nCompare;
|
||
|
m_flFireTime = 0;
|
||
|
}
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Fires the output after the fire interval if the velocity is stable.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointAngularVelocitySensor::InputTestWithInterval( inputdata_t &inputdata )
|
||
|
{
|
||
|
if (m_hTargetEntity != NULL)
|
||
|
{
|
||
|
m_flFireTime = gpGlobals->curtime + m_flFireInterval;
|
||
|
m_nLastFireResult = AVELOCITY_SENSOR_NO_LAST_RESULT;
|
||
|
m_nLastCompareResult = CompareToThreshold(m_hTargetEntity, m_flThreshold, true);
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Input handler for forcing an instantaneous test of the condition.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointAngularVelocitySensor::InputTest( inputdata_t &inputdata )
|
||
|
{
|
||
|
int nCompareResult = CompareToThreshold(m_hTargetEntity, m_flThreshold, false);
|
||
|
FireCompareOutput(nCompareResult, inputdata.pActivator);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Fires the appropriate output based on the given comparison result.
|
||
|
// Input : nCompareResult -
|
||
|
// pActivator -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointAngularVelocitySensor::FireCompareOutput( int nCompareResult, CBaseEntity *pActivator )
|
||
|
{
|
||
|
if (nCompareResult == -1)
|
||
|
{
|
||
|
m_OnLessThan.FireOutput(pActivator, this);
|
||
|
m_OnLessThanOrEqualTo.FireOutput(pActivator, this);
|
||
|
}
|
||
|
else if (nCompareResult == 1)
|
||
|
{
|
||
|
m_OnGreaterThan.FireOutput(pActivator, this);
|
||
|
m_OnGreaterThanOrEqualTo.FireOutput(pActivator, this);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_OnEqualTo.FireOutput(pActivator, this);
|
||
|
m_OnLessThanOrEqualTo.FireOutput(pActivator, this);
|
||
|
m_OnGreaterThanOrEqualTo.FireOutput(pActivator, this);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ============================================================================
|
||
|
//
|
||
|
// Simple velocity sensor
|
||
|
//
|
||
|
// ============================================================================
|
||
|
|
||
|
class CPointVelocitySensor : public CPointEntity
|
||
|
{
|
||
|
DECLARE_CLASS( CPointVelocitySensor, CPointEntity );
|
||
|
|
||
|
public:
|
||
|
|
||
|
void Spawn();
|
||
|
void Activate( void );
|
||
|
void Think( void );
|
||
|
|
||
|
private:
|
||
|
|
||
|
void SampleVelocity( void );
|
||
|
|
||
|
EHANDLE m_hTargetEntity; // Entity whose angles are being monitored.
|
||
|
Vector m_vecAxis; // Axis along which to measure the speed.
|
||
|
bool m_bEnabled; // Whether we're measuring or not
|
||
|
|
||
|
// Outputs
|
||
|
float m_fPrevVelocity; // stores velocity from last frame, so we only write the output if it has changed
|
||
|
COutputFloat m_Velocity;
|
||
|
|
||
|
void InputEnable( inputdata_t &inputdata );
|
||
|
void InputDisable( inputdata_t &inputdata );
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( point_velocitysensor, CPointVelocitySensor );
|
||
|
|
||
|
BEGIN_DATADESC( CPointVelocitySensor )
|
||
|
|
||
|
// Fields
|
||
|
DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
|
||
|
DEFINE_KEYFIELD( m_vecAxis, FIELD_VECTOR, "axis" ),
|
||
|
DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "enabled" ),
|
||
|
DEFINE_FIELD( m_fPrevVelocity, FIELD_FLOAT ),
|
||
|
|
||
|
// Outputs
|
||
|
DEFINE_OUTPUT( m_Velocity, "Velocity" ),
|
||
|
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointVelocitySensor::Spawn()
|
||
|
{
|
||
|
Vector vLine = m_vecAxis - GetAbsOrigin();
|
||
|
VectorNormalize( vLine );
|
||
|
m_vecAxis = vLine;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointVelocitySensor::Activate( void )
|
||
|
{
|
||
|
BaseClass::Activate();
|
||
|
|
||
|
m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
|
||
|
|
||
|
if ( m_bEnabled && m_hTargetEntity )
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointVelocitySensor::InputEnable( inputdata_t &inputdata )
|
||
|
{
|
||
|
// Don't interrupt us if we're already enabled
|
||
|
if ( m_bEnabled )
|
||
|
return;
|
||
|
|
||
|
m_bEnabled = true;
|
||
|
|
||
|
if ( m_hTargetEntity )
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointVelocitySensor::InputDisable( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_bEnabled = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Called every frame
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointVelocitySensor::Think( void )
|
||
|
{
|
||
|
if ( m_hTargetEntity != NULL && m_bEnabled )
|
||
|
{
|
||
|
SampleVelocity();
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns the magnitude of the entity's angular velocity.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointVelocitySensor::SampleVelocity( void )
|
||
|
{
|
||
|
if ( m_hTargetEntity == NULL )
|
||
|
return;
|
||
|
|
||
|
Vector vecVelocity;
|
||
|
|
||
|
if ( m_hTargetEntity->GetMoveType() == MOVETYPE_VPHYSICS )
|
||
|
{
|
||
|
IPhysicsObject *pPhys = m_hTargetEntity->VPhysicsGetObject();
|
||
|
if ( pPhys != NULL )
|
||
|
{
|
||
|
pPhys->GetVelocity( &vecVelocity, NULL );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vecVelocity = m_hTargetEntity->GetAbsVelocity();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
float flSpeed = VectorNormalize( vecVelocity );
|
||
|
float flDot = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;
|
||
|
*/
|
||
|
// We want the component of the velocity vector in the direction of the axis, which since the
|
||
|
// axis is normalized is simply their dot product (eg V . A = |V|*|A|*cos(theta) )
|
||
|
m_fPrevVelocity = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;
|
||
|
|
||
|
// if it's changed since the last frame, poke the output
|
||
|
if ( m_fPrevVelocity != m_Velocity.Get() )
|
||
|
{
|
||
|
m_Velocity.Set( m_fPrevVelocity, NULL, NULL );
|
||
|
}
|
||
|
}
|