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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Frequently used global functions.
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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 "doors.h"
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#include "entitylist.h"
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#include "globals.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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// Landmark class
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void CPointEntity::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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// UTIL_SetSize(this, vec3_origin, vec3_origin);
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}
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class CNullEntity : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CNullEntity, CBaseEntity );
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void Spawn( void );
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};
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// Null Entity, remove on startup
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void CNullEntity::Spawn( void )
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{
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UTIL_Remove( this );
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}
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LINK_ENTITY_TO_CLASS(info_null,CNullEntity);
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class CBaseDMStart : public CPointEntity
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{
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public:
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DECLARE_CLASS( CBaseDMStart, CPointEntity );
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bool IsTriggered( CBaseEntity *pEntity );
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DECLARE_DATADESC();
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string_t m_Master;
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private:
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};
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BEGIN_DATADESC( CBaseDMStart )
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DEFINE_KEYFIELD( m_Master, FIELD_STRING, "master" ),
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END_DATADESC()
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// These are the new entry points to entities.
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LINK_ENTITY_TO_CLASS(info_player_deathmatch,CBaseDMStart);
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LINK_ENTITY_TO_CLASS(info_player_start,CPointEntity);
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LINK_ENTITY_TO_CLASS(info_landmark,CPointEntity);
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bool CBaseDMStart::IsTriggered( CBaseEntity *pEntity )
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{
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bool master = UTIL_IsMasterTriggered( m_Master, pEntity );
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return master;
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}
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// Convenient way to delay removing oneself
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void CBaseEntity::SUB_Remove( void )
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{
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if (m_iHealth > 0)
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{
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// this situation can screw up NPCs who can't tell their entity pointers are invalid.
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m_iHealth = 0;
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DevWarning( 2, "SUB_Remove called on entity with health > 0\n");
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}
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UTIL_Remove( this );
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}
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// Convenient way to explicitly do nothing (passed to functions that require a method)
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void CBaseEntity::SUB_DoNothing( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Finds all active entities with the given targetname and calls their
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// 'Use' function.
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// Input : targetName - Target name to search for.
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// pActivator -
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// pCaller -
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// useType -
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// value -
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//-----------------------------------------------------------------------------
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void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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CBaseEntity *pTarget = NULL;
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if ( !targetName || !targetName[0] )
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return;
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DevMsg( 2, "Firing: (%s)\n", targetName );
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for (;;)
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{
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CBaseEntity *pSearchingEntity = pActivator;
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pTarget = gEntList.FindEntityByName( pTarget, targetName, pSearchingEntity, pActivator, pCaller );
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if ( !pTarget )
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break;
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if (!pTarget->IsMarkedForDeletion() ) // Don't use dying ents
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{
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DevMsg( 2, "[%03d] Found: %s, firing (%s)\n", gpGlobals->tickcount%1000, pTarget->GetDebugName(), targetName );
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pTarget->Use( pActivator, pCaller, useType, value );
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}
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}
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}
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enum togglemovetypes_t
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{
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MOVE_TOGGLE_NONE = 0,
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MOVE_TOGGLE_LINEAR = 1,
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MOVE_TOGGLE_ANGULAR = 2,
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};
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// Global Savedata for Toggle
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BEGIN_DATADESC( CBaseToggle )
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DEFINE_FIELD( m_toggle_state, FIELD_INTEGER ),
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DEFINE_FIELD( m_flMoveDistance, FIELD_FLOAT ),
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DEFINE_FIELD( m_flWait, FIELD_FLOAT ),
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DEFINE_FIELD( m_flLip, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecPosition1, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecPosition2, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecMoveAng, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
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DEFINE_FIELD( m_vecAngle1, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
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DEFINE_FIELD( m_vecAngle2, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
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DEFINE_FIELD( m_flHeight, FIELD_FLOAT ),
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DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ),
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DEFINE_FIELD( m_vecFinalDest, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecFinalAngle, FIELD_VECTOR ),
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DEFINE_FIELD( m_sMaster, FIELD_STRING),
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DEFINE_FIELD( m_movementType, FIELD_INTEGER ), // Linear or angular movement? (togglemovetypes_t)
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END_DATADESC()
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CBaseToggle::CBaseToggle()
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{
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#ifdef _DEBUG
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// necessary since in debug, we initialize vectors to NAN for debugging
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m_vecPosition1.Init();
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m_vecPosition2.Init();
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m_vecAngle1.Init();
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m_vecAngle2.Init();
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m_vecFinalDest.Init();
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m_vecFinalAngle.Init();
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#endif
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}
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bool CBaseToggle::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "lip"))
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{
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m_flLip = atof(szValue);
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}
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else if (FStrEq(szKeyName, "wait"))
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{
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m_flWait = atof(szValue);
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}
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else if (FStrEq(szKeyName, "master"))
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{
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m_sMaster = AllocPooledString(szValue);
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}
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else if (FStrEq(szKeyName, "distance"))
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{
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m_flMoveDistance = atof(szValue);
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}
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else
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return BaseClass::KeyValue( szKeyName, szValue );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calculate m_vecVelocity and m_flNextThink to reach vecDest from
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// GetOrigin() traveling at flSpeed.
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// Input : Vector vecDest -
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// flSpeed -
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//-----------------------------------------------------------------------------
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void CBaseToggle::LinearMove( const Vector &vecDest, float flSpeed )
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{
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ASSERTSZ(flSpeed != 0, "LinearMove: no speed is defined!");
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m_vecFinalDest = vecDest;
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m_movementType = MOVE_TOGGLE_LINEAR;
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// Already there?
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if (vecDest == GetLocalOrigin())
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{
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MoveDone();
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return;
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}
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// set destdelta to the vector needed to move
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Vector vecDestDelta = vecDest - GetLocalOrigin();
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// divide vector length by speed to get time to reach dest
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float flTravelTime = vecDestDelta.Length() / flSpeed;
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// set m_flNextThink to trigger a call to LinearMoveDone when dest is reached
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SetMoveDoneTime( flTravelTime );
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// scale the destdelta vector by the time spent traveling to get velocity
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SetLocalVelocity( vecDestDelta / flTravelTime );
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}
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void CBaseToggle::MoveDone( void )
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{
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switch ( m_movementType )
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{
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case MOVE_TOGGLE_LINEAR:
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LinearMoveDone();
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break;
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case MOVE_TOGGLE_ANGULAR:
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AngularMoveDone();
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break;
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}
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m_movementType = MOVE_TOGGLE_NONE;
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BaseClass::MoveDone();
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}
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//-----------------------------------------------------------------------------
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// Purpose: After moving, set origin to exact final destination, call "move done" function.
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//-----------------------------------------------------------------------------
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void CBaseToggle::LinearMoveDone( void )
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{
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UTIL_SetOrigin( this, m_vecFinalDest);
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SetAbsVelocity( vec3_origin );
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SetMoveDoneTime( -1 );
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}
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// DVS TODO: obselete, remove?
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bool CBaseToggle::IsLockedByMaster( void )
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{
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if (m_sMaster != NULL_STRING && !UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
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return true;
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else
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calculate m_vecVelocity and m_flNextThink to reach vecDest from
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// GetLocalOrigin() traveling at flSpeed. Just like LinearMove, but rotational.
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// Input : vecDestAngle -
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// flSpeed -
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//-----------------------------------------------------------------------------
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void CBaseToggle::AngularMove( const QAngle &vecDestAngle, float flSpeed )
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{
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ASSERTSZ(flSpeed != 0, "AngularMove: no speed is defined!");
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m_vecFinalAngle = vecDestAngle;
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m_movementType = MOVE_TOGGLE_ANGULAR;
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// Already there?
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if (vecDestAngle == GetLocalAngles())
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{
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MoveDone();
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return;
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}
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// set destdelta to the vector needed to move
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QAngle vecDestDelta = vecDestAngle - GetLocalAngles();
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// divide by speed to get time to reach dest
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float flTravelTime = vecDestDelta.Length() / flSpeed;
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const float MinTravelTime = 0.01f;
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if ( flTravelTime < MinTravelTime )
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{
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// If we only travel for a short time, we can fail WillSimulateGamePhysics()
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flTravelTime = MinTravelTime;
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flSpeed = vecDestDelta.Length() / flTravelTime;
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}
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// set m_flNextThink to trigger a call to AngularMoveDone when dest is reached
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SetMoveDoneTime( flTravelTime );
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// scale the destdelta vector by the time spent traveling to get velocity
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SetLocalAngularVelocity( vecDestDelta * (1.0 / flTravelTime) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: After rotating, set angle to exact final angle, call "move done" function.
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//-----------------------------------------------------------------------------
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void CBaseToggle::AngularMoveDone( void )
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{
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SetLocalAngles( m_vecFinalAngle );
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SetLocalAngularVelocity( vec3_angle );
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SetMoveDoneTime( -1 );
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}
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float CBaseToggle::AxisValue( int flags, const QAngle &angles )
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{
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if ( FBitSet(flags, SF_DOOR_ROTATE_ROLL) )
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return angles.z;
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if ( FBitSet(flags, SF_DOOR_ROTATE_PITCH) )
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return angles.x;
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return angles.y;
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}
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void CBaseToggle::AxisDir( void )
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{
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if ( m_spawnflags & SF_DOOR_ROTATE_ROLL )
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m_vecMoveAng = QAngle( 0, 0, 1 ); // angles are roll
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else if ( m_spawnflags & SF_DOOR_ROTATE_PITCH )
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m_vecMoveAng = QAngle( 1, 0, 0 ); // angles are pitch
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else
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m_vecMoveAng = QAngle( 0, 1, 0 ); // angles are yaw
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}
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float CBaseToggle::AxisDelta( int flags, const QAngle &angle1, const QAngle &angle2 )
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{
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// UNDONE: Use AngleDistance() here?
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if ( FBitSet (flags, SF_DOOR_ROTATE_ROLL) )
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return angle1.z - angle2.z;
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if ( FBitSet (flags, SF_DOOR_ROTATE_PITCH) )
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return angle1.x - angle2.x;
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return angle1.y - angle2.y;
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}
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