mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-08 09:49:36 +00:00
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This commit is contained in:
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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 "trigger_catapult.h"
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#include "vcollide_parse.h"
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#include "props.h"
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#include "movevars_shared.h"
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#include "tf_player.h"
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#include "saverestore_utlvector.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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const char *CTriggerCatapult::s_szPlayerPassesTriggerFiltersThinkContext = "CTriggerCatapult::PlayerPassesTriggerFiltersThink";
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extern ConVar catapult_physics_drag_boost;
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BEGIN_DATADESC( CTriggerCatapult )
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DEFINE_THINKFUNC( LaunchThink ),
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DEFINE_THINKFUNC( PlayerPassesTriggerFiltersThink ),
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DEFINE_KEYFIELD( m_flPlayerVelocity, FIELD_FLOAT, "playerSpeed" ),
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DEFINE_KEYFIELD( m_flPhysicsVelocity, FIELD_FLOAT, "physicsSpeed" ),
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DEFINE_KEYFIELD( m_vecLaunchAngles, FIELD_VECTOR, "launchDirection" ),
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DEFINE_KEYFIELD( m_strLaunchTarget, FIELD_STRING, "launchTarget" ),
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DEFINE_KEYFIELD( m_bUseThresholdCheck, FIELD_BOOLEAN, "useThresholdCheck" ),
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DEFINE_KEYFIELD( m_bUseExactVelocity, FIELD_BOOLEAN, "useExactVelocity" ),
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DEFINE_KEYFIELD( m_flLowerThreshold, FIELD_FLOAT, "lowerThreshold" ),
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DEFINE_KEYFIELD( m_flUpperThreshold, FIELD_FLOAT, "upperThreshold" ),
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DEFINE_KEYFIELD( m_ExactVelocityChoice, FIELD_INTEGER, "exactVelocityChoiceType" ),
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DEFINE_KEYFIELD( m_bOnlyVelocityCheck, FIELD_BOOLEAN, "onlyVelocityCheck" ),
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DEFINE_KEYFIELD( m_bApplyAngularImpulse, FIELD_BOOLEAN, "applyAngularImpulse" ),
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DEFINE_KEYFIELD( m_flEntryAngleTolerance, FIELD_FLOAT, "EntryAngleTolerance" ),
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DEFINE_KEYFIELD( m_flAirControlSupressionTime, FIELD_FLOAT, "AirCtrlSupressionTime" ),
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DEFINE_KEYFIELD( m_bDirectionSuppressAirControl, FIELD_BOOLEAN, "DirectionSuppressAirControl" ),
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DEFINE_FIELD( m_hLaunchTarget, FIELD_EHANDLE ),
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DEFINE_ARRAY( m_flRefireDelay, FIELD_TIME, MAX_PLAYERS + 1 ),
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DEFINE_UTLVECTOR( m_hAbortedLaunchees, FIELD_EHANDLE ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPlayerSpeed", InputSetPlayerSpeed ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPhysicsSpeed", InputSetPhysicsSpeed ),
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DEFINE_INPUTFUNC( FIELD_STRING,"SetLaunchTarget", InputSetLaunchTarget ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetExactVelocityChoiceType", InputSetExactVelocityChoiceType ),
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DEFINE_OUTPUT( m_OnCatapulted, "OnCatapulted" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( trigger_catapult, CTriggerCatapult );
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//IMPLEMENT_SERVERCLASS_ST( CTriggerCatapult, DT_TriggerCatapult )
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// SendPropArray3( SENDINFO_ARRAY3(m_flRefireDelay), SendPropFloat(SENDINFO_ARRAY(m_flRefireDelay)) ),
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// SendPropFloat( SENDINFO( m_flPlayerVelocity ) ),
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// SendPropFloat( SENDINFO( m_flPhysicsVelocity ) ),
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// SendPropQAngles( SENDINFO( m_vecLaunchAngles ) ),
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// //SendPropStringT( SENDINFO( m_strLaunchTarget ) ),
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// SendPropInt( SENDINFO( m_ExactVelocityChoice ) ),
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// SendPropBool( SENDINFO( m_bUseExactVelocity ) ),
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// SendPropBool( SENDINFO( m_bUseThresholdCheck ) ),
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// SendPropBool( SENDINFO( m_bOnlyVelocityCheck ) ),
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// SendPropFloat( SENDINFO( m_flLowerThreshold ) ),
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// SendPropFloat( SENDINFO( m_flUpperThreshold ) ),
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// SendPropFloat( SENDINFO( m_flAirControlSupressionTime ) ),
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// SendPropBool( SENDINFO( m_bApplyAngularImpulse ) ),
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// SendPropFloat( SENDINFO( m_flEntryAngleTolerance ) ),
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// SendPropEHandle( SENDINFO( m_hLaunchTarget ) ),
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// SendPropBool( SENDINFO( m_bPlayersPassTriggerFilters ) ),
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// SendPropBool( SENDINFO( m_bDirectionSuppressAirControl ) ),
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//END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTriggerCatapult::CTriggerCatapult( void )
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{
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//Defaulting to true;
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m_bApplyAngularImpulse = true;
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m_flAirControlSupressionTime = -1.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::DrawDebugGeometryOverlays( void )
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{
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BaseClass::DrawDebugGeometryOverlays();
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CBaseEntity *pLaunchTarget = m_hLaunchTarget;
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if ( pLaunchTarget )
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{
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// Help us visualize the target
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Vector vecSourcePos = GetAbsOrigin();
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Vector vecTargetPos = pLaunchTarget->GetAbsOrigin();
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float flSpeed = m_flPlayerVelocity;
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float flGravity = sv_gravity.GetFloat();
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Vector vecVelocity = (vecTargetPos - vecSourcePos);
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// This is a hack to get around air resistance with weighted cubes -- this is not intended for all objects!
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// float flDragCoefficient = (pVictim->IsPlayer()) ? 1.0f : ( 1.6f );
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float flDragCoefficient = 0.0f;
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// throw at a constant time
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float time = vecVelocity.Length( ) / flSpeed;
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vecVelocity = vecVelocity * (1.0 / time) * flDragCoefficient;
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// adjust upward toss to compensate for gravity loss
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vecVelocity.z += flGravity * time * 0.5;
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Vector vecApex = vecSourcePos + (vecTargetPos - vecSourcePos) * 0.5;
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vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
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// Visualize it!
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if( !m_bUseExactVelocity )
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{
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NDebugOverlay::Box( vecSourcePos, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Box( vecTargetPos, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Line( vecSourcePos, vecApex, 0, 255, 0, false, 0.05f );
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NDebugOverlay::Line( vecApex, vecTargetPos, 0, 255, 0, false, 0.05f );
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}
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else
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{
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Vector lastPos = vecSourcePos;
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vecVelocity = (vecTargetPos - vecSourcePos);
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vecVelocity = CalculateLaunchVectorPreserve( vecVelocity, this, pLaunchTarget, true );
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for( int i = 0; i < 20; i++ )
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{
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float flTime = 0.2f*(i+1);
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vecApex = vecSourcePos + vecVelocity*flTime;
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vecApex.z -= 0.5 * flGravity * (flTime) * (flTime);
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NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Line( vecApex, lastPos, 0, 255, 0, false, 0.05f );
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lastPos = vecApex;
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}
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}
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// Physics!
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flSpeed = m_flPhysicsVelocity;
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vecVelocity = (vecTargetPos - vecSourcePos);
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// This is a hack to get around air resistance with weighted cubes -- this is not intended for all objects!
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flDragCoefficient = catapult_physics_drag_boost.GetFloat();
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// throw at a constant time
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time = vecVelocity.Length( ) / flSpeed;
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vecVelocity = vecVelocity * (1.0 / time) * flDragCoefficient;
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// adjust upward toss to compensate for gravity loss
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vecVelocity.z += flGravity * time * 0.5;
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vecApex = vecSourcePos + (vecTargetPos - vecSourcePos) * 0.5;
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vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
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// Visualize it!
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if( !m_bUseExactVelocity )
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{
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NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Line( vecSourcePos, vecApex, 255, 255, 0, false, 0.05f );
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NDebugOverlay::Line( vecApex, vecTargetPos, 255, 255, 0, false, 0.05f );
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}
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else
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{
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Vector lastPos = vecSourcePos;
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vecVelocity = (vecTargetPos - vecSourcePos);
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vecVelocity = CalculateLaunchVectorPreserve( vecVelocity, this, pLaunchTarget );
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for( int i = 0; i < 20; i++ )
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{
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float flTime = 0.2f*(i+1);
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vecApex = vecSourcePos + vecVelocity*flTime;
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vecApex.z -= 0.5 * flGravity * (flTime) * (flTime);
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NDebugOverlay::Box( vecApex, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, 8.0f, 0.05f );
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NDebugOverlay::Line( vecApex, lastPos, 255, 255, 0, false, 0.05f );
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lastPos = vecApex;
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}
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}
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}
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else
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{
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// Meh
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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int CTriggerCatapult::DrawDebugTextOverlays(void)
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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Q_snprintf(tempstr,sizeof(tempstr), "Launch target: %s", m_strLaunchTarget.ToCStr() );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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if ( m_bUseThresholdCheck )
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{
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Q_snprintf(tempstr,sizeof(tempstr), "Lower threshold velocity: %.2f", m_flLowerThreshold );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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Q_snprintf(tempstr,sizeof(tempstr), "Upper threshold velocity: %.2f", m_flUpperThreshold );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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Q_snprintf(tempstr,sizeof(tempstr), "Player velocity: %.2f", m_flPlayerVelocity );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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Q_snprintf(tempstr,sizeof(tempstr), "Physics velocity: %.2f", m_flPhysicsVelocity );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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// Get the target
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CBaseEntity *pLaunchTarget = m_hLaunchTarget;
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// See if we're attempting to hit a target
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if ( pLaunchTarget )
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{
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Vector vecSourcePos = GetAbsOrigin();
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float flGravity = sv_gravity.GetFloat();
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{
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Vector vecTargetPos = pLaunchTarget->GetAbsOrigin();
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vecTargetPos.z -= 32.0f;
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Vector vecVelocity = (vecTargetPos - vecSourcePos);
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// throw at a constant time
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float time = vecVelocity.Length( ) / m_flPlayerVelocity;
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vecVelocity = vecVelocity * (1.0 / time);
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// adjust upward toss to compensate for gravity loss
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vecVelocity.z += flGravity * time * 0.5;
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Q_snprintf(tempstr,sizeof(tempstr), "Adjusted Player velocity: %.2f", vecVelocity.Length() );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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{
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Vector vecTargetPos = pLaunchTarget->GetAbsOrigin();
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Vector vecVelocity = (vecTargetPos - vecSourcePos );
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// throw at a constant time
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float time = vecVelocity.Length( ) / m_flPhysicsVelocity;
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vecVelocity = vecVelocity * (1.0 / time);
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// adjust upward toss to compensate for gravity loss
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vecVelocity.z += flGravity * time * 0.5;
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Q_snprintf(tempstr,sizeof(tempstr), "Adjusted Physics velocity: %.2f", vecVelocity.Length() );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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}
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}
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return text_offset;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::Spawn( void )
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{
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BaseClass::Spawn();
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// Don't let the camera shoot through us!
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InitTrigger();
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for ( int i = 0; i < MAX_PLAYERS + 1; ++i )
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{
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m_flRefireDelay[i] = 0.0f;
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}
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m_flLowerThreshold = clamp( m_flLowerThreshold, 0.0f, 1.0f );
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m_flUpperThreshold = clamp( m_flUpperThreshold, 0.0f, 1.0f );
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SetTransmitState( FL_EDICT_PVSCHECK );
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m_hLaunchTarget = gEntList.FindEntityByName( NULL, m_strLaunchTarget );
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SetContextThink( &CTriggerCatapult::PlayerPassesTriggerFiltersThink, gpGlobals->curtime + 1.0f, s_szPlayerPassesTriggerFiltersThinkContext );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::InputSetPlayerSpeed( inputdata_t &in )
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{
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m_flPlayerVelocity = in.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::InputSetPhysicsSpeed( inputdata_t &in )
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{
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m_flPhysicsVelocity = in.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::InputSetLaunchTarget( inputdata_t &in )
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{
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m_strLaunchTarget = in.value.StringID();
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m_hLaunchTarget = gEntList.FindEntityByName( NULL, m_strLaunchTarget );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::InputSetExactVelocityChoiceType( inputdata_t &in )
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{
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m_ExactVelocityChoice = in.value.Int();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::LaunchThink( void )
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{
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for ( int i = 0; i < m_hAbortedLaunchees.Count(); i++ )
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{
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CBaseEntity *pOther = m_hAbortedLaunchees[i].Get();
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bool bShouldRemove = true;
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if ( pOther )
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{
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if ( pOther->IsPlayer() )
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{
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// Time to get launched and stay in the list in case we're stuck under something again.
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bShouldRemove = false;
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StartTouch( pOther );
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}
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else if ( pOther->VPhysicsGetObject() )
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{
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if( ( pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
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{
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// the sphere should stay in the list.
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bShouldRemove = false;
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}
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else
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{
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// Time to get launched!
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StartTouch( pOther );
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}
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}
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}
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if ( bShouldRemove )
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{
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m_hAbortedLaunchees.Remove( i );
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i--;
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}
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}
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// see if we are still holding something in the catapult
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if( m_hAbortedLaunchees.Count() )
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{
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SetThink( &CTriggerCatapult::LaunchThink );
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SetNextThink( gpGlobals->curtime + 0.05f );
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}
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else
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{
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SetThink( NULL );
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}
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}
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//Think once a second, looking for a living player. Once one is found, evaluate if they pass our trigger filters and network that down to the client
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void CTriggerCatapult::PlayerPassesTriggerFiltersThink( void )
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{
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for( int i = 1; i != gpGlobals->maxClients; ++i )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if( pPlayer && pPlayer->IsAlive() )
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{
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m_bPlayersPassTriggerFilters = PassesTriggerFilters( pPlayer );
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SetContextThink( NULL, TICK_NEVER_THINK, s_szPlayerPassesTriggerFiltersThinkContext ); //never test again
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return;
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}
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}
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SetContextThink( &CTriggerCatapult::PlayerPassesTriggerFiltersThink, gpGlobals->curtime + 1.0f, s_szPlayerPassesTriggerFiltersThinkContext );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::EndTouch( CBaseEntity *pOther )
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{
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m_hAbortedLaunchees.FindAndFastRemove( pOther );
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}
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