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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 "plasmaprojectile_shared.h"
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#define PLASMA_LIFETIME 2.0
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ConVar plasma_gravity( "plasma_gravity","1000", FCVAR_REPLICATED, "Plasma gravity" );
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ConVar plasma_drag( "plasma_drag","2", FCVAR_REPLICATED, "Plasma drag" );
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//-----------------------------------------------------------------------------
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// Setup state needed to perform the physics computation
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//-----------------------------------------------------------------------------
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void CPlasmaProjectileShared::Init( const Vector &vecStart, const Vector &vecDir, float flSpawnSpeed )
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{
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m_vecSpawnPosition = vecStart;
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m_vTracerDir = vecDir;
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m_flSpawnSpeed = flSpawnSpeed;
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}
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void CPlasmaProjectileShared::SetSpawnTime( float flSpawnTime )
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{
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m_flSpawnTime = flSpawnTime;
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}
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void CPlasmaProjectileShared::SetDeathTime( float flDeathTime )
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{
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m_flDeathTime = flDeathTime;
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}
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//-----------------------------------------------------------------------------
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// Perform custom physics on this dude (when we're in ballistic mode)
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//-----------------------------------------------------------------------------
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void CPlasmaProjectileShared::ComputePosition( float flTime, Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity )
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{
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float flLifeTime = flTime - m_flSpawnTime;
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if (flLifeTime < 0)
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return;
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// Travel ballistically until we run out of juice..
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if (flTime <= m_flDeathTime)
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{
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VectorMultiply( m_vTracerDir, m_flSpawnSpeed, *pNewVelocity );
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VectorMA( m_vecSpawnPosition, flLifeTime, *pNewVelocity, *pNewPosition );
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}
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else
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{
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VectorMultiply( m_vTracerDir, m_flSpawnSpeed, *pNewVelocity );
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VectorMA( m_vecSpawnPosition, m_flDeathTime - m_flSpawnTime, *pNewVelocity, *pNewPosition );
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// Ran out of juice... fall!
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float flFallTime = flTime - m_flDeathTime;
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float flDragFactor = exp( -plasma_drag.GetFloat() * flFallTime );
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*pNewVelocity *= flDragFactor;
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float flDist = (m_flSpawnSpeed / plasma_drag.GetFloat()) * ( 1.0f - flDragFactor );
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VectorMA( *pNewPosition, flDist, m_vTracerDir, *pNewPosition );
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// Add in the effects of gravity!
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pNewVelocity->z -= flFallTime * plasma_gravity.GetFloat();
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pNewPosition->z -= 0.5f * plasma_gravity.GetFloat() * flFallTime * flFallTime;
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}
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}
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