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482 lines
16 KiB
C++
482 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Provides structures and classes necessary to simulate a portal.
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//
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// $NoKeywords: $
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//=====================================================================================//
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#ifndef PORTALSIMULATION_H
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#define PORTALSIMULATION_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/polyhedron.h"
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#include "const.h"
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#include "tier1/utlmap.h"
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#include "tier1/utlvector.h"
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#define PORTAL_SIMULATORS_EMBED_GUID //define this to embed a unique integer with each portal simulator for debugging purposes
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struct StaticPropPolyhedronGroups_t //each static prop is made up of a group of polyhedrons, these help us pull those groups from an array
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{
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int iStartIndex;
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int iNumPolyhedrons;
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};
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enum PortalSimulationEntityFlags_t
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{
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PSEF_OWNS_ENTITY = (1 << 0), //this environment is responsible for the entity's physics objects
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PSEF_OWNS_PHYSICS = (1 << 1),
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PSEF_IS_IN_PORTAL_HOLE = (1 << 2), //updated per-phyframe
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PSEF_CLONES_ENTITY_FROM_MAIN = (1 << 3), //entity is close enough to the portal to affect objects intersecting the portal
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//PSEF_HAS_LINKED_CLONE = (1 << 1), //this environment has a clone of the entity which is transformed from its linked portal
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};
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enum PS_PhysicsObjectSourceType_t
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{
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PSPOST_LOCAL_BRUSHES,
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PSPOST_REMOTE_BRUSHES,
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PSPOST_LOCAL_STATICPROPS,
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PSPOST_REMOTE_STATICPROPS,
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PSPOST_HOLYWALL_TUBE
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};
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struct PortalTransformAsAngledPosition_t //a matrix transformation from this portal to the linked portal, stored as vector and angle transforms
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{
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Vector ptOriginTransform;
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QAngle qAngleTransform;
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};
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inline bool LessFunc_Integer( const int &a, const int &b ) { return a < b; };
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class CPortalSimulatorEventCallbacks //sends out notifications of events to game specific code
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{
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public:
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virtual void PortalSimulator_TookOwnershipOfEntity( CBaseEntity *pEntity ) { };
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virtual void PortalSimulator_ReleasedOwnershipOfEntity( CBaseEntity *pEntity ) { };
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virtual void PortalSimulator_TookPhysicsOwnershipOfEntity( CBaseEntity *pEntity ) { };
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virtual void PortalSimulator_ReleasedPhysicsOwnershipOfEntity( CBaseEntity *pEntity ) { };
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};
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//====================================================================================
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// To any coder trying to understand the following nested structures....
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//
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// You may be wondering... why? wtf?
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//
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// The answer. The previous incarnation of server side portal simulation suffered
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// terribly from evolving variables with increasingly cryptic names with no clear
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// definition of what part of the system the variable was involved with.
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//
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// It's my hope that a nested structure with clear boundaries will eliminate that
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// horrible, awful, nasty, frustrating confusion. (It was really really bad). This
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// system has the added benefit of pseudo-forcing a naming structure.
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//
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// Lastly, if it all roots in one struct, we can const reference it out to allow
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// easy reads without writes
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//
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// It's broken out like this to solve a few problems....
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// 1. It cleans up intellisense when you don't actually define a structure
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// within a structure.
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// 2. Shorter typenames when you want to have a pointer/reference deep within
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// the nested structure.
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// 3. Needed at least one level removed from CPortalSimulator so
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// pointers/references could be made while the primary instance of the
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// data was private/protected.
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//
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// It may be slightly difficult to understand in it's broken out structure, but
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// intellisense brings all the data together in a very cohesive manner for
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// working with.
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//====================================================================================
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struct PS_PlacementData_t //stuff useful for geometric operations
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{
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Vector ptCenter;
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QAngle qAngles;
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Vector vForward;
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Vector vUp;
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Vector vRight;
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VPlane PortalPlane;
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VMatrix matThisToLinked;
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VMatrix matLinkedToThis;
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PortalTransformAsAngledPosition_t ptaap_ThisToLinked;
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PortalTransformAsAngledPosition_t ptaap_LinkedToThis;
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CPhysCollide *pHoleShapeCollideable; //used to test if a collideable is in the hole, should NOT be collided against in general
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PS_PlacementData_t( void )
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{
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memset( this, 0, sizeof( PS_PlacementData_t ) );
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}
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};
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struct PS_SD_Static_World_Brushes_t
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{
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CUtlVector<CPolyhedron *> Polyhedrons; //the building blocks of more complex collision
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CPhysCollide *pCollideable;
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#ifndef CLIENT_DLL
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IPhysicsObject *pPhysicsObject;
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PS_SD_Static_World_Brushes_t() : pCollideable(NULL), pPhysicsObject(NULL) {};
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#else
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PS_SD_Static_World_Brushes_t() : pCollideable(NULL) {};
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#endif
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};
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struct PS_SD_Static_World_StaticProps_ClippedProp_t
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{
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StaticPropPolyhedronGroups_t PolyhedronGroup;
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CPhysCollide * pCollide;
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#ifndef CLIENT_DLL
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IPhysicsObject * pPhysicsObject;
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#endif
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IHandleEntity * pSourceProp;
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int iTraceContents;
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short iTraceSurfaceProps;
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static CBaseEntity * pTraceEntity;
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static const char * szTraceSurfaceName; //same for all static props, here just for easy reference
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static const int iTraceSurfaceFlags; //same for all static props, here just for easy reference
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};
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struct PS_SD_Static_World_StaticProps_t
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{
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CUtlVector<CPolyhedron *> Polyhedrons; //the building blocks of more complex collision
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CUtlVector<PS_SD_Static_World_StaticProps_ClippedProp_t> ClippedRepresentations;
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bool bCollisionExists; //the shortcut to know if collideables exist for each prop
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bool bPhysicsExists; //the shortcut to know if physics obects exist for each prop
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PS_SD_Static_World_StaticProps_t( void ) : bCollisionExists( false ), bPhysicsExists( false ) { };
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};
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struct PS_SD_Static_World_t //stuff in front of the portal
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{
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PS_SD_Static_World_Brushes_t Brushes;
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PS_SD_Static_World_StaticProps_t StaticProps;
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};
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struct PS_SD_Static_Wall_Local_Tube_t //a minimal tube, an object must fit inside this to be eligible for portaling
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{
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CUtlVector<CPolyhedron *> Polyhedrons; //the building blocks of more complex collision
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CPhysCollide *pCollideable;
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#ifndef CLIENT_DLL
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IPhysicsObject *pPhysicsObject;
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PS_SD_Static_Wall_Local_Tube_t() : pCollideable(NULL), pPhysicsObject(NULL) {};
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#else
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PS_SD_Static_Wall_Local_Tube_t() : pCollideable(NULL) {};
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#endif
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};
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struct PS_SD_Static_Wall_Local_Brushes_t
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{
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CUtlVector<CPolyhedron *> Polyhedrons; //the building blocks of more complex collision
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CPhysCollide *pCollideable;
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#ifndef CLIENT_DLL
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IPhysicsObject *pPhysicsObject;
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PS_SD_Static_Wall_Local_Brushes_t() : pCollideable(NULL), pPhysicsObject(NULL) {};
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#else
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PS_SD_Static_Wall_Local_Brushes_t() : pCollideable(NULL) {};
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#endif
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};
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struct PS_SD_Static_Wall_Local_t //things in the wall that are completely independant of having a linked portal
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{
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PS_SD_Static_Wall_Local_Tube_t Tube;
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PS_SD_Static_Wall_Local_Brushes_t Brushes;
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};
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struct PS_SD_Static_Wall_RemoteTransformedToLocal_Brushes_t
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{
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IPhysicsObject *pPhysicsObject;
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PS_SD_Static_Wall_RemoteTransformedToLocal_Brushes_t() : pPhysicsObject(NULL) {};
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};
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struct PS_SD_Static_Wall_RemoteTransformedToLocal_StaticProps_t
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{
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CUtlVector<IPhysicsObject *> PhysicsObjects;
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};
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struct PS_SD_Static_Wall_RemoteTransformedToLocal_t //things taken from the linked portal's "World" collision and transformed into local space
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{
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PS_SD_Static_Wall_RemoteTransformedToLocal_Brushes_t Brushes;
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PS_SD_Static_Wall_RemoteTransformedToLocal_StaticProps_t StaticProps;
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};
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struct PS_SD_Static_Wall_t //stuff behind the portal
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{
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PS_SD_Static_Wall_Local_t Local;
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#ifndef CLIENT_DLL
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PS_SD_Static_Wall_RemoteTransformedToLocal_t RemoteTransformedToLocal;
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#endif
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};
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struct PS_SD_Static_SurfaceProperties_t //surface properties to pretend every collideable here is using
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{
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int contents;
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csurface_t surface;
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CBaseEntity *pEntity;
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};
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struct PS_SD_Static_t //stuff that doesn't move around
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{
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PS_SD_Static_World_t World;
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PS_SD_Static_Wall_t Wall;
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PS_SD_Static_SurfaceProperties_t SurfaceProperties;
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};
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class CPhysicsShadowClone;
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struct PS_SD_Dynamic_PhysicsShadowClones_t
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{
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CUtlVector<CBaseEntity *> ShouldCloneFromMain; //a list of entities that should be cloned from main if physics simulation is enabled
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//in single-environment mode, this helps us track who should collide with who
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CUtlVector<CPhysicsShadowClone *> FromLinkedPortal;
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};
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struct PS_SD_Dynamic_t //stuff that moves around
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{
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unsigned int EntFlags[MAX_EDICTS]; //flags maintained for every entity in the world based on its index
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PS_SD_Dynamic_PhysicsShadowClones_t ShadowClones;
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CUtlVector<CBaseEntity *> OwnedEntities;
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PS_SD_Dynamic_t()
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{
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memset( EntFlags, 0, sizeof( EntFlags ) );
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}
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};
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class CPSCollisionEntity;
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struct PS_SimulationData_t //compartmentalized data for coherent management
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{
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PS_SD_Static_t Static;
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#ifndef CLIENT_DLL
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PS_SD_Dynamic_t Dynamic;
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IPhysicsEnvironment *pPhysicsEnvironment;
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CPSCollisionEntity *pCollisionEntity; //the entity we'll be tying physics objects to for collision
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PS_SimulationData_t() : pPhysicsEnvironment(NULL), pCollisionEntity(NULL) {};
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#endif
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};
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struct PS_InternalData_t
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{
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PS_PlacementData_t Placement;
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PS_SimulationData_t Simulation;
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};
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class CPortalSimulator
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{
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public:
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CPortalSimulator( void );
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~CPortalSimulator( void );
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void MoveTo( const Vector &ptCenter, const QAngle &angles );
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void ClearEverything( void );
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void AttachTo( CPortalSimulator *pLinkedPortalSimulator );
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void DetachFromLinked( void ); //detach portals to sever the connection, saves work when planning on moving both portals
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CPortalSimulator *GetLinkedPortalSimulator( void ) const;
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void SetPortalSimulatorCallbacks( CPortalSimulatorEventCallbacks *pCallbacks );
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bool IsReadyToSimulate( void ) const; //is active and linked to another portal
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void SetCollisionGenerationEnabled( bool bEnabled ); //enable/disable collision generation for the hole in the wall, needed for proper vphysics simulation
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bool IsCollisionGenerationEnabled( void ) const;
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void SetVPhysicsSimulationEnabled( bool bEnabled ); //enable/disable vphysics simulation. Will automatically update the linked portal to be the same
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bool IsSimulatingVPhysics( void ) const; //this portal is setup to handle any physically simulated object, false means the portal is handling player movement only
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bool EntityIsInPortalHole( CBaseEntity *pEntity ) const; //true if the entity is within the portal cutout bounds and crossing the plane. Not just *near* the portal
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bool EntityHitBoxExtentIsInPortalHole( CBaseAnimating *pBaseAnimating ) const; //true if the entity is within the portal cutout bounds and crossing the plane. Not just *near* the portal
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void RemoveEntityFromPortalHole( CBaseEntity *pEntity ); //if the entity is in the portal hole, this forcibly moves it out by any means possible
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bool RayIsInPortalHole( const Ray_t &ray ) const; //traces a ray against the same detector for EntityIsInPortalHole(), bias is towards false positives
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#ifndef CLIENT_DLL
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int GetMoveableOwnedEntities( CBaseEntity **pEntsOut, int iEntOutLimit ); //gets owned entities that aren't either world or static props. Excludes fake portal ents such as physics clones
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static CPortalSimulator *GetSimulatorThatOwnsEntity( const CBaseEntity *pEntity ); //fairly cheap to call
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static CPortalSimulator *GetSimulatorThatCreatedPhysicsObject( const IPhysicsObject *pObject, PS_PhysicsObjectSourceType_t *pOut_SourceType = NULL );
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static void Pre_UTIL_Remove( CBaseEntity *pEntity );
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static void Post_UTIL_Remove( CBaseEntity *pEntity );
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//these three really should be made internal and the public interface changed to a "watch this entity" setup
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void TakeOwnershipOfEntity( CBaseEntity *pEntity ); //general ownership, not necessarily physics ownership
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void ReleaseOwnershipOfEntity( CBaseEntity *pEntity, bool bMovingToLinkedSimulator = false ); //if bMovingToLinkedSimulator is true, the code skips some steps that are going to be repeated when the entity is added to the other simulator
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void ReleaseAllEntityOwnership( void ); //go back to not owning any entities
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//void TeleportEntityToLinkedPortal( CBaseEntity *pEntity );
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void StartCloningEntity( CBaseEntity *pEntity );
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void StopCloningEntity( CBaseEntity *pEntity );
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bool OwnsEntity( const CBaseEntity *pEntity ) const;
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bool OwnsPhysicsForEntity( const CBaseEntity *pEntity ) const;
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bool CreatedPhysicsObject( const IPhysicsObject *pObject, PS_PhysicsObjectSourceType_t *pOut_SourceType = NULL ) const; //true if the physics object was generated by this portal simulator
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static void PrePhysFrame( void );
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static void PostPhysFrame( void );
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#endif //#ifndef CLIENT_DLL
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#ifdef PORTAL_SIMULATORS_EMBED_GUID
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int GetPortalSimulatorGUID( void ) const { return m_iPortalSimulatorGUID; };
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#endif
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protected:
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bool m_bLocalDataIsReady; //this side of the portal is properly setup, no guarantees as to linkage to another portal
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bool m_bSimulateVPhysics;
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bool m_bGenerateCollision;
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bool m_bSharedCollisionConfiguration; //when portals are in certain configurations, they need to cross-clip and share some collision data and things get nasty. For the love of all that is holy, pray that this is false.
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CPortalSimulator *m_pLinkedPortal;
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bool m_bInCrossLinkedFunction; //A flag to mark that we're already in a linked function and that the linked portal shouldn't call our side
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CPortalSimulatorEventCallbacks *m_pCallbacks;
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#ifdef PORTAL_SIMULATORS_EMBED_GUID
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int m_iPortalSimulatorGUID;
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#endif
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struct
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{
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bool bPolyhedronsGenerated;
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bool bLocalCollisionGenerated;
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bool bLinkedCollisionGenerated;
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bool bLocalPhysicsGenerated;
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bool bLinkedPhysicsGenerated;
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} m_CreationChecklist;
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friend class CPSCollisionEntity;
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#ifndef CLIENT_DLL //physics handled purely by server side
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void TakePhysicsOwnership( CBaseEntity *pEntity );
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void ReleasePhysicsOwnership( CBaseEntity *pEntity, bool bContinuePhysicsCloning = true, bool bMovingToLinkedSimulator = false );
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void CreateAllPhysics( void );
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void CreateMinimumPhysics( void ); //stuff needed by any part of physics simulations
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void CreateLocalPhysics( void );
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void CreateLinkedPhysics( void );
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void ClearAllPhysics( void );
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void ClearMinimumPhysics( void );
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void ClearLocalPhysics( void );
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void ClearLinkedPhysics( void );
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void ClearLinkedEntities( void ); //gets rid of transformed shadow clones
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#endif
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void CreateAllCollision( void );
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void CreateLocalCollision( void );
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void CreateLinkedCollision( void );
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void ClearAllCollision( void );
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void ClearLinkedCollision( void );
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void ClearLocalCollision( void );
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void CreatePolyhedrons( void ); //carves up the world around the portal's position into sets of polyhedrons
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void ClearPolyhedrons( void );
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void UpdateLinkMatrix( void );
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void MarkAsOwned( CBaseEntity *pEntity );
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void MarkAsReleased( CBaseEntity *pEntity );
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PS_InternalData_t m_InternalData;
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public:
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const PS_InternalData_t &m_DataAccess;
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friend class CPS_AutoGameSys_EntityListener;
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};
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extern CUtlVector<CPortalSimulator *> const &g_PortalSimulators;
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#ifndef CLIENT_DLL
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class CPSCollisionEntity : public CBaseEntity
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{
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DECLARE_CLASS( CPSCollisionEntity, CBaseEntity );
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private:
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CPortalSimulator *m_pOwningSimulator;
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public:
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CPSCollisionEntity( void );
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virtual ~CPSCollisionEntity( void );
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual int ObjectCaps( void );
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virtual IPhysicsObject *VPhysicsGetObject( void );
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virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
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virtual void UpdateOnRemove( void );
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virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) {}
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virtual void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit ) {}
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static bool IsPortalSimulatorCollisionEntity( const CBaseEntity *pEntity );
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friend class CPortalSimulator;
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};
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#endif
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#ifndef CLIENT_DLL
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inline bool CPortalSimulator::OwnsEntity( const CBaseEntity *pEntity ) const
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{
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return ((m_InternalData.Simulation.Dynamic.EntFlags[pEntity->entindex()] & PSEF_OWNS_ENTITY) != 0);
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}
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inline bool CPortalSimulator::OwnsPhysicsForEntity( const CBaseEntity *pEntity ) const
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{
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return ((m_InternalData.Simulation.Dynamic.EntFlags[pEntity->entindex()] & PSEF_OWNS_PHYSICS) != 0);
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}
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#endif
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inline bool CPortalSimulator::IsReadyToSimulate( void ) const
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{
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return m_bLocalDataIsReady && m_pLinkedPortal && m_pLinkedPortal->m_bLocalDataIsReady;
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}
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inline bool CPortalSimulator::IsSimulatingVPhysics( void ) const
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{
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return m_bSimulateVPhysics;
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}
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inline bool CPortalSimulator::IsCollisionGenerationEnabled( void ) const
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{
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return m_bGenerateCollision;
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}
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inline CPortalSimulator *CPortalSimulator::GetLinkedPortalSimulator( void ) const
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{
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return m_pLinkedPortal;
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}
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#endif //#ifndef PORTALSIMULATION_H
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