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734 lines
18 KiB
C++
734 lines
18 KiB
C++
//========= 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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//===========================================================================//
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// fish.cpp
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// Simple fish behavior
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// Author: Michael S. Booth, April 2005
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#include "cbase.h"
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#include "fish.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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ConVar fish_dormant( "fish_dormant", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "Turns off interactive fish behavior. Fish become immobile and unresponsive." );
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//-----------------------------------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( fish, CFish );
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//-----------------------------------------------------------------------------------------------------
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BEGIN_DATADESC( CFish )
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DEFINE_FIELD( m_pool, FIELD_EHANDLE ),
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DEFINE_FIELD( m_id, FIELD_INTEGER ),
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DEFINE_FIELD( m_angle, FIELD_FLOAT ),
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DEFINE_FIELD( m_angleChange, FIELD_FLOAT ),
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DEFINE_FIELD( m_forward, FIELD_VECTOR ),
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DEFINE_FIELD( m_perp, FIELD_VECTOR ),
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DEFINE_FIELD( m_poolOrigin, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_waterLevel, FIELD_FLOAT ),
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DEFINE_FIELD( m_speed, FIELD_FLOAT ),
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DEFINE_FIELD( m_desiredSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_calmSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_panicSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_avoidRange, FIELD_FLOAT ),
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DEFINE_FIELD( m_turnClockwise, FIELD_BOOLEAN ),
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END_DATADESC()
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//-----------------------------------------------------------------------------------------------------
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/**
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* Send fish position relative to pool origin
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*/
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void SendProxy_FishOriginX( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
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{
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CFish *fish = (CFish *)pStruct;
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Assert( fish );
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const Vector &v = fish->GetAbsOrigin();
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Vector origin = fish->m_poolOrigin;
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pOut->m_Float = v.x - origin.x;
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}
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void SendProxy_FishOriginY( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
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{
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CFish *fish = (CFish *)pStruct;
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Assert( fish );
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const Vector &v = fish->GetAbsOrigin();
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Vector origin = fish->m_poolOrigin;
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pOut->m_Float = v.y - origin.y;
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}
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// keep angle in normalized range when sending it
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void SendProxy_FishAngle( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
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{
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float value = *((float *)pData);
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while( value > 360.0f )
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value -= 360.0f;
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while (value < 0.0f)
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value += 360.0f;
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pOut->m_Float = value;
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}
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/**
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* NOTE: Do NOT use SPROP_CHANGES_OFTEN, as it will reorder this list.
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* The pool origin must arrive befoore m_x and m_y or the fish will
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* respawn at the origin and zip back to their proper places.
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*/
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IMPLEMENT_SERVERCLASS_ST_NOBASE( CFish, DT_CFish )
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SendPropVector( SENDINFO(m_poolOrigin), -1, SPROP_COORD, 0.0f, HIGH_DEFAULT ), // only sent once
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SendPropFloat( SENDINFO(m_angle), 7, 0 /*SPROP_CHANGES_OFTEN*/, 0.0f, 360.0f, SendProxy_FishAngle ),
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SendPropFloat( SENDINFO(m_x), 7, 0 /*SPROP_CHANGES_OFTEN*/, -255.0f, 255.0f ),
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SendPropFloat( SENDINFO(m_y), 7, 0 /*SPROP_CHANGES_OFTEN*/, -255.0f, 255.0f ),
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SendPropFloat( SENDINFO(m_z), -1, SPROP_COORD ), // only sent once
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SendPropModelIndex( SENDINFO(m_nModelIndex) ),
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SendPropInt( SENDINFO(m_lifeState) ),
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SendPropFloat( SENDINFO(m_waterLevel) ), // only sent once
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END_SEND_TABLE()
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//-------------------------------------------------------------------------------------------------------------
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CFish::CFish( void )
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{
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}
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//-------------------------------------------------------------------------------------------------------------
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CFish::~CFish()
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{
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}
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//-------------------------------------------------------------------------------------------------------------
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void CFish::Initialize( CFishPool *pool, unsigned int id )
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{
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m_pool = pool;
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m_id = id;
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m_poolOrigin = pool->GetAbsOrigin();
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m_waterLevel = pool->GetWaterLevel();
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// pass relative position to the client
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Vector deltaPos = GetAbsOrigin() - m_poolOrigin;
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m_x = deltaPos.x;
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m_y = deltaPos.y;
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m_z = m_poolOrigin->z;
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SetModel( pool->GetModelName().ToCStr() );
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}
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//-------------------------------------------------------------------------------------------------------------
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void CFish::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_NOT_SOLID | FSOLID_TRIGGER );
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SetMoveType( MOVETYPE_FLY );
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m_angle = RandomFloat( 0.0f, 360.0f );
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m_angleChange = 0.0f;
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m_forward = Vector( 1.0f, 0.0, 0.0f );
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m_perp.x = -m_forward.y;
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m_perp.y = m_forward.x;
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m_perp.z = 0.0f;
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m_speed = 0.0f;
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m_calmSpeed = RandomFloat( 10.0f, 20.0f );
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m_panicSpeed = m_calmSpeed * RandomFloat( 4.0f, 5.0f );
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m_desiredSpeed = m_calmSpeed;
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m_turnClockwise = (RandomInt( 0, 100 ) < 50);
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m_avoidRange = RandomFloat( 40.0f, 75.0f );
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m_iHealth = 1;
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m_iMaxHealth = 1;
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m_takedamage = DAMAGE_YES;
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// spread out a bit
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m_disperseTimer.Start( RandomFloat( 0.0f, 10.0f ) );
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m_goTimer.Start( RandomFloat( 10.0f, 60.0f ) );
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m_moveTimer.Start( RandomFloat( 2.0f, 10.0 ) );
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m_desiredSpeed = m_calmSpeed;
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}
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//-------------------------------------------------------------------------------------------------------------
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void CFish::Event_Killed( const CTakeDamageInfo &info )
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{
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m_takedamage = DAMAGE_NO;
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m_lifeState = LIFE_DEAD;
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* In contact with "other"
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*/
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void CFish::Touch( CBaseEntity *other )
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{
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if (other && other->IsPlayer())
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{
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// touched a Player - panic!
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Panic();
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}
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* Influence my motion to flock with other nearby fish
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* 'amount' ranges from zero to one, representing the amount of flocking influence allowed
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* If 'other' is NULL, flock to the center of the pool.
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*/
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void CFish::FlockTo( CFish *other, float amount )
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{
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// allow fish to disperse a bit at round start
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if (!m_disperseTimer.IsElapsed())
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return;
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const float maxRange = (other) ? 100.0f : 300.0f;
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Vector to = (other) ? (other->GetAbsOrigin() - GetAbsOrigin()) : (m_pool->GetAbsOrigin() - GetAbsOrigin());
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float range = to.NormalizeInPlace();
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if (range > maxRange)
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return;
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// if they are close and we are moving together, avoid them
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const float avoidRange = 25.0f;
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if (other && range < avoidRange)
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{
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// compute their relative velocity to us
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Vector relVel = other->GetAbsVelocity() - GetAbsVelocity();
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if (DotProduct( to, relVel ) < 0.0f)
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{
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const float avoidPower = 5.0f;
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// their comin' right at us! - avoid
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if (DotProduct( m_perp, to ) > 0.0f)
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{
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m_angleChange -= avoidPower * (1.0f - range/avoidRange);
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}
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else
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{
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m_angleChange += avoidPower * (1.0f - range/avoidRange);
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}
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return;
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}
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}
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// turn is 2 if 'other' is behind us, 1 perpendicular, and 0 straight ahead
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float turn = 1.0f + DotProduct( -m_forward, to );
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Vector perp( -m_forward.y, m_forward.x, 0.0f );
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float side = (DotProduct( perp, to ) > 1.0f) ? 1.0f : -1.0f;
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if (turn > 1.0f)
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{
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// always turn one way to avoid dithering if many fish are behind us
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side = (m_turnClockwise) ? 1.0f : -1.0f;
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}
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float power = 1.0f - (range / maxRange);
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const float flockInfluence = 0.7f; // 0.3f; // 0.3
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m_angleChange += amount * flockInfluence * power * side * turn;
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* Returns a value between zero (no danger of hitting an obstacle)
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* and one (extreme danger of hitting an obstacle).
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* This is used to modulate later flocking behaviors.
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*/
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float CFish::Avoid( void )
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{
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const float avoidPower = 100.0f; // 50.0f; // 25.0f;
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//
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// Stay within pool bounds.
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// This may cause problems with pools with oddly concave portions
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// right at the max range.
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//
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Vector toCenter = m_pool->GetAbsOrigin() - GetAbsOrigin();
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const float avoidZone = 20.0f;
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if (toCenter.IsLengthGreaterThan( m_pool->GetMaxRange() - avoidZone ))
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{
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// turn away from edge
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if (DotProduct( toCenter, m_forward ) < 0.0f)
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{
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m_angleChange += (m_turnClockwise) ? -avoidPower : avoidPower;
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}
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// take total precedence over flocking
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return 1.0f;
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}
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trace_t result;
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const float sideOffset = 0.2f;
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float rightDanger = 0.0f;
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float leftDanger = 0.0f;
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// slightly right of forward
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_avoidRange * (m_forward + sideOffset * m_perp), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
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if (result.fraction < 1.0f)
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{
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rightDanger = 1.0f - result.fraction;
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}
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// slightly left of forward
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_avoidRange * (m_forward - sideOffset * m_perp), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
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if (result.fraction < 1.0f)
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{
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// steer away
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leftDanger = 1.0f - result.fraction;
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}
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// steer away - prefer one side to avoid cul-de-sacs
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if (m_turnClockwise)
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{
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if (rightDanger > 0.0f)
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{
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m_angleChange -= avoidPower * rightDanger;
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}
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else
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{
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m_angleChange += avoidPower * leftDanger;
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}
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}
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else
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{
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if (leftDanger > 0.0f)
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{
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m_angleChange += avoidPower * leftDanger;
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}
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else
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{
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m_angleChange -= avoidPower * rightDanger;
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}
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}
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return (leftDanger > rightDanger) ? leftDanger : rightDanger;
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}
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//-------------------------------------------------------------------------------------------------------------
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void CFish::Panic( void )
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{
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// start to panic
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m_panicTimer.Start( RandomFloat( 5.0f, 15.0f ) );
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m_moveTimer.Start( RandomFloat( 10.0f, 20.0f ) );
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m_desiredSpeed = m_panicSpeed;
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* Invoked each server tick
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*/
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void CFish::Update( float deltaT )
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{
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Vector deltaPos = GetAbsOrigin() - m_poolOrigin;
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const float safetyMargin = 5.0f;
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// pass relative position to the client
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// clamp them here to cover the rare cases where a fish's high velocity skirts the range limit
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m_x = clamp( deltaPos.x, -255.0f, 255.0f );
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m_y = clamp( deltaPos.y, -255.0f, 255.0f );
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m_z = m_poolOrigin->z;
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//
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// Dead fish just coast to a stop. All floating to the
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// surface and bobbing motion is handled client-side.
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//
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if (m_lifeState == LIFE_DEAD)
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{
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// don't allow fish to leave maximum range of pool
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if (deltaPos.IsLengthGreaterThan( m_pool->GetMaxRange() - safetyMargin ))
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{
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SetAbsVelocity( Vector( 0, 0, 0 ) );
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}
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else
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{
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// decay movement speed to zero
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Vector vel = GetAbsVelocity();
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const float drag = 1.0f;
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vel -= drag * vel * deltaT;
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SetAbsVelocity( vel );
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}
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return;
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}
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//
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// Living fish behavior
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//
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// periodically change our turning preference
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if (m_turnTimer.IsElapsed())
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{
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m_turnTimer.Start( RandomFloat( 10.0f, 30.0f ) );
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m_turnClockwise = !m_turnClockwise;
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}
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if (m_panicTimer.GetRemainingTime() > 0.0f)
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{
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// panicking
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m_desiredSpeed = m_panicSpeed;
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}
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else if (m_moveTimer.GetRemainingTime() > 0.0f)
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{
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// normal movement
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m_desiredSpeed = m_calmSpeed;
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}
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else if (m_goTimer.IsElapsed())
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{
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// move every so often
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m_goTimer.Start( RandomFloat( 10.0f, 60.0f ) );
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m_moveTimer.Start( RandomFloat( 2.0f, 10.0 ) );
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m_desiredSpeed = m_calmSpeed;
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}
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// avoid obstacles
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float danger = Avoid();
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// flock towards visible fish
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for( int i=0; i<m_visible.Count(); ++i )
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{
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FlockTo( m_visible[i], (1.0f - danger) );
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}
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// flock towards center of pool
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FlockTo( NULL, (1.0f - danger) );
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//
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// Update orientation
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//
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// limit rate of angular change - proportional to movement rate
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const float maxAngleChange = (25.0f + 175.0f * (m_speed/m_panicSpeed)) * deltaT;
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if (m_angleChange > maxAngleChange)
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{
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m_angleChange = maxAngleChange;
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}
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else if (m_angleChange < -maxAngleChange)
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{
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m_angleChange = -maxAngleChange;
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}
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m_angle += m_angleChange;
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m_angleChange = 0.0f;
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m_forward.x = cos( m_angle * M_PI/180.0f );
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m_forward.y = sin( m_angle * M_PI/180.0f );
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m_forward.z = 0.0f;
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m_perp.x = -m_forward.y;
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m_perp.y = m_forward.x;
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m_perp.z = 0.0f;
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//
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// Update speed
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//
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const float rate = 2.0f;
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m_speed += rate * (m_desiredSpeed - m_speed) * deltaT;
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// decay desired speed if done moving
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if (m_moveTimer.IsElapsed())
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{
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const float decayRate = 1.0f;
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m_desiredSpeed -= decayRate * deltaT;
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if (m_desiredSpeed < 0.0f)
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{
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m_desiredSpeed = 0.0f;
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}
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}
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Vector vel = m_speed * m_forward;
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// don't allow fish to leave maximum range of pool
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if (deltaPos.IsLengthGreaterThan( m_pool->GetMaxRange() - safetyMargin ))
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{
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Vector toCenter = -deltaPos;
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float radial = DotProduct( toCenter, vel );
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if (radial < 0.0f)
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{
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// heading out of range, zero the radial velocity component
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toCenter.NormalizeInPlace();
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Vector perp( -toCenter.y, toCenter.x, 0.0f );
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float side = DotProduct( perp, vel );
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vel = side * perp;
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}
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}
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SetAbsVelocity( vel );
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m_flSpeed = m_speed;
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* Zero the visible vector
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*/
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void CFish::ResetVisible( void )
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{
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m_visible.RemoveAll();
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* Add this fish to our visible vector
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*/
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void CFish::AddVisible( CFish *fish )
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{
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m_visible.AddToTail( fish );
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}
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//-------------------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------------------
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/**
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* A CFishPool manages a collection of CFish, and defines where the "pool" is in the world.
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*/
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LINK_ENTITY_TO_CLASS( func_fish_pool, CFishPool );
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BEGIN_DATADESC( CFishPool )
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DEFINE_FIELD( m_fishCount, FIELD_INTEGER ),
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DEFINE_FIELD( m_maxRange, FIELD_FLOAT ),
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DEFINE_FIELD( m_swimDepth, FIELD_FLOAT ),
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DEFINE_FIELD( m_waterLevel, FIELD_FLOAT ),
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DEFINE_FIELD( m_isDormant, FIELD_BOOLEAN ),
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DEFINE_UTLVECTOR( m_fishes, FIELD_EHANDLE ),
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DEFINE_THINKFUNC( Update ),
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END_DATADESC()
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//-------------------------------------------------------------------------------------------------------------
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CFishPool::CFishPool( void )
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{
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m_fishCount = 0;
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m_maxRange = 255.0f;
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m_swimDepth = 0.0f;
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m_isDormant = false;
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m_visTimer.Start( 0.5f );
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ListenForGameEvent( "player_shoot" );
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ListenForGameEvent( "player_footstep" );
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ListenForGameEvent( "weapon_fire" );
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ListenForGameEvent( "hegrenade_detonate" );
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ListenForGameEvent( "flashbang_detonate" );
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ListenForGameEvent( "smokegrenade_detonate" );
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ListenForGameEvent( "bomb_exploded" );
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* Initialize the fish pool
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*/
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void CFishPool::Spawn()
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{
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SetThink( &CFishPool::Update );
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SetNextThink( gpGlobals->curtime );
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m_waterLevel = UTIL_WaterLevel( GetAbsOrigin(), GetAbsOrigin().z, GetAbsOrigin().z + 1000.0f );
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trace_t result;
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for( int i=0; i<m_fishCount; ++i )
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{
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QAngle heading( 0.0f, RandomFloat( 0, 360.0f ), 0.0f );
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CFish *fish = (CFish *)Create( "fish", GetAbsOrigin(), heading, this );
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fish->Initialize( this, i );
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if (fish)
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{
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CHandle<CFish> hFish;
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hFish.Set( fish );
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m_fishes.AddToTail( hFish );
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}
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}
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* Parse KeyValue pairs
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*/
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bool CFishPool::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq( szKeyName, "fish_count" ))
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{
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m_fishCount = atoi(szValue);
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return true;
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}
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else if (FStrEq( szKeyName, "max_range" ))
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{
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m_maxRange = atof(szValue);
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if (m_maxRange <= 1.0f)
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{
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m_maxRange = 1.0f;
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}
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else if (m_maxRange > 255.0f)
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{
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// stay within 8 bits range
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m_maxRange = 255.0f;
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}
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return true;
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}
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else if (FStrEq( szKeyName, "model" ))
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{
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PrecacheModel( szValue );
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SetModelName( AllocPooledString( szValue ) );
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}
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* Game event processing
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*/
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void CFishPool::FireGameEvent( IGameEvent *event )
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{
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CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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// the fish panic
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const float loudRange = 500.0f;
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const float quietRange = 75.0f;
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float range = (Q_strcmp( "player_footstep", event->GetName() )) ? loudRange : quietRange;
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for( int i=0; i<m_fishes.Count(); ++i )
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{
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// if player is NULL, assume a game-wide event
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if (player && (player->GetAbsOrigin() - m_fishes[i]->GetAbsOrigin()).IsLengthGreaterThan( range ))
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{
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// event too far away to care
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continue;
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}
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m_fishes[i]->Panic();
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}
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}
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//-------------------------------------------------------------------------------------------------------------
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/**
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* Invoked each server tick
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*/
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void CFishPool::Update( void )
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{
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float deltaT = 0.1f;
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SetNextThink( gpGlobals->curtime + deltaT );
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/// @todo Go dormant when no players are around to see us
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if (fish_dormant.GetBool())
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{
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if (!m_isDormant)
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{
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// stop all the fish
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for( int i=0; i<m_fishes.Count(); ++i )
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{
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m_fishes[i]->SetAbsVelocity( Vector( 0, 0, 0 ) );
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}
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m_isDormant = true;
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}
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return;
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}
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else
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{
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m_isDormant = false;
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}
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// update fish to fish visibility
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if (m_visTimer.IsElapsed())
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{
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m_visTimer.Reset();
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int i, j;
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trace_t result;
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// reset each fishes vis list
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for( i=0; i<m_fishes.Count(); ++i )
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{
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m_fishes[i]->ResetVisible();
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}
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// build new vis lists - line of sight is symmetric
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for( i=0; i<m_fishes.Count(); ++i )
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{
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if (!m_fishes[i]->IsAlive())
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continue;
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for( j=i+1; j<m_fishes.Count(); ++j )
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{
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if (!m_fishes[j]->IsAlive())
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continue;
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UTIL_TraceLine( m_fishes[i]->GetAbsOrigin(), m_fishes[j]->GetAbsOrigin(), MASK_PLAYERSOLID, m_fishes[i], COLLISION_GROUP_NONE, &result );
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if (result.fraction >= 1.0f)
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{
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// the fish can see each other
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m_fishes[i]->AddVisible( m_fishes[j] );
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m_fishes[j]->AddVisible( m_fishes[i] );
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}
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}
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}
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}
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// simulate the fishes behavior
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for( int i=0; i<m_fishes.Count(); ++i )
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{
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m_fishes[i]->Update( deltaT );
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}
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}
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