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https://github.com/nillerusr/source-engine.git
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412 lines
12 KiB
C++
412 lines
12 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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//=============================================================================//
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#include "cbase.h"
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#include "ai_spotlight.h"
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#include "ai_basenpc.h"
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#include "spotlightend.h"
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#include "beam_shared.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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//-----------------------------------------------------------------------------
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// Parameters for how the scanner relates to citizens.
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//-----------------------------------------------------------------------------
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#define SPOTLIGHT_WIDTH 96
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//-----------------------------------------------------------------------------
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// Save/load
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//-----------------------------------------------------------------------------
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BEGIN_SIMPLE_DATADESC( CAI_Spotlight )
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// Robin: Don't save, recreated after restore/transition.
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//DEFINE_FIELD( m_hSpotlight, FIELD_EHANDLE ),
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//DEFINE_FIELD( m_hSpotlightTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ),
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DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_flSpotlightMaxLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_flConstraintAngle, FIELD_FLOAT ),
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DEFINE_FIELD( m_nHaloSprite, FIELD_MODELINDEX ),
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DEFINE_FIELD( m_nSpotlightAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_nFlags, FIELD_INTEGER ),
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DEFINE_FIELD( m_vAngularVelocity, FIELD_QUATERNION ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CAI_Spotlight::CAI_Spotlight()
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{
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#ifdef _DEBUG
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m_vSpotlightTargetPos.Init();
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m_vSpotlightDir.Init();
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#endif
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}
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CAI_Spotlight::~CAI_Spotlight()
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{
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SpotlightDestroy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_Spotlight::Precache(void)
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{
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// Sprites
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m_nHaloSprite = GetOuter()->PrecacheModel("sprites/light_glow03.vmt");
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GetOuter()->PrecacheModel( "sprites/glow_test02.vmt" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_Spotlight::Init( CAI_BaseNPC *pOuter, int nFlags, float flConstraintAngle, float flMaxLength )
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{
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SetOuter( pOuter );
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m_nFlags = nFlags;
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m_flConstraintAngle = flConstraintAngle;
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m_flSpotlightMaxLength = flMaxLength;
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// Check for user error
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if (m_flSpotlightMaxLength <= 0)
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{
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DevMsg("ERROR: Invalid spotlight length <= 0, setting to 500\n");
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m_flSpotlightMaxLength = 500;
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}
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Precache();
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m_vSpotlightTargetPos = vec3_origin;
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m_hSpotlight = NULL;
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m_hSpotlightTarget = NULL;
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AngleVectors( GetAbsAngles(), &m_vSpotlightDir );
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m_vAngularVelocity.Init( 0, 0, 0, 1 );
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m_flSpotlightCurLength = m_flSpotlightMaxLength;
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}
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//------------------------------------------------------------------------------
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// Computes the spotlight endpoint
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//------------------------------------------------------------------------------
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void CAI_Spotlight::ComputeEndpoint( const Vector &vecStartPoint, Vector *pEndPoint )
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{
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// Create the endpoint
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trace_t tr;
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AI_TraceLine( vecStartPoint, vecStartPoint + m_vSpotlightDir * 2 * m_flSpotlightMaxLength, MASK_OPAQUE, GetOuter(), COLLISION_GROUP_NONE, &tr );
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*pEndPoint = tr.endpos;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CAI_Spotlight::SpotlightCreate( int nAttachment, const Vector &vecInitialDir )
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{
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// Make sure we don't already have one
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if ( m_hSpotlight != NULL )
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return;
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m_vSpotlightDir = vecInitialDir;
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VectorNormalize( m_vSpotlightDir );
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m_nSpotlightAttachment = nAttachment;
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CreateSpotlightEntities();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create the beam & spotlight end for this spotlight.
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// Will be re-called after restore/transition
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//-----------------------------------------------------------------------------
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void CAI_Spotlight::CreateSpotlightEntities( void )
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{
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m_vAngularVelocity.Init( 0, 0, 0, 1 );
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// Create the endpoint
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// Get the initial position...
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Vector vecStartPoint;
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if ( m_nSpotlightAttachment == 0 )
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{
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vecStartPoint = GetOuter()->GetAbsOrigin();
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}
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else
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{
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GetOuter()->GetAttachment( m_nSpotlightAttachment, vecStartPoint );
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}
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Vector vecEndPoint;
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ComputeEndpoint( vecStartPoint, &vecEndPoint );
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m_hSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" );
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m_hSpotlightTarget->Spawn();
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m_hSpotlightTarget->SetAbsOrigin( vecEndPoint );
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m_hSpotlightTarget->SetOwnerEntity( GetOuter() );
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m_hSpotlightTarget->SetRenderColor( 255, 255, 255 );
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m_hSpotlightTarget->m_Radius = m_flSpotlightMaxLength;
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if ( FBitSet (m_nFlags, AI_SPOTLIGHT_NO_DLIGHTS) )
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{
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m_hSpotlightTarget->m_flLightScale = 0.0;
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}
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else
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{
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m_hSpotlightTarget->m_flLightScale = SPOTLIGHT_WIDTH;
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}
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// Create the beam
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m_hSpotlight = CBeam::BeamCreate( "sprites/glow_test02.vmt", SPOTLIGHT_WIDTH );
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// Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore)
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m_hSpotlight->AddSpawnFlags( SF_BEAM_TEMPORARY );
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m_hSpotlight->SetColor( 255, 255, 255 );
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m_hSpotlight->SetHaloTexture( m_nHaloSprite );
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m_hSpotlight->SetHaloScale( 32 );
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m_hSpotlight->SetEndWidth( m_hSpotlight->GetWidth() );
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m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) );
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m_hSpotlight->SetBrightness( 32 );
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m_hSpotlight->SetNoise( 0 );
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m_hSpotlight->EntsInit( GetOuter(), m_hSpotlightTarget );
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m_hSpotlight->SetStartAttachment( m_nSpotlightAttachment );
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CAI_Spotlight::SpotlightDestroy(void)
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{
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if ( m_hSpotlight )
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{
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UTIL_Remove(m_hSpotlight);
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m_hSpotlight = NULL;
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UTIL_Remove(m_hSpotlightTarget);
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m_hSpotlightTarget = NULL;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CAI_Spotlight::SetSpotlightTargetPos( const Vector &vSpotlightTargetPos )
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{
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m_vSpotlightTargetPos = vSpotlightTargetPos;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CAI_Spotlight::SetSpotlightTargetDirection( const Vector &vSpotlightTargetDir )
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{
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if ( !m_hSpotlight )
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{
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CreateSpotlightEntities();
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}
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VectorMA( m_hSpotlight->GetAbsStartPos(), 1000.0f, vSpotlightTargetDir, m_vSpotlightTargetPos );
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}
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//------------------------------------------------------------------------------
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// Constrain to cone
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//------------------------------------------------------------------------------
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bool CAI_Spotlight::ConstrainToCone( Vector *pDirection )
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{
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Vector vecOrigin, vecForward;
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if ( m_nSpotlightAttachment == 0 )
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{
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QAngle vecAngles;
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vecAngles = GetOuter()->GetAbsAngles();
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AngleVectors( vecAngles, &vecForward );
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}
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else
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{
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GetOuter()->GetAttachment( m_nSpotlightAttachment, vecOrigin, &vecForward );
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}
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if ( m_flConstraintAngle == 0.0f )
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{
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*pDirection = vecForward;
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return true;
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}
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float flDot = DotProduct( vecForward, *pDirection );
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if ( flDot >= cos( DEG2RAD( m_flConstraintAngle ) ) )
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return false;
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Vector vecAxis;
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CrossProduct( *pDirection, vecForward, vecAxis );
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VectorNormalize( vecAxis );
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Quaternion q;
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AxisAngleQuaternion( vecAxis, -m_flConstraintAngle, q );
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Vector vecResult;
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matrix3x4_t rot;
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QuaternionMatrix( q, rot );
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VectorRotate( vecForward, rot, vecResult );
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VectorNormalize( vecResult );
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*pDirection = vecResult;
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return true;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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#define QUAT_BLEND_FACTOR 0.4f
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void CAI_Spotlight::UpdateSpotlightDirection( void )
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{
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if ( !m_hSpotlight )
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{
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CreateSpotlightEntities();
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}
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// Compute the current beam direction
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Vector vTargetDir;
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VectorSubtract( m_vSpotlightTargetPos, m_hSpotlight->GetAbsStartPos(), vTargetDir );
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VectorNormalize(vTargetDir);
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ConstrainToCone( &vTargetDir );
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// Compute the amount to rotate
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float flDot = DotProduct( vTargetDir, m_vSpotlightDir );
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flDot = clamp( flDot, -1.0f, 1.0f );
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float flAngle = AngleNormalize( RAD2DEG( acos( flDot ) ) );
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float flClampedAngle = clamp( flAngle, 0.0f, 45.0f );
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float flBeamTurnRate = SimpleSplineRemapVal( flClampedAngle, 0.0f, 45.0f, 10.0f, 45.0f );
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if ( fabs(flAngle) > flBeamTurnRate * gpGlobals->frametime )
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{
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flAngle = flBeamTurnRate * gpGlobals->frametime;
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}
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// Compute the rotation axis
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Vector vecRotationAxis;
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CrossProduct( m_vSpotlightDir, vTargetDir, vecRotationAxis );
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if ( VectorNormalize( vecRotationAxis ) < 1e-3 )
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{
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vecRotationAxis.Init( 0, 0, 1 );
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}
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// Compute the actual rotation amount, using quat slerp blending
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Quaternion desiredQuat, resultQuat;
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AxisAngleQuaternion( vecRotationAxis, flAngle, desiredQuat );
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QuaternionSlerp( m_vAngularVelocity, desiredQuat, QUAT_BLEND_FACTOR, resultQuat );
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m_vAngularVelocity = resultQuat;
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// If we're really close, and we're not moving very quickly, slam.
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float flActualRotation = AngleNormalize( RAD2DEG(2 * acos(m_vAngularVelocity.w)) );
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if (( flActualRotation < 1e-3 ) && (flAngle < 1e-3 ))
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{
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m_vSpotlightDir = vTargetDir;
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m_vAngularVelocity.Init( 0, 0, 0, 1 );
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return;
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}
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// Update the desired direction
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matrix3x4_t rot;
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Vector vecNewDir;
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QuaternionMatrix( m_vAngularVelocity, rot );
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VectorRotate( m_vSpotlightDir, rot, vecNewDir );
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m_vSpotlightDir = vecNewDir;
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VectorNormalize(m_vSpotlightDir);
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CAI_Spotlight::UpdateSpotlightEndpoint( void )
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{
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if ( !m_hSpotlight )
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{
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CreateSpotlightEntities();
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}
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Vector vecStartPoint, vecEndPoint;
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vecStartPoint = m_hSpotlight->GetAbsStartPos();
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ComputeEndpoint( vecStartPoint, &vecEndPoint );
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// If I'm not facing the spotlight turn it off
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Vector vecSpotDir;
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VectorSubtract( vecEndPoint, vecStartPoint, vecSpotDir );
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float flBeamLength = VectorNormalize(vecSpotDir);
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m_hSpotlightTarget->SetAbsOrigin( vecEndPoint );
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m_hSpotlightTarget->SetAbsVelocity( vec3_origin );
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m_hSpotlightTarget->m_vSpotlightOrg = vecStartPoint;
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m_hSpotlightTarget->m_vSpotlightDir = vecSpotDir;
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// Avoid sudden change in where beam fades out when cross disconinuities
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m_flSpotlightCurLength = Lerp( 0.20f, m_flSpotlightCurLength, flBeamLength );
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// Fade out spotlight end if past max length.
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if (m_flSpotlightCurLength > 2*m_flSpotlightMaxLength)
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{
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m_hSpotlightTarget->SetRenderColorA( 0 );
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m_hSpotlight->SetFadeLength(m_flSpotlightMaxLength);
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}
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else if (m_flSpotlightCurLength > m_flSpotlightMaxLength)
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{
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m_hSpotlightTarget->SetRenderColorA( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) );
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m_hSpotlight->SetFadeLength(m_flSpotlightMaxLength);
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}
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else
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{
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m_hSpotlightTarget->SetRenderColorA( 1.0 );
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m_hSpotlight->SetFadeLength(m_flSpotlightCurLength);
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}
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// Adjust end width to keep beam width constant
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float flNewWidth = SPOTLIGHT_WIDTH * ( flBeamLength / m_flSpotlightMaxLength );
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flNewWidth = MIN( 100, flNewWidth );
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m_hSpotlight->SetWidth(flNewWidth);
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m_hSpotlight->SetEndWidth(flNewWidth);
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// Adjust width of light on the end.
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if ( FBitSet (m_nFlags, AI_SPOTLIGHT_NO_DLIGHTS) )
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{
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m_hSpotlightTarget->m_flLightScale = 0.0;
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}
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else
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{
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m_hSpotlightTarget->m_flLightScale = flNewWidth;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: Update the direction and position of my spotlight (if it's active)
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//------------------------------------------------------------------------------
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void CAI_Spotlight::Update(void)
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{
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if ( !m_hSpotlight )
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{
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CreateSpotlightEntities();
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}
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// Update the beam direction
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UpdateSpotlightDirection();
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UpdateSpotlightEndpoint();
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}
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