Beispiel #1
0
void CPendulum :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if( IsLockedByMaster( pActivator ) || m_distance == 0 )
		return;

	if( pev->speed )
	{
		// pendulum is moving, stop it and auto-return if necessary
		if( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ))
		{		
			float delta = CBaseToggle::AxisDelta( pev->spawnflags, GetLocalAngles(), m_start );

			SetLocalAvelocity( m_maxSpeed * pev->movedir );
			SetNextThink( delta / m_maxSpeed );
			SetThink( Stop );
		}
		else
		{
			pev->speed = 0; // dead stop
			SetThink( NULL );
			SetLocalAvelocity( g_vecZero );
			m_iState = STATE_OFF;
		}
	}
	else
	{
		SetNextThink( 0.1f );		// start the pendulum moving
		SetThink( Swing );
		m_time = gpGlobals->time;		// save time to calculate dt
		m_dampSpeed = m_maxSpeed;
	}
}
Beispiel #2
0
void CMomentaryRotButton :: ReturnMoveDone( void )
{
	float value = GetPos( GetLocalAngles() );

	SetUse( &CMomentaryRotButton::ButtonUse );

	if( value <= 0 )
	{
		// Got back to the start, stop spinning.
		SetLocalAvelocity( g_vecZero );
		SetLocalAngles( m_start );

		m_iState = STATE_OFF;

		UpdateTarget( 0 );

		SetMoveDoneTime( -1 );
		SetMoveDone( NULL );

		SetNextThink( -1 );
		SetThink( NULL );
	}
	else
	{
		m_iState = STATE_TURN_OFF;

		SetLocalAvelocity( -m_returnSpeed * pev->movedir );
		SetMoveDoneTime( 0.1f );

		SetThink( &CMomentaryRotButton::UpdateThink );
		SetNextThink( 0.01f );
	}
}
Beispiel #3
0
void CMomentaryRotButton :: UpdateSelf( float value, bool bPlaySound )
{
	// set our move clock to 0.1 seconds in the future so we stop spinning unless we are
	// used again before then.
	SetMoveDoneTime( 0.1 );

	if( m_direction > 0 && value >= 1.0 )
	{
		// if we hit the end, zero our avelocity and snap to the end angles.
		SetLocalAvelocity( g_vecZero );
		SetLocalAngles( m_end );
		m_iState = STATE_ON;
		return;
	}
	else if( m_direction < 0 && value <= 0 )
	{
		// if we returned to the start, zero our avelocity and snap to the start angles.
		SetLocalAvelocity( g_vecZero );
		SetLocalAngles( m_start );
		m_iState = STATE_OFF;
		return;
	}

	// i'm "in use" player turn me :-)
	m_iState = STATE_IN_USE;
	
	if( bPlaySound ) PlaySound();

	SetLocalAvelocity(( m_direction * pev->speed ) * pev->movedir );
	SetMoveDone( &CMomentaryRotButton::UseMoveDone );
}
Beispiel #4
0
void CMomentaryRotButton :: SetPosition( float value )
{
	pev->ideal_yaw = bound( 0.0f, value, 1 );

	float flCurPos = GetPos( GetLocalAngles( ));

	if( flCurPos < pev->ideal_yaw )
	{
		// moving forward (from start to end).
		SetLocalAvelocity( pev->speed * pev->movedir );
		m_direction = 1;
	}
	else if( flCurPos > pev->ideal_yaw )
	{
		// moving backward (from end to start).
		SetLocalAvelocity( -pev->speed * pev->movedir );
		m_direction = -1;
	}
	else
	{
		// we're there already; nothing to do.
		SetLocalAvelocity( g_vecZero );
		return;
	}

	// g-cont. to avoid moving by user in back direction
	if( FBitSet( pev->spawnflags, SF_MOMENTARY_ROT_BUTTON_AUTO_RETURN ) && m_returnSpeed > 0 )
		m_lastUsed = 1;

	// play sound on set new pos
	PlaySound();

	SetMoveDone( &CMomentaryRotButton::SetPositionMoveDone );
	SetThink( &CMomentaryRotButton::UpdateThink );
	SetNextThink( 0 );

	// Think again in 0.1 seconds or the time that it will take us to reach our movement goal,
	// whichever is the shorter interval. This prevents us from overshooting and stuttering when we
	// are told to change position in very small increments.
	Vector vecNewAngles = m_start + pev->movedir * ( pev->ideal_yaw * m_flMoveDistance );
	float flAngleDelta = fabs( AxisDelta( pev->spawnflags, vecNewAngles, GetLocalAngles( )));
	float dt = flAngleDelta / pev->speed;

	if( dt < gpGlobals->frametime )
	{
		dt = gpGlobals->frametime;
		float speed = flAngleDelta / gpGlobals->frametime;
		SetLocalAvelocity( speed * pev->movedir * m_direction );
	}

	dt = bound( gpGlobals->frametime, dt, gpGlobals->frametime * 6 );

	SetMoveDoneTime( dt );
}
Beispiel #5
0
void CMomentaryRotButton :: UseMoveDone( void )
{
	SetLocalAvelocity( g_vecZero );

	// make sure our targets stop where we stopped.
	float flPos = GetPos( GetLocalAngles( ));
	UpdateTarget( flPos );

	m_lastUsed = 0;

	if( FBitSet( pev->spawnflags, SF_MOMENTARY_ROT_BUTTON_AUTO_RETURN ) && m_returnSpeed > 0 )
	{
		SetMoveDone( &CMomentaryRotButton::ReturnMoveDone );
		m_direction = -1;

		if( flPos >= 1.0f )
		{
			// disable use until button is waiting
			SetUse( NULL );

			// delay before autoreturn.
			SetMoveDoneTime( m_flDelay + 0.1f );
		}
		else SetMoveDoneTime( 0.1f );
	}
	else
	{
		SetThink( NULL );
		SetMoveDone( NULL );
	}
}
Beispiel #6
0
void CPendulum :: Swing( void )
{
	float delta, dt;
	
	delta = CBaseToggle::AxisDelta( pev->spawnflags, GetLocalAngles(), m_center );

	dt = gpGlobals->time - m_time;	// how much time has passed?
	m_time = gpGlobals->time;		// remember the last time called

	// integrate velocity
	if( delta > 0 && m_accel > 0 )
		pev->speed -= m_accel * dt;
	else pev->speed += m_accel * dt;

	pev->speed = bound( -m_maxSpeed, pev->speed, m_maxSpeed );

	m_iState = STATE_ON;

	// scale the destdelta vector by the time spent traveling to get velocity
	SetLocalAvelocity( pev->speed * pev->movedir );

	// call this again
	SetNextThink( 0.1f );
	SetMoveDoneTime( 0.1f );

	if( m_damp )
	{
		m_dampSpeed -= m_damp * m_dampSpeed * dt;

		if( m_dampSpeed < 30.0 )
		{
			SetLocalAngles( m_center );
			pev->speed = 0;
			SetThink( NULL );
			SetLocalAvelocity( g_vecZero );
			m_iState = STATE_OFF;
		}
		else if( pev->speed > m_dampSpeed )
		{
			pev->speed = m_dampSpeed;
		}
		else if( pev->speed < -m_dampSpeed )
		{
			pev->speed = -m_dampSpeed;
		}
	}
}
Beispiel #7
0
void CPendulum :: Stop( void )
{
	SetLocalAngles( m_start );
	pev->speed = 0; // dead stop
	SetThink( NULL );
	SetLocalAvelocity( g_vecZero );
	m_iState = STATE_OFF;
}
Beispiel #8
0
//=========================================================
// Rotating Use - when a rotating brush is triggered
//=========================================================
void CFuncRotating :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if( IsLockedByMaster( pActivator ))
		return;

	m_bStopAtStartPos = false;

	if( useType == USE_SET )
	{
		if( value != 0 ) 
		{
			// never toggle direction from momentary entities
			if( pCaller && !FClassnameIs( pCaller, "momentary_rot_button" ) && !FClassnameIs( pCaller, "momentary_rot_door" ))
				pev->impulse = (value < 0) ? true : false;
			value = fabs( value );
			SetTargetSpeed( bound( 0, value, 1 ) * m_flMaxSpeed );
		}
		else
		{
			SetTargetSpeed( 0 );
		}
		return;
	}

	// a liitle easter egg
	if( useType == USE_RESET )
	{
		if( value == 0.0f )
		{
			if( m_iState == STATE_OFF )
				pev->impulse = !pev->impulse;
			return;
		}

		if( m_iState == STATE_OFF )
		{
			// apply angular impulse (XashXT feature)
			SetLocalAvelocity( pev->movedir * (bound( -1, value, 1 ) * m_flMaxSpeed ));
			SetMoveDone( RotateFriction );
			pev->friction = 1.0f;
			RotateFriction();
		}
		return;
	}

	if( pev->speed != 0 )
		SetTargetSpeed( 0 );
	else SetTargetSpeed( m_flMaxSpeed );
}
Beispiel #9
0
void COsprey :: Killed( entvars_t *pevAttacker, int iGib )
{
	pev->movetype = MOVETYPE_TOSS;
	pev->gravity = 0.3;
	SetAbsVelocity( m_velocity );
	SetLocalAvelocity( Vector( RANDOM_FLOAT( -20, 20 ), 0, RANDOM_FLOAT( -50, 50 ) ));
	STOP_SOUND( ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav" );

	UTIL_SetSize( pev, Vector( -32, -32, -64), Vector( 32, 32, 0) );
	SetThink( DyingThink );
	SetTouch( CrashTouch );
	SetNextThink( 0.1 );
	pev->health = 0;
	pev->takedamage = DAMAGE_NO;

	m_startTime = gpGlobals->time + 4.0;
}
Beispiel #10
0
//=========================================================
//=========================================================
void CFlockingFlyer :: BoidAdvanceFrame ( )
{
	float flapspeed = (pev->speed - pev->armorvalue) / AFLOCK_ACCELERATE;
	pev->armorvalue = pev->armorvalue * .8 + pev->speed * .2;

	if (flapspeed < 0) flapspeed = -flapspeed;
	if (flapspeed < 0.25) flapspeed = 0.25;
	if (flapspeed > 1.9) flapspeed = 1.9;

	pev->framerate = flapspeed;

	Vector avelocity = GetLocalAvelocity();

	// lean
	avelocity.x = - (GetAbsAngles().x + flapspeed * 5);

	// bank
	avelocity.z = - (GetAbsAngles().z + avelocity.y);

	SetLocalAvelocity( avelocity );
	StudioFrameAdvance( 0.1 );
}
Beispiel #11
0
void CMomentaryRotButton :: SetPositionMoveDone( void )
{
	float flCurPos = GetPos( GetLocalAngles( ));

	if((( flCurPos >= pev->ideal_yaw ) && ( m_direction == 1 )) || (( flCurPos <= pev->ideal_yaw ) && ( m_direction == -1 )))
	{
		// g-cont. we need auto return after direct set position?
		if( FBitSet( pev->spawnflags, SF_MOMENTARY_ROT_BUTTON_AUTO_RETURN ) && m_returnSpeed > 0 )
		{
			SetMoveDone( &CMomentaryRotButton::ReturnMoveDone );
			m_direction = -1;

			if( flCurPos >= 1.0f )
			{
				// disable use until button is waiting
				SetUse( NULL );

				// delay before autoreturn.
				SetMoveDoneTime( m_flDelay + 0.1f );
			}
			else SetMoveDoneTime( 0.1f );
		}
		else
		{
			m_iState = STATE_OFF;

			// we reached or surpassed our movement goal.
			SetLocalAvelocity( g_vecZero );

			// BUGBUG: Won't this get the player stuck?
			SetLocalAngles( m_start + pev->movedir * ( pev->ideal_yaw * m_flMoveDistance ));
			SetNextThink( -1 );
			SetMoveDoneTime( -1 );
			UpdateTarget( pev->ideal_yaw );
		}

		m_lastUsed = 0;
		return;
	}

	// set right state
	if( flCurPos >= pev->ideal_yaw )
		m_iState = STATE_TURN_OFF;

	if( flCurPos <= pev->ideal_yaw )
		m_iState = STATE_TURN_ON;

	Vector vecNewAngles = m_start + pev->movedir * ( pev->ideal_yaw * m_flMoveDistance );
	float flAngleDelta = fabs( AxisDelta( pev->spawnflags, vecNewAngles, GetLocalAngles( )));
	float dt = flAngleDelta / pev->speed;

	if( dt < gpGlobals->frametime )
	{
		dt = gpGlobals->frametime;
		float speed = flAngleDelta / gpGlobals->frametime;
		SetLocalAvelocity( speed * pev->movedir * m_direction );
	}

	dt = bound( gpGlobals->frametime, dt, gpGlobals->frametime * 6 );

	SetMoveDoneTime( dt );
}
Beispiel #12
0
void COsprey :: DyingThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( 0.1 );

	Vector angVel = GetLocalAvelocity();
	angVel *= 1.02;
	SetLocalAvelocity( angVel );

	// still falling?
	if (m_startTime > gpGlobals->time )
	{
		UTIL_MakeAimVectors( GetAbsAngles() );
		ShowDamage( );

		Vector vecSpot = GetAbsOrigin() + GetAbsVelocity() * 0.2;
		Vector vecVel = GetAbsVelocity();

		// random explosions
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_EXPLOSION);		// This just makes a dynamic light now
			WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ));
			WRITE_SHORT( g_sModelIndexFireball );
			WRITE_BYTE( RANDOM_LONG(0,29) + 30  ); // scale * 10
			WRITE_BYTE( 12  ); // framerate
			WRITE_BYTE( TE_EXPLFLAG_NONE );
		MESSAGE_END();

		// lots of smoke
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_SMOKE );
			WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ));
			WRITE_SHORT( g_sModelIndexSmoke );
			WRITE_BYTE( 100 ); // scale * 10
			WRITE_BYTE( 10  ); // framerate
		MESSAGE_END();


		vecSpot = GetAbsOrigin() + (pev->mins + pev->maxs) * 0.5;
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_BREAKMODEL);

			// position
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z );

			// size
			WRITE_COORD( 800 );
			WRITE_COORD( 800 );
			WRITE_COORD( 132 );

			// velocity
			WRITE_COORD( vecVel.x ); 
			WRITE_COORD( vecVel.y );
			WRITE_COORD( vecVel.z );

			// randomization
			WRITE_BYTE( 50 ); 

			// Model
			WRITE_SHORT( m_iTailGibs );	//model id#

			// # of shards
			WRITE_BYTE( 8 );	// let client decide

			// duration
			WRITE_BYTE( 200 );// 10.0 seconds

			// flags

			WRITE_BYTE( BREAK_METAL );
		MESSAGE_END();



		// don't stop it we touch a entity
		pev->flags &= ~FL_ONGROUND;
		pev->nextthink = gpGlobals->time + 0.2;
		return;
	}
	else
	{
		Vector vecSpot = GetAbsOrigin() + (pev->mins + pev->maxs) * 0.5;

		/*
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_EXPLOSION);		// This just makes a dynamic light now
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 512 );
			WRITE_SHORT( m_iExplode );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 10  ); // framerate
		MESSAGE_END();
		*/

		// gibs
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_SPRITE );
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 512 );
			WRITE_SHORT( m_iExplode );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 255 ); // brightness
		MESSAGE_END();

		/*
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_SMOKE );
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 300 );
			WRITE_SHORT( g_sModelIndexSmoke );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 6  ); // framerate
		MESSAGE_END();
		*/

		Vector vecOrigin = GetAbsOrigin();

		// blast circle
		MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecOrigin );
			WRITE_BYTE( TE_BEAMCYLINDER );
			WRITE_COORD( vecOrigin.x);
			WRITE_COORD( vecOrigin.y);
			WRITE_COORD( vecOrigin.z);
			WRITE_COORD( vecOrigin.x);
			WRITE_COORD( vecOrigin.y);
			WRITE_COORD( vecOrigin.z + 2000 ); // reach damage radius over .2 seconds
			WRITE_SHORT( m_iSpriteTexture );
			WRITE_BYTE( 0 ); // startframe
			WRITE_BYTE( 0 ); // framerate
			WRITE_BYTE( 4 ); // life
			WRITE_BYTE( 32 );  // width
			WRITE_BYTE( 0 );   // noise
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 192 );   // r, g, b
			WRITE_BYTE( 128 ); // brightness
			WRITE_BYTE( 0 );		// speed
		MESSAGE_END();

		EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);

		RadiusDamage( vecOrigin, pev, pev, 300, CLASS_NONE, DMG_BLAST );

		// gibs
		vecSpot = vecOrigin + (pev->mins + pev->maxs) * 0.5;
		MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_BREAKMODEL);

			// position
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 64);

			// size
			WRITE_COORD( 800 );
			WRITE_COORD( 800 );
			WRITE_COORD( 128 );

			// velocity
			WRITE_COORD( m_velocity.x ); 
			WRITE_COORD( m_velocity.y );
			WRITE_COORD( fabs( m_velocity.z ) * 0.25 );

			// randomization
			WRITE_BYTE( 40 ); 

			// Model
			WRITE_SHORT( m_iBodyGibs );	//model id#

			// # of shards
			WRITE_BYTE( 128 );

			// duration
			WRITE_BYTE( 200 );// 10.0 seconds

			// flags

			WRITE_BYTE( BREAK_METAL );
		MESSAGE_END();

		UTIL_Remove( this );
	}
}
Beispiel #13
0
//=========================================================
// Leader boids use this think every tenth
//=========================================================
void CFlockingFlyer :: FlockLeaderThink( void )
{
	TraceResult		tr;
	Vector			vecDist;// used for general measurements
	Vector			vecDir;// used for general measurements
	int				cProcessed = 0;// keep track of how many other boids we've processed 
	float			flLeftSide;
	float			flRightSide;
	

	pev->nextthink = gpGlobals->time + 0.1;
	
	UTIL_MakeVectors ( GetAbsAngles() );

	// is the way ahead clear?
	if ( !FPathBlocked () )
	{
		// if the boid is turning, stop the trend.
		if ( m_fTurning )
		{
			m_fTurning = FALSE;
			Vector avelocity = GetLocalAvelocity();
			avelocity.y = 0;
			SetLocalAvelocity( avelocity );
		}

		m_fPathBlocked = FALSE;

		if (pev->speed <= AFLOCK_FLY_SPEED )
			pev->speed+= 5;

		SetAbsVelocity( gpGlobals->v_forward * pev->speed );

		BoidAdvanceFrame( );

		return;
	}
	
	// IF we get this far in the function, the leader's path is blocked!
	m_fPathBlocked = TRUE;

	if ( !m_fTurning)// something in the way and boid is not already turning to avoid
	{
		// measure clearance on left and right to pick the best dir to turn
		UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
		vecDist = (tr.vecEndPos - GetAbsOrigin());
		flRightSide = vecDist.Length();

		UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
		vecDist = (tr.vecEndPos - GetAbsOrigin());
		flLeftSide = vecDist.Length();

		// turn right if more clearance on right side
		if ( flRightSide > flLeftSide )
		{
			Vector avelocity = GetLocalAvelocity();
			avelocity.y = -AFLOCK_TURN_RATE;
			SetLocalAvelocity( avelocity );
			m_fTurning = TRUE;
		}
		// default to left turn :)
		else if ( flLeftSide > flRightSide )
		{
			Vector avelocity = GetLocalAvelocity();
			avelocity.y = AFLOCK_TURN_RATE;
			SetLocalAvelocity( avelocity );
			m_fTurning = TRUE;
		}
		else
		{
			// equidistant. Pick randomly between left and right.
			m_fTurning = TRUE;

			if ( RANDOM_LONG( 0, 1 ) == 0 )
			{
				Vector avelocity = GetLocalAvelocity();
				avelocity.y = AFLOCK_TURN_RATE;
				SetLocalAvelocity( avelocity );
			}
			else
			{
				Vector avelocity = GetLocalAvelocity();
				avelocity.y = -AFLOCK_TURN_RATE;
				SetLocalAvelocity( avelocity );
			}
		}
	}
	SpreadFlock( );

	SetAbsVelocity( gpGlobals->v_forward * pev->speed );
	
	// check and make sure we aren't about to plow into the ground, don't let it happen
	UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() - gpGlobals->v_up * 16, ignore_monsters, ENT(pev), &tr);
	if (tr.flFraction != 1.0 && GetAbsVelocity().z < 0 )
	{
		Vector velocity = GetAbsVelocity();
		velocity.z = 0;
		SetAbsVelocity( velocity );
          }
	// maybe it did, though.
	if ( FBitSet (pev->flags, FL_ONGROUND) )
	{
		UTIL_SetOrigin (this, GetAbsOrigin() + Vector ( 0 , 0 , 1 ) );
		Vector velocity = GetAbsVelocity();
		velocity.z = 0;
		SetAbsVelocity( velocity );
	}

	if ( m_flFlockNextSoundTime < gpGlobals->time )
	{
		MakeSound();
		m_flFlockNextSoundTime = gpGlobals->time + RANDOM_FLOAT( 1, 3 );
	}

	BoidAdvanceFrame( );
	
	return;
}
Beispiel #14
0
void CFuncRotating :: UpdateSpeed( float flNewSpeed )
{
	float flOldSpeed = pev->speed;
	pev->speed = bound( -m_flMaxSpeed, flNewSpeed, m_flMaxSpeed );

	if( m_bStopAtStartPos )
	{
		int checkAxis = 2;

		// see if we got close to the starting orientation
		if( pev->movedir[0] != 0 )
		{
			checkAxis = 0;
		}
		else if( pev->movedir[1] != 0 )
		{
			checkAxis = 1;
		}

		float angDelta = anglemod( GetLocalAngles()[checkAxis] - m_angStart[checkAxis] );

		if( angDelta > 180.0f )
			angDelta -= 360.0f;

		if( flNewSpeed < 100 )
		{
			if( flNewSpeed <= 25 && fabs( angDelta ) < 1.0f )
			{
				m_flTargetSpeed = 0;
				m_bStopAtStartPos = false;
				pev->speed = 0.0f;

				SetLocalAngles( m_angStart );
			}
			else if( fabs( angDelta ) > 90.0f )
			{
				// keep rotating at same speed for now
				pev->speed = flOldSpeed;
			}
			else
			{
				float minSpeed =  fabs( angDelta );
				if( minSpeed < 20 ) minSpeed = 20;
	
				pev->speed = flOldSpeed > 0.0f ? minSpeed : -minSpeed;
			}
		}
	}

	SetLocalAvelocity( pev->movedir * pev->speed );

	if(( flOldSpeed == 0 ) && ( pev->speed != 0 ))
	{
		// starting to move - emit the sound.
		EMIT_SOUND_DYN( edict(), CHAN_STATIC, STRING( pev->noise3 ), 0.01f, m_flAttenuation, 0, FANPITCHMIN );
		RampPitchVol();
	}
	else if(( flOldSpeed != 0 ) && ( pev->speed == 0 ))
	{
		// stopping - stop the sound.
		STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noise3 ));
		SetMoveDoneTime( -1 );
		m_iState = STATE_OFF;
	}
	else
	{
		// changing speed - adjust the pitch and volume.
		RampPitchVol();
	}
}