void CShadowController::Update( const Vector &position, const QAngle &angles, float secondsToArrival )
{
	IVP_U_Point targetPosition = m_shadow.targetPosition;
	IVP_U_Quat targetRotation = m_shadow.targetRotation;

	ConvertPositionToIVP( position, m_shadow.targetPosition );
	m_secondsToArrival = secondsToArrival < 0 ? 0 : secondsToArrival;
	ConvertRotationToIVP( angles, m_shadow.targetRotation );

	m_enable = true;

	if ( IsEqual( targetPosition, m_shadow.targetPosition ) && IsEqual( targetRotation, m_shadow.targetRotation ) )
		return;

	m_pObject->Wake();
}
void CPhysicsObject::RecheckCollisionFilter() {
	// Remove any collision points that we shouldn't be colliding with now
	btOverlappingPairCache *pCache = m_pEnv->GetBulletEnvironment()->getBroadphase()->getOverlappingPairCache();
	btBroadphasePairArray arr = pCache->getOverlappingPairArray();
	CCollisionSolver *pSolver = m_pEnv->GetCollisionSolver();

	for (int i = pCache->getNumOverlappingPairs()-1; i >= 0; i--) {
		btBroadphasePair &pair = arr[i];
		btCollisionObject *pBody0 = (btCollisionObject *)pair.m_pProxy0->m_clientObject;
		btCollisionObject *pBody1 = (btCollisionObject *)pair.m_pProxy1->m_clientObject;

		CPhysicsObject *pObj0 = (CPhysicsObject *)pBody0->getUserPointer();
		CPhysicsObject *pObj1 = (CPhysicsObject *)pBody1->getUserPointer();
		if (pObj0 != this && pObj1 != this) continue; // Don't check objects that aren't me

		CPhysicsObject *pOther = pObj0 == this ? pObj1 : pObj0;

		if (pSolver && !pSolver->NeedsCollision(pObj0, pObj1)) {
			pCache->removeOverlappingPair(pair.m_pProxy0, pair.m_pProxy1, m_pEnv->GetBulletEnvironment()->getDispatcher());
			pOther->Wake(); // Wake it up because shit changed
		}
	}
}