void CFuncTank::Think( void )
{
	// refresh the matrix
	UpdateMatrix();

	SetLocalAngularVelocity( vec3_angle );
	TrackTarget();

	if ( fabs(GetLocalAngularVelocity().x) > 1 || fabs(GetLocalAngularVelocity().y) > 1 )
		StartRotSound();
	else
		StopRotSound();
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CMomentaryRotButton::DrawDebugTextOverlays(void) 
{
	int text_offset = BaseClass::DrawDebugTextOverlays();

	if (m_debugOverlays & OVERLAY_TEXT_BIT) 
	{
		char tempstr[255];
		
		Q_snprintf(tempstr,sizeof(tempstr),"QAngle: %.2f %.2f %.2f", GetLocalAngles()[0], GetLocalAngles()[1], GetLocalAngles()[2]);
		EntityText(text_offset,tempstr,0);
		text_offset++;

		Q_snprintf(tempstr,sizeof(tempstr),"AVelocity: %.2f %.2f %.2f", GetLocalAngularVelocity()[0], GetLocalAngularVelocity()[1], GetLocalAngularVelocity()[2]);
		EntityText(text_offset,tempstr,0);
		text_offset++;

		Q_snprintf(tempstr,sizeof(tempstr),"Target Pos:   %3.3f",m_IdealYaw);
		EntityText(text_offset,tempstr,0);
		text_offset++;

		float flCurPos = GetPos(GetLocalAngles());
		Q_snprintf(tempstr,sizeof(tempstr),"Current Pos:   %3.3f",flCurPos);
		EntityText(text_offset,tempstr,0);
		text_offset++;

		Q_snprintf(tempstr,sizeof(tempstr),"Direction: %s",(m_direction == 1) ? "Forward" : "Backward");
		EntityText(text_offset,tempstr,0);
		text_offset++;

	}
	return text_offset;
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CBaseHelicopter::DyingThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.1f );

	SetLocalAngularVelocity( GetLocalAngularVelocity() * 1.02 );
}
Example #4
0
//-----------------------------------------------------------------------------
// Purpose: Think function. Called while rotating at a constant angular velocity.
//-----------------------------------------------------------------------------
void CFuncRotating::RotateMove( void )
{
	SetMoveDoneTime( 10 );

	if ( m_bStopAtStartPos )
	{
		SetMoveDoneTime( GetNextMoveInterval() );
		int checkAxis = 2;

		// See if we got close to the starting orientation
		if ( m_vecMoveAng[0] != 0 )
		{
			checkAxis = 0;
		}
		else if ( m_vecMoveAng[1] != 0 )
		{
			checkAxis = 1;
		}

		float angDelta = anglemod( GetLocalAngles()[ checkAxis ] - m_angStart[ checkAxis ] );
		if ( angDelta > 180.0f )
			angDelta -= 360.0f;

		QAngle avel = GetLocalAngularVelocity();
		// Delta per tick
		QAngle avelpertick = avel * TICK_INTERVAL;

		if ( fabs( angDelta ) < fabs( avelpertick[ checkAxis ] ) )
		{
			SetTargetSpeed( 0 );
			SetLocalAngles( m_angStart );
			m_bStopAtStartPos = false;
		}
	}
}
Example #5
0
//------------------------------------------------------------------------------
// Purpose : Initialize a gibs position and velocity
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CGib::InitGib( CBaseEntity *pVictim, float fMinVelocity, float fMaxVelocity )
{
	// ------------------------------------------------------------------------
	// If have a pVictim spawn the gib somewhere in the pVictim's bounding volume
	// ------------------------------------------------------------------------
	if ( pVictim )
	{
		// Find a random position within the bounding box (add 1 to Z to get it out of the ground)
		Vector vecOrigin;
		pVictim->CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecOrigin );
		vecOrigin.z += 1.0f;
		SetAbsOrigin( vecOrigin );	

		// make the gib fly away from the attack vector
		Vector vecNewVelocity =	 g_vecAttackDir * -1;

		// mix in some noise
		vecNewVelocity.x += random->RandomFloat ( -0.25, 0.25 );
		vecNewVelocity.y += random->RandomFloat ( -0.25, 0.25 );
		vecNewVelocity.z += random->RandomFloat ( -0.25, 0.25 );

		vecNewVelocity *= random->RandomFloat ( fMaxVelocity, fMinVelocity );

		QAngle vecNewAngularVelocity = GetLocalAngularVelocity();
		vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 );
		vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 );
		SetLocalAngularVelocity( vecNewAngularVelocity );
		
		// copy owner's blood color
		SetBloodColor( pVictim->BloodColor() );
		
		AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity );

		// Attempt to be physical if we can
		if ( VPhysicsInitNormal( SOLID_BBOX, 0, false ) )
		{
			IPhysicsObject *pObj = VPhysicsGetObject();

			if ( pObj != NULL )
			{
				AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 );
				pObj->AddVelocity( &vecNewVelocity, &angImpulse );
			}
		}
		else
		{
			SetSolid( SOLID_BBOX );
			SetCollisionBounds( vec3_origin, vec3_origin );
			SetAbsVelocity( vecNewVelocity );
		}
	
		SetCollisionGroup( COLLISION_GROUP_DEBRIS );
	}

	LimitVelocity();
}
void CSatchelCharge::SatchelThink( void )
{
	// If attached resize so player can pick up off wall
	if (m_bIsAttached)
	{
		UTIL_SetSize(this, Vector( -2, -2, -6), Vector(2, 2, 6));
	}

	// See if I can lose my owner (has dropper moved out of way?)
	// Want do this so owner can shoot the satchel charge
	if (GetOwnerEntity())
	{
		trace_t tr;
		Vector	vUpABit = GetAbsOrigin();
		vUpABit.z += 5.0;

		CBaseEntity* saveOwner	= GetOwnerEntity();
		SetOwnerEntity( NULL );
		UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr );
		if ( tr.startsolid || tr.fraction != 1.0 )
		{
			SetOwnerEntity( saveOwner );
		}
	}
	
	// Bounce movement code gets this think stuck occasionally so check if I've 
	// succeeded in moving, otherwise kill my motions.
	else if ((GetAbsOrigin() - m_vLastPosition).LengthSqr()<1)
	{
		SetAbsVelocity( vec3_origin );

		QAngle angVel = GetLocalAngularVelocity();
		angVel.y  = 0;
		SetLocalAngularVelocity( angVel );

		// Clear think function
		SetThink(NULL);
		return;
	}
	m_vLastPosition= GetAbsOrigin();

	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.1f );

	if (!IsInWorld())
	{
		UTIL_Remove( this );
		return;
	}

	// Is it attached to a wall?
	if (m_bIsAttached)
	{
		return;
	}
}
//------------------------------------------------------------------------------
// Purpose : Override to return correct velocity
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CAI_BasePhysicsFlyingBot::GetVelocity(Vector *vVelocity, QAngle *vAngVelocity)
{
	if (vVelocity != NULL)
	{
		VectorCopy(m_vCurrentVelocity,*vVelocity);
	}
	if (vAngVelocity != NULL)
	{
		*vAngVelocity = GetLocalAngularVelocity();
	}
}
Example #8
0
//------------------------------------------------------------------------------
// Purpose : Override to return correct velocity
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CAI_BaseFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity)
{
	if (vVelocity != NULL)
	{
		VectorCopy(m_vCurrentVelocity,*vVelocity);
	}
	if (vAngVelocity != NULL)
	{
		QAngle tmp = GetLocalAngularVelocity();
		QAngleToAngularImpulse( tmp, *vAngVelocity );
	}
}
//
// Gib bounces on the ground or wall, sponges some blood down, too!
//
void CGib::BounceGibTouch ( CBaseEntity *pOther )
{
	Vector	vecSpot;
	trace_t	tr;
	
	IPhysicsObject *pPhysics = VPhysicsGetObject();

	if ( pPhysics )
		 return;
	
	//if ( random->RandomInt(0,1) )
	//	return;// don't bleed everytime
	if (GetFlags() & FL_ONGROUND)
	{
		SetAbsVelocity( GetAbsVelocity() * 0.9 );
		QAngle angles = GetLocalAngles();
		angles.x = 0;
		angles.z = 0;
		SetLocalAngles( angles );

		QAngle angVel = GetLocalAngularVelocity();
		angVel.x = 0;
		angVel.z = 0;
		SetLocalAngularVelocity( vec3_angle );
	}
	else
	{
		//City17: Germany Violence Fix.
		if ( /*g_Language.GetInt() != LANGUAGE_GERMAN &&*/ m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
		{
			vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
			UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ),  MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);

			UTIL_BloodDecalTrace( &tr, m_bloodColor );

			m_cBloodDecals--; 
		}

		if ( m_material != matNone && random->RandomInt(0,2) == 0 )
		{
			float volume;
			float zvel = fabs(GetAbsVelocity().z);
		
			volume = 0.8f * min(1.0, ((float)zvel) / 450.0f);

			CBreakable::MaterialSoundRandom( entindex(), (Materials)m_material, volume );
		}
	}
}
Example #10
0
void CWorld::Think( void )
{
// Uncomment this is you want to see the world bbox displayed on the client
//
//	NDebugOverlay::Box(GetOrigin(), m_WorldMins, m_WorldMaxs, 0, 255, 0, 0, 0.1);
	Assert( GetAbsVelocity() == vec3_origin );
	Assert( GetLocalAngularVelocity() == vec3_angle );

	if (game_speeds.GetInt())
	{
		DrawMeasuredSections();
	}

	SetNextThink( gpGlobals->curtime + 0.05 );
}
Example #11
0
//-----------------------------------------------------------------------------
// Purpose: Will hurt others based on how fast the brush is spinning.
// Input  : pOther - 
//-----------------------------------------------------------------------------
void CFuncRotating::HurtTouch ( CBaseEntity *pOther )
{
	// we can't hurt this thing, so we're not concerned with it
	if ( !pOther->m_takedamage )
		return;

	// calculate damage based on rotation speed
	m_flBlockDamage = GetLocalAngularVelocity().Length() / 10;

	pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) );

	Vector vecNewVelocity = pOther->GetAbsOrigin() - WorldSpaceCenter();
	VectorNormalize(vecNewVelocity);
	vecNewVelocity *= m_flBlockDamage;
	pOther->SetAbsVelocity( vecNewVelocity );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CItem_DynamicResupply::SpawnItemFromRatio( int nCount, DynamicResupplyItems_t *pItems, int iDebug, SpawnInfo_t *pSpawnInfo, Vector *pVecSpawnOrigin )
{
	// Now find the one we're farthest from
	float flFarthest = 0;
	int iSelectedIndex = -1;
	for ( int i = 0; i < nCount; ++i )
	{
		if ( pSpawnInfo[i].m_flDelta > flFarthest )
		{
			flFarthest = pSpawnInfo[i].m_flDelta;
			iSelectedIndex = i;
		}
	}

	if ( iSelectedIndex < 0 )
		return false;

	if ( iDebug )
	{
		Msg("Chosen item: %s (had farthest delta, %.2f)\n", pItems[iSelectedIndex].sEntityName, pSpawnInfo[iSelectedIndex].m_flDelta );
	}

	CBaseEntity *pEnt = CBaseEntity::Create( pItems[iSelectedIndex].sEntityName, *pVecSpawnOrigin, GetAbsAngles(), this );
	pEnt->SetAbsVelocity( GetAbsVelocity() );
	pEnt->SetLocalAngularVelocity( GetLocalAngularVelocity() );

	// Move the entity up so that it doesn't go below the spawn origin
	Vector vecWorldMins, vecWorldMaxs;
	pEnt->CollisionProp()->WorldSpaceAABB( &vecWorldMins, &vecWorldMaxs );
	if ( vecWorldMins.z < pVecSpawnOrigin->z )
	{
		float dz = pVecSpawnOrigin->z - vecWorldMins.z;
		pVecSpawnOrigin->z += dz;
		vecWorldMaxs.z += dz;
		pEnt->SetAbsOrigin( *pVecSpawnOrigin ); 
	}

	// Update the spawn position to spawn them on top of each other
	pVecSpawnOrigin->z = vecWorldMaxs.z + 6.0f;

	pVecSpawnOrigin->x += random->RandomFloat( -6, 6 );
	pVecSpawnOrigin->y += random->RandomFloat( -6, 6 );

	return true;
}
void C_PhysPropClientside::Break()
{
	m_takedamage = DAMAGE_NO;
	
	IPhysicsObject *pPhysics = VPhysicsGetObject();

	Vector velocity;
	AngularImpulse angVelocity;
	Vector origin;
	QAngle angles;
	AddSolidFlags( FSOLID_NOT_SOLID );

	if ( pPhysics )
	{
		pPhysics->GetVelocity( &velocity, &angVelocity );
		pPhysics->GetPosition( &origin, &angles );
		pPhysics->RecheckCollisionFilter();
	}
	else
	{
		velocity = GetAbsVelocity();
		QAngleToAngularImpulse( GetLocalAngularVelocity(), angVelocity );
		origin = GetAbsOrigin();
		angles = GetAbsAngles();
	}

	breakablepropparams_t params( origin, angles, velocity, angVelocity );
	params.impactEnergyScale = m_impactEnergyScale;
	params.defCollisionGroup = GetCollisionGroup();
	if ( params.defCollisionGroup == COLLISION_GROUP_NONE )
	{
		// don't automatically make anything COLLISION_GROUP_NONE or it will
		// collide with debris being ejected by breaking
		params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
	}

	// no damage/damage force? set a burst of 100 for some movement
	params.defBurstScale = 100;

	// spwan break chunks
	PropBreakableCreateAll( GetModelIndex(), pPhysics, params, this, -1, false );

	Release(); // destroy object
}
Example #14
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFuncRotating::Precache( void )
{
	//
	// Set up rotation sound.
	//
	char *szSoundFile = ( char * )STRING( m_NoiseRunning );
	if ( !m_NoiseRunning || strlen( szSoundFile ) == 0 )
	{
		// No sound set up, use the null sound.
		m_NoiseRunning = AllocPooledString("DoorSound.Null");
	}
	PrecacheScriptSound( STRING( m_NoiseRunning ) );
	
	if (GetLocalAngularVelocity() != vec3_angle )
	{
		//
		// If fan was spinning, and we went through transition or save/restore,
		// make sure we restart the sound.  1.5 sec delay is a magic number.
		//
		SetMoveDone( &CFuncRotating::SpinUpMove );
		SetMoveDoneTime( 1.5 );
	}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CBaseHelicopter::Flight( void )
{
	if( GetFlags() & FL_ONGROUND )
	{
		//This would be really bad.
		SetGroundEntity( NULL );
	}

	// Generic speed up
	if (m_flGoalSpeed < GetMaxSpeed())
	{
		m_flGoalSpeed += GetAcceleration();
	}
	
	//NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0.1);

	// tilt model 5 degrees (why?! sjb)
	QAngle vecAdj = QAngle( 5.0, 0, 0 );

	// estimate where I'll be facing in one seconds
	Vector forward, right, up;
	AngleVectors( GetLocalAngles() + GetLocalAngularVelocity() * 2 + vecAdj, &forward, &right, &up );

	// Vector vecEst1 = GetLocalOrigin() + GetAbsVelocity() + up * m_flForce - Vector( 0, 0, 384 );
	// float flSide = DotProduct( m_vecDesiredPosition - vecEst1, right );
	QAngle angVel = GetLocalAngularVelocity();
	float flSide = DotProduct( m_vecDesiredFaceDir, right );
	if (flSide < 0)
	{
		if (angVel.y < 60)
		{
			angVel.y += 8;
		}
	}
	else
	{
		if (angVel.y > -60)
		{
			angVel.y -= 8;
		}
	}

	angVel.y *= ( 0.98 ); // why?! (sjb)

	// estimate where I'll be in two seconds
	AngleVectors( GetLocalAngles() + angVel * 1 + vecAdj, NULL, NULL, &up );
	Vector vecEst = GetAbsOrigin() + GetAbsVelocity() * 2.0 + up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );

	// add immediate force
	AngleVectors( GetLocalAngles() + vecAdj, &forward, &right, &up );
	
	Vector vecImpulse( 0, 0, 0 );
	vecImpulse.x += up.x * m_flForce;
	vecImpulse.y += up.y * m_flForce;
	vecImpulse.z += up.z * m_flForce;

	// add gravity
	vecImpulse.z -= 38.4; // 32ft/sec
	ApplyAbsVelocityImpulse( vecImpulse );

	float flSpeed = GetAbsVelocity().Length();
	float flDir = DotProduct( Vector( forward.x, forward.y, 0 ), Vector( GetAbsVelocity().x, GetAbsVelocity().y, 0 ) );
	if (flDir < 0)
	{
		flSpeed = -flSpeed;
	}

	float flDist = DotProduct( GetDesiredPosition() - vecEst, forward );

	// float flSlip = DotProduct( GetAbsVelocity(), right );
	float flSlip = -DotProduct( GetDesiredPosition() - vecEst, right );

	// fly sideways
	if (flSlip > 0)
	{
		if (GetLocalAngles().z > -30 && angVel.z > -15)
			angVel.z -= 4;
		else
			angVel.z += 2;
	}
	else
	{
		if (GetLocalAngles().z < 30 && angVel.z < 15)
			angVel.z += 4;
		else
			angVel.z -= 2;
	}

	// These functions contain code Ken wrote that used to be right here as part of the flight model,
	// but we want different helicopter vehicles to have different drag characteristics, so I made
	// them virtual functions (sjb)
	ApplySidewaysDrag( right );
	ApplyGeneralDrag();
	
	// apply power to stay correct height
	// FIXME: these need to be per class variables
#define MAX_FORCE		80
#define FORCE_POSDELTA	12	
#define FORCE_NEGDELTA	8

	if (m_flForce < MAX_FORCE && vecEst.z < GetDesiredPosition().z) 
	{
		m_flForce += FORCE_POSDELTA;
	}
	else if (m_flForce > 30)
	{
		if (vecEst.z > GetDesiredPosition().z) 
			m_flForce -= FORCE_NEGDELTA;
	}
	
	// pitch forward or back to get to target
	//-----------------------------------------
	// Pitch is reversed since Half-Life! (sjb)
	//-----------------------------------------
	if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && GetLocalAngles().x + angVel.x < 40)
	{
		// ALERT( at_console, "F " );
		// lean forward
		angVel.x += 12.0;
	}
	else if (flDist < 0 && flSpeed > -50 && GetLocalAngles().x + angVel.x  > -20)
	{
		// ALERT( at_console, "B " );
		// lean backward
		angVel.x -= 12.0;
	}
	else if (GetLocalAngles().x + angVel.x < 0)
	{
		// ALERT( at_console, "f " );
		angVel.x += 4.0;
	}
	else if (GetLocalAngles().x + angVel.x > 0)
	{
		// ALERT( at_console, "b " );
		angVel.x -= 4.0;
	}

	SetLocalAngularVelocity( angVel );
	// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", GetAbsOrigin().x, GetAbsVelocity().x, flDist, flSpeed, GetLocalAngles().x, m_vecAngVelocity.x, m_flForce ); 
	// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", GetAbsOrigin().z, GetAbsVelocity().z, vecEst.z, m_vecDesiredPosition.z, m_flForce ); 
}
Example #16
0
// this is the think that flips the weapon into the world when it is spawned
void CASW_Laser_Mine::SpawnFlipThink()
{
	// we are still flagged as spawn flipping in the air
	if ( m_bIsSpawnFlipping == false )
	{
		// we get here if we spawned, but haven't started spawn flipping yet, please try again!
		SetContextThink( &CASW_Laser_Mine::SpawnFlipThink, gpGlobals->curtime, s_pLaserMineSpawnFlipThink );		
		return;
	}

	// when we should hit the ground
	float flEndTime = m_flSpawnFlipEndTime;

	// the total time it takes for us to flip
	float flFlipTime = flEndTime - m_flSpawnFlipStartTime;
	float flFlipProgress = ( gpGlobals->curtime - m_flSpawnFlipStartTime ) / flFlipTime;
	flFlipProgress = clamp( flFlipProgress, 0.0f, 2.5f );

	if ( !m_bIsSpawnLanded )
	{
		// high gravity, it looks more satisfying
		float flGravity = 2200;

		float flInitialZVelocity = (m_vecSpawnFlipEndPos.z - m_vecSpawnFlipStartPos.z)/flFlipTime + (flGravity/2) * flFlipTime;
		float flZVelocity = flInitialZVelocity - flGravity * (gpGlobals->curtime - m_flSpawnFlipStartTime);

		float flXDiff = (m_vecSpawnFlipEndPos.x - m_vecSpawnFlipStartPos.x) / flFlipTime;
		float flYDiff = (m_vecSpawnFlipEndPos.y - m_vecSpawnFlipStartPos.y) / flFlipTime;

		Vector vecVelocity( flXDiff, flYDiff, flZVelocity );

		SetAbsVelocity( vecVelocity );

		// angular velocity
		QAngle angCurAngVel = GetLocalAngularVelocity();
		float flXAngDiff = 360 / flFlipTime;
		// keep the Y angular velocity that was given to it at the start (it's random)
		SetLocalAngularVelocity( QAngle( flXAngDiff, angCurAngVel.y, 0 ) );
	}

	if ( flFlipProgress >= 1.0f )
	{
		if ( !m_bIsSpawnLanded )
		{
			Vector vecVelStop( 0,0,0 );
			SetAbsVelocity( vecVelStop );

			SetAbsOrigin( m_vecSpawnFlipEndPos );


			QAngle angVel( 0, 0, 0 );
			SetLocalAngularVelocity( angVel );
			/*
			// get the current angles of the item so we can use them to determine the final angles
			QAngle angPrevAngles = GetAbsAngles();
			float flYAngles = angPrevAngles.y;
			QAngle angFlat( 0, flYAngles, 0 );
			*/
			SetAbsAngles( m_angSpawnFlipEndAngle );

			EmitSound("ASW_Laser_Mine.Lay");

			m_bIsSpawnLanded = true;
		}

		if ( flFlipProgress >= 2.5f )
		{
			SetContextThink( NULL, 0, s_pLaserMineSpawnFlipThink );

			EmitSound("ASW_Mine.Lay");

			m_bMineActive = true;
			return;
		}
	}

	SetContextThink( &CASW_Laser_Mine::SpawnFlipThink, gpGlobals->curtime, s_pLaserMineSpawnFlipThink );
}
void CSnark::HuntThink( void )
{
	if (!IsInWorld())
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}
	
	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.1f );

	// explode when ready
	if ( gpGlobals->curtime >= m_flDie )
	{
		g_vecAttackDir = GetAbsVelocity();
		VectorNormalize( g_vecAttackDir );
		m_iHealth = -1;
		CTakeDamageInfo	info( this, this, 1, DMG_GENERIC );
		Event_Killed( info );
		return;
	}

	// float
	if ( GetWaterLevel() != 0)
	{
		if ( GetMoveType() == MOVETYPE_FLYGRAVITY )
		{
			SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_BOUNCE );
		}

		Vector vecVel = GetAbsVelocity();
		vecVel *= 0.9;
		vecVel.z += 8.0;
		SetAbsVelocity( vecVel );
	}
	else if ( GetMoveType() == MOVETYPE_FLY )
	{
		SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
	}

	// return if not time to hunt
	if ( m_flNextHunt > gpGlobals->curtime )
		return;

	m_flNextHunt = gpGlobals->curtime + 2.0;
	
	Vector vecFlat = GetAbsVelocity();
	vecFlat.z = 0;
	VectorNormalize( vecFlat );

	if ( GetEnemy() == NULL || !GetEnemy()->IsAlive() )
	{
		// find target, bounce a bit towards it.
		GetSenses()->Look( 512 );
		SetEnemy( BestEnemy() );
	}

	// squeek if it's about time blow up
	if ( (m_flDie - gpGlobals->curtime <= 0.5) && (m_flDie - gpGlobals->curtime >= 0.3) )
	{
		CPASAttenuationFilter filter( this );
		enginesound->EmitSound( filter, entindex(), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + random->RandomInt( 0, 0x3F ) );
		CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 256, 0.25 );
	}

	// higher pitch as squeeker gets closer to detonation time
	float flpitch = 155.0 - 60.0 * ( (m_flDie - gpGlobals->curtime) / SQUEEK_DETONATE_DELAY );
	if ( flpitch < 80 )
		flpitch = 80;

	if ( GetEnemy() != NULL )
	{
		if ( FVisible( GetEnemy() ) )
		{
			m_vecTarget = GetEnemy()->EyePosition() - GetAbsOrigin();
			VectorNormalize( m_vecTarget );
		}

		float flVel = GetAbsVelocity().Length();
		float flAdj = 50.0 / ( flVel + 10.0 );

		if ( flAdj > 1.2 )
			flAdj = 1.2;
		
		// ALERT( at_console, "think : enemy\n");

		// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );

		SetAbsVelocity( GetAbsVelocity() * flAdj + (m_vecTarget * 300) );
	}

	if ( GetFlags() & FL_ONGROUND )
	{
		SetLocalAngularVelocity( QAngle( 0, 0, 0 ) );
	}
	else
	{
		QAngle angVel = GetLocalAngularVelocity();
		if ( angVel == QAngle( 0, 0, 0 ) )
		{
			angVel.x = random->RandomFloat( -100, 100 );
			angVel.z = random->RandomFloat( -100, 100 );
			SetLocalAngularVelocity( angVel );
		}
	}

	if ( ( GetAbsOrigin() - m_posPrev ).Length() < 1.0 )
	{
		Vector vecVel = GetAbsVelocity();
		vecVel.x = random->RandomFloat( -100, 100 );
		vecVel.y = random->RandomFloat( -100, 100 );
		SetAbsVelocity( vecVel );
	}

	m_posPrev = GetAbsOrigin();

	QAngle angles;
	VectorAngles( GetAbsVelocity(), angles );
	angles.z = 0;
	angles.x = 0;
	SetAbsAngles( angles );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//			*pMoveData - 
//-----------------------------------------------------------------------------
void CPropCrane::RunCraneMovement( float flTime )
{
	if ( m_flExtensionRate )
	{
		// Extend / Retract the crane
		m_flExtension = clamp( m_flExtension + (m_flExtensionRate * 10 * flTime), 0, 2 );
		SetPoseParameter( "armextensionpose", m_flExtension );
		StudioFrameAdvance();
	}

	// Drop the magnet until it hits the ground
	if ( m_bDropping )
	{
		// Drop until the magnet hits something 
		if ( m_hCraneMagnet->HasHitSomething() )
		{
			// We hit the ground, stop dropping
			m_hCraneTip->m_pSpring->SetSpringConstant( CRANE_SPRING_CONSTANT_INITIAL_RAISING );
			m_bDropping = false;
			m_flNextDropAllowedTime = gpGlobals->curtime + 3.0;
			m_flSlowRaiseTime = gpGlobals->curtime;

			m_ServerVehicle.PlaySound( VS_MISC2 );
		}
	}
	else if ( (m_flSlowRaiseTime + CRANE_SLOWRAISE_TIME) > gpGlobals->curtime )
	{
		float flDelta = (gpGlobals->curtime - m_flSlowRaiseTime);

		flDelta = clamp( flDelta, 0, CRANE_SLOWRAISE_TIME );
		float flCurrentSpringConstant = RemapVal( flDelta, 0, CRANE_SLOWRAISE_TIME, CRANE_SPRING_CONSTANT_INITIAL_RAISING, CRANE_SPRING_CONSTANT_HANGING );
		m_hCraneTip->m_pSpring->SetSpringConstant( flCurrentSpringConstant );
	}

	// If we've moved in any way, update the tip
	if ( m_bDropping || m_flExtensionRate || GetLocalAngularVelocity() != vec3_angle )
	{
		RecalculateCraneTip();
	}

	// Make danger sounds underneath the magnet if we have something attached to it
	/*
	if ( (m_flNextDangerSoundTime < gpGlobals->curtime) && (m_hCraneMagnet->GetTotalMassAttachedObjects() > 0) )
	{
		// Trace down from the magnet and make a danger sound on the ground
		trace_t tr;
		Vector vecSource = m_hCraneMagnet->GetAbsOrigin();
		UTIL_TraceLine( vecSource, vecSource - Vector(0,0,2048), MASK_SOLID_BRUSHONLY, m_hCraneMagnet, 0, &tr );

		if ( tr.fraction < 1.0 )
		{
			// Make the volume proportional to the amount of mass on the magnet
			float flVolume = clamp( (m_hCraneMagnet->GetTotalMassAttachedObjects() * 0.5), 100.f, 600.f );
			CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, flVolume, 0.2, this );

			//Msg("Total: %.2f Volume: %.2f\n", m_hCraneMagnet->GetTotalMassAttachedObjects(), flVolume );
			//Vector vecVolume = Vector(flVolume,flVolume,flVolume) * 0.5;
			//NDebugOverlay::Box( tr.endpos, -vecVolume, vecVolume, 255,0,0, false, 0.3 );
			//NDebugOverlay::Cross3D( tr.endpos, -Vector(10,10,10), Vector(10,10,10), 255,0,0, false, 0.3 );
		}

		m_flNextDangerSoundTime = gpGlobals->curtime + 0.3;
	}
	*/

	// Play creak sounds on the magnet if there's heavy weight on it
	if ( (m_flNextCreakSound < gpGlobals->curtime) && (m_hCraneMagnet->GetTotalMassAttachedObjects() > 100) )
	{
		// Randomly play creaks from the magnet, and increase the chance based on the turning speed
		float flSpeedPercentage = clamp( fabs(m_flTurn) / m_flMaxTurnSpeed, 0, 1 );
		if ( RandomFloat(0,1) > (0.95 - (0.1 * flSpeedPercentage)) )
		{
			if ( m_ServerVehicle.m_vehicleSounds.iszSound[VS_MISC4] != NULL_STRING )
			{
				CPASAttenuationFilter filter( m_hCraneMagnet );

				EmitSound_t ep;
				ep.m_nChannel = CHAN_VOICE;
				ep.m_pSoundName = STRING(m_ServerVehicle.m_vehicleSounds.iszSound[VS_MISC4]);
				ep.m_flVolume = 1.0f;
				ep.m_SoundLevel = SNDLVL_NORM;

				CBaseEntity::EmitSound( filter, m_hCraneMagnet->entindex(), ep );
			}
			m_flNextCreakSound = gpGlobals->curtime + 5.0;
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Return true of the player's allowed to enter / exit the vehicle
//-----------------------------------------------------------------------------
bool CPropCrane::CanExitVehicle( CBaseEntity *pEntity )
{
	// Prevent exiting if the vehicle's locked, or rotating
	// Adrian: Check also if I'm currently jumping in or out.
	return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && m_bExitAnimOn == false && m_bEnterAnimOn == false );
}
void CFuncTank::TrackTarget( void )
{
	trace_t tr;
	bool updateTime = FALSE, lineOfSight;
	QAngle angles;
	Vector barrelEnd;
	CBaseEntity *pTarget = NULL;

	barrelEnd.Init();

	// Get a position to aim for
	if (m_pController)
	{
		// Tanks attempt to mirror the player's angles
		angles = m_pController->EyeAngles();
		SetNextThink( gpGlobals->curtime + 0.05 );
	}
	else
	{
		if ( IsActive() )
		{
			SetNextThink( gpGlobals->curtime + 0.1f );
		}
		else
		{
			return;
		}

		// -----------------------------------
		//  Get world target position
		// -----------------------------------
		barrelEnd = WorldBarrelPosition();
		Vector worldTargetPosition;
		if (m_spawnflags & SF_TANK_AIM_AT_POS)
		{
			worldTargetPosition = m_vTargetPosition;
		}
		else
		{
			CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
			if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
			{
				if ( m_targetEntityName != NULL_STRING )	// New HL2 behavior
				{
					m_hTarget = FindTarget( m_targetEntityName, NULL );
				}
				else	// HL1 style
				{
					m_hTarget = ToBasePlayer( GetContainingEntity( UTIL_FindClientInPVS( edict() ) ) );
				}

				if ( m_hTarget != NULL )
				{
					SetNextThink( gpGlobals->curtime );	// Think again immediately
				}
				else
				{
					if ( IsActive() )
					{
						SetNextThink( gpGlobals->curtime + 2 );	// Wait 2 secs
					}

					if ( m_fireLast !=0 )
					{
						m_OnLoseTarget.FireOutput(this, this);
						m_fireLast = 0;
					}
				}

				return;
			}
			pTarget = pEntity;

			// Calculate angle needed to aim at target
			worldTargetPosition = pEntity->EyePosition();
		}

		float range = (worldTargetPosition - barrelEnd).Length();
		
		if ( !InRange( range ) )
		{
			m_fireLast = 0;
			return;
		}

		UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

		if (m_spawnflags & SF_TANK_AIM_AT_POS)
		{
			updateTime		= TRUE;
			m_sightOrigin	= m_vTargetPosition;
		}
		else
		{
			lineOfSight = FALSE;
			// No line of sight, don't track
			if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
			{
				lineOfSight = TRUE;

				CBaseEntity *pInstance = pTarget;
				if ( InRange( range ) && pInstance && pInstance->IsAlive() )
				{
					updateTime = TRUE;

					// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
					m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
				}
			}
		}

		// Convert targetPosition to parent
		angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );
	}

	// Force the angles to be relative to the center position
	float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
	float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
	angles.y = m_yawCenter + offsetY;
	angles.x = m_pitchCenter + offsetX;

	// Limit against range in y

	// MDB - don't check pitch! If two func_tanks are meant to align,
	// and one can pitch and the other cannot, this can lead to them getting 
	// different values for angles.y. Nothing is lost by not updating yaw
	// because the target is not in pitch range.

	bool bOutsideYawRange = ( fabs( offsetY ) > m_yawRange + m_yawTolerance );
	bool bOutsidePitchRange = ( fabs( offsetX ) > m_pitchRange + m_pitchTolerance );

	Vector vecToTarget = m_sightOrigin - GetLocalOrigin();

	// if target is outside yaw range
	if ( bOutsideYawRange )
	{
		if ( angles.y > m_yawCenter + m_yawRange )
		{
			angles.y = m_yawCenter + m_yawRange;
		}
		else if ( angles.y < (m_yawCenter - m_yawRange) )
		{
			angles.y = (m_yawCenter - m_yawRange);
		}
	}

	if ( bOutsidePitchRange || bOutsideYawRange || ( vecToTarget.Length() < ( barrelEnd - GetAbsOrigin() ).Length() ) )
	{
		// Don't update if you saw the player, but out of range
		updateTime = false;
	}

	if ( updateTime )
	{
		m_lastSightTime = gpGlobals->curtime;
		m_persist2burst = 0;
	}

	// Move toward target at rate or less
	float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );

	QAngle vecAngVel = GetLocalAngularVelocity();
	vecAngVel.y = distY * 10;
	vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );

	// Limit against range in x
	angles.x = clamp( angles.x, m_pitchCenter - m_pitchRange, m_pitchCenter + m_pitchRange );

	// Move toward target at rate or less
	float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
	vecAngVel.x = distX  * 10;
	vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
	SetLocalAngularVelocity( vecAngVel );

	SetMoveDoneTime( 0.1 );
	if ( m_pController )
		return;

	if ( CanFire() && ( (fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (m_spawnflags & SF_TANK_LINEOFSIGHT) ) )
	{
		bool fire = FALSE;
		Vector forward;
		AngleVectors( GetLocalAngles(), &forward );
		forward = m_parentMatrix.ApplyRotation( forward );


		if ( m_spawnflags & SF_TANK_LINEOFSIGHT )
		{
			float length = (m_maxRange > 0) ? m_maxRange : MAX_TRACE_LENGTH;
			UTIL_TraceLine( barrelEnd, barrelEnd + forward * length, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

			if ( tr.m_pEnt == pTarget )
				fire = TRUE;
		}
		else
			fire = TRUE;

		if ( fire )
		{
			if (m_fireLast == 0)
			{
				m_OnAquireTarget.FireOutput(this, this);
			}
			FiringSequence( barrelEnd, forward, this );
		}
		else 
		{
			if (m_fireLast !=0)
			{
				m_OnLoseTarget.FireOutput(this, this);
			}
			m_fireLast = 0;
		}
	}
	else 
	{
		if (m_fireLast !=0)
		{
			m_OnLoseTarget.FireOutput(this, this);
		}
		m_fireLast = 0;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_Broadcast_Camera::FollowTarget( )
{
	//if (m_hPlayer == NULL)
		//return;

	if ( m_hTarget == NULL )
	{
		Disable();
		return;
	}

	if ( !HasSpawnFlags(SF_CAMERA_PLAYER_INFINITE_WAIT) && (!m_hTarget || m_flReturnTime < gpGlobals->curtime) )
	{
		Disable();
		return;
	}

	UpdateAllPlayers();

	QAngle vecGoal;
	if ( m_iAttachmentIndex )
	{
		Vector vecOrigin;
		m_hTarget->GetBaseAnimating()->GetAttachment( m_iAttachmentIndex, vecOrigin );
		VectorAngles( vecOrigin - GetAbsOrigin(), vecGoal );
	}
	else
	{
		if ( m_hTarget )
		{
			VectorAngles( m_hTarget->GetAbsOrigin() - GetAbsOrigin(), vecGoal );
		}
		else
		{
			// Use the viewcontroller's angles
			vecGoal = GetAbsAngles();
		}
	}

	// Should we just snap to the goal angles?
	if ( m_bSnapToGoal ) 
	{
		SetAbsAngles( vecGoal );
		m_bSnapToGoal = false;
	}
	else
	{
		// UNDONE: Can't we just use UTIL_AngleDiff here?
		QAngle angles = GetLocalAngles();

		if (angles.y > 360)
			angles.y -= 360;

		if (angles.y < 0)
			angles.y += 360;

		SetLocalAngles( angles );

		float dx = vecGoal.x - GetLocalAngles().x;
		float dy = vecGoal.y - GetLocalAngles().y;

		if (dx < -180) 
			dx += 360;
		if (dx > 180) 
			dx = dx - 360;
		
		if (dy < -180) 
			dy += 360;
		if (dy > 180) 
			dy = dy - 360;

		QAngle vecAngVel;
		vecAngVel.Init( dx * 40 * gpGlobals->frametime, dy * 40 * gpGlobals->frametime, GetLocalAngularVelocity().z );
		SetLocalAngularVelocity(vecAngVel);
	}

	if (!HasSpawnFlags(SF_CAMERA_PLAYER_TAKECONTROL))	
	{
		SetAbsVelocity( GetAbsVelocity() * 0.8 );
		if (GetAbsVelocity().Length( ) < 10.0)
		{
			SetAbsVelocity( vec3_origin );
		}
	}

	SetNextThink( gpGlobals->curtime );

	Move();
}
//------------------------------------------------------------------------------
// Purpose : 
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CNPC_CombineDropship::Flight( void )
{
	// Only run pose params in some flight states
	bool bRunPoseParams = ( m_iLandState == LANDING_NO || 
							m_iLandState == LANDING_LEVEL_OUT || 
							m_iLandState == LANDING_LIFTOFF ||
							m_iLandState == LANDING_SWOOPING );

	if ( bRunPoseParams )
	{
		if( GetFlags() & FL_ONGROUND )
		{
			//This would be really bad.
			RemoveFlag( FL_ONGROUND );
		}

		// NDebugOverlay::Line(GetLocalOrigin(), GetDesiredPosition(), 0,0,255, true, 0.1);

		Vector deltaPos = GetDesiredPosition() - GetLocalOrigin();

		// calc desired acceleration
		float dt = 1.0f;

		Vector	accel;
		float	accelRate = DROPSHIP_ACCEL_RATE;
		float	maxSpeed = m_flMaxSpeed;

		if ( m_lifeState == LIFE_DYING )
		{
			accelRate *= 5.0;
			maxSpeed *= 5.0;
		}

		float flDist = min( GetAbsVelocity().Length() + accelRate, maxSpeed );

		// Only decelerate to our goal if we're going to hit it
		if ( deltaPos.Length() > flDist * dt )
		{
			float scale = flDist * dt / deltaPos.Length();
			deltaPos = deltaPos * scale;
		}
		
		// If we're swooping, floor it
		if ( m_iLandState == LANDING_SWOOPING )
		{
			VectorNormalize( deltaPos );
			deltaPos *= maxSpeed;
		}
		
		// calc goal linear accel to hit deltaPos in dt time.
		accel.x = 2.0 * (deltaPos.x - GetAbsVelocity().x * dt) / (dt * dt);
		accel.y = 2.0 * (deltaPos.y - GetAbsVelocity().y * dt) / (dt * dt);
		accel.z = 2.0 * (deltaPos.z - GetAbsVelocity().z * dt + 0.5 * 384 * dt * dt) / (dt * dt);
		
		//NDebugOverlay::Line(GetLocalOrigin(), GetLocalOrigin() + deltaPos, 255,0,0, true, 0.1);
		//NDebugOverlay::Line(GetLocalOrigin(), GetLocalOrigin() + accel, 0,255,0, true, 0.1);

		// don't fall faster than 0.2G or climb faster than 2G
		if ( m_iLandState != LANDING_SWOOPING )
		{
			accel.z = clamp( accel.z, 384 * 0.2, 384 * 2.0 );
		}

		Vector forward, right, up;
		GetVectors( &forward, &right, &up );

		Vector goalUp = accel;
		VectorNormalize( goalUp );

		// calc goal orientation to hit linear accel forces
		float goalPitch = RAD2DEG( asin( DotProduct( forward, goalUp ) ) );
		float goalYaw = UTIL_VecToYaw( m_vecDesiredFaceDir );
		float goalRoll = RAD2DEG( asin( DotProduct( right, goalUp ) ) );

		// clamp goal orientations
		goalPitch = clamp( goalPitch, -45, 60 );
		goalRoll = clamp( goalRoll, -45, 45 );

		// calc angular accel needed to hit goal pitch in dt time.
		dt = 0.6;
		QAngle goalAngAccel;
		goalAngAccel.x = 2.0 * (AngleDiff( goalPitch, AngleNormalize( GetLocalAngles().x ) ) - GetLocalAngularVelocity().x * dt) / (dt * dt);
		goalAngAccel.y = 2.0 * (AngleDiff( goalYaw, AngleNormalize( GetLocalAngles().y ) ) - GetLocalAngularVelocity().y * dt) / (dt * dt);
		goalAngAccel.z = 2.0 * (AngleDiff( goalRoll, AngleNormalize( GetLocalAngles().z ) ) - GetLocalAngularVelocity().z * dt) / (dt * dt);

		goalAngAccel.x = clamp( goalAngAccel.x, -300, 300 );
		//goalAngAccel.y = clamp( goalAngAccel.y, -60, 60 );
		goalAngAccel.y = clamp( goalAngAccel.y, -120, 120 );
		goalAngAccel.z = clamp( goalAngAccel.z, -300, 300 );

		// limit angular accel changes to simulate mechanical response times
		dt = 0.1;
		QAngle angAccelAccel;
		angAccelAccel.x = (goalAngAccel.x - m_vecAngAcceleration.x) / dt;
		angAccelAccel.y = (goalAngAccel.y - m_vecAngAcceleration.y) / dt;
		angAccelAccel.z = (goalAngAccel.z - m_vecAngAcceleration.z) / dt;

		angAccelAccel.x = clamp( angAccelAccel.x, -1000, 1000 );
		angAccelAccel.y = clamp( angAccelAccel.y, -1000, 1000 );
		angAccelAccel.z = clamp( angAccelAccel.z, -1000, 1000 );

		m_vecAngAcceleration += angAccelAccel * 0.1;

		// Msg( "pitch %6.1f (%6.1f:%6.1f)  ", goalPitch, GetLocalAngles().x, m_vecAngVelocity.x );
		// Msg( "roll %6.1f (%6.1f:%6.1f) : ", goalRoll, GetLocalAngles().z, m_vecAngVelocity.z );
		// Msg( "%6.1f %6.1f %6.1f  :  ", goalAngAccel.x, goalAngAccel.y, goalAngAccel.z );
		// Msg( "%6.0f %6.0f %6.0f\n", angAccelAccel.x, angAccelAccel.y, angAccelAccel.z );

		ApplySidewaysDrag( right );
		ApplyGeneralDrag();
		
		QAngle angVel = GetLocalAngularVelocity();
		angVel += m_vecAngAcceleration * 0.1;

		//angVel.y = clamp( angVel.y, -60, 60 );
		//angVel.y = clamp( angVel.y, -120, 120 );
		angVel.y = clamp( angVel.y, -120, 120 );

		SetLocalAngularVelocity( angVel );

		m_flForce = m_flForce * 0.8 + (accel.z + fabs( accel.x ) * 0.1 + fabs( accel.y ) * 0.1) * 0.1 * 0.2;

		Vector vecImpulse = m_flForce * up;
		
		if ( m_lifeState == LIFE_DYING )
		{
			vecImpulse.z = -38.4;  // 64ft/sec
		}
		else
		{
			vecImpulse.z -= 38.4;  // 32ft/sec
		}
		
		// Find our acceleration direction
		Vector	vecAccelDir = vecImpulse;
		VectorNormalize( vecAccelDir );

		// Find our current velocity
		Vector	vecVelDir = GetAbsVelocity();
		VectorNormalize( vecVelDir );

		// Level out our plane of movement
		vecAccelDir.z	= 0.0f;
		vecVelDir.z		= 0.0f;
		forward.z		= 0.0f;
		right.z			= 0.0f;

		// Find out how "fast" we're moving in relation to facing and acceleration
		float speed = m_flForce * DotProduct( vecVelDir, vecAccelDir );// * DotProduct( forward, vecVelDir );

		// Use the correct pose params
		char *sBodyAccel;
		char *sBodySway;
		if ( m_hContainer || m_iLandState == LANDING_SWOOPING )
		{
			sBodyAccel = "cargo_body_accel";
			sBodySway = "cargo_body_sway";
			SetPoseParameter( "body_accel", 0 );
			SetPoseParameter( "body_sway", 0 );
		}
		else
		{
			sBodyAccel = "body_accel";
			sBodySway = "body_sway";
			SetPoseParameter( "cargo_body_accel", 0 );
			SetPoseParameter( "cargo_body_sway", 0 );
		}

		// Apply the acceleration blend to the fins
		float finAccelBlend = SimpleSplineRemapVal( speed, -60, 60, -1, 1 );
		float curFinAccel = GetPoseParameter( sBodyAccel );
		
		curFinAccel = UTIL_Approach( finAccelBlend, curFinAccel, 0.5f );

		SetPoseParameter( sBodyAccel, curFinAccel );

		speed = m_flForce * DotProduct( vecVelDir, right );

		// Apply the spin sway to the fins
		float finSwayBlend = SimpleSplineRemapVal( speed, -60, 60, -1, 1 );
		float curFinSway = GetPoseParameter( sBodySway );

		curFinSway = UTIL_Approach( finSwayBlend, curFinSway, 0.5f );
		SetPoseParameter( sBodySway, curFinSway );

		// Add in our velocity pulse for this frame
		ApplyAbsVelocityImpulse( vecImpulse );

		//Msg("FinAccel: %f, Finsway: %f\n", curFinAccel, curFinSway );
	}
	else
	{
		SetPoseParameter( "body_accel", 0 );
		SetPoseParameter( "body_sway", 0 );
		SetPoseParameter( "cargo_body_accel", 0 );
		SetPoseParameter( "cargo_body_sway", 0 );
	}
}
//-----------------------------------------------------------------------------
// Purpose: Return true of the player is allowed to exit the vehicle.
//-----------------------------------------------------------------------------
bool CPropVehiclePrisonerPod::CanExitVehicle( CBaseEntity *pEntity )
{
	// Prevent exiting if the vehicle's locked, rotating, or playing an entry/exit anim.
	return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && !m_bEnterAnimOn && !m_bExitAnimOn );
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame when the door is blocked while opening or closing.
// Input  : pOther - The blocking entity.
//-----------------------------------------------------------------------------
void CBaseDoor::Blocked( CBaseEntity *pOther )
{
	// Hurt the blocker a little.
	if ( m_flBlockDamage )
	{
		// if the door is marked "force closed" or it has a negative wait, then there's nothing to do but 
		// push/damage the object.
		// If block damage is set, but this object is a physics prop that can't be damaged, just
		// give up and disable collisions
		if ( (m_bForceClosed || m_flWait < 0) && pOther->GetMoveType() == MOVETYPE_VPHYSICS && 
		   (pOther->m_takedamage == DAMAGE_NO || pOther->m_takedamage == DAMAGE_EVENTS_ONLY) )
		{
			EntityPhysics_CreateSolver( this, pOther, true, 4.0f );
		}
		else
		{
			pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) );
		}
	}

	// If we're set to force ourselves closed, keep going
	if ( m_bForceClosed )
		return;

	// if a door has a negative wait, it would never come back if blocked,
	// so let it just squash the object to death real fast
	if (m_flWait >= 0)
	{
		if (m_toggle_state == TS_GOING_DOWN)
		{
			DoorGoUp();
		}
		else
		{
			DoorGoDown();
		}
	}

	// Block all door pieces with the same targetname here.
	if ( GetEntityName() != NULL_STRING )
	{
		CBaseDoor *pDoorList[64];
		int doorCount = GetDoorMovementGroup( pDoorList, ARRAYSIZE(pDoorList) );

		for ( int i = 0; i < doorCount; i++ )
		{
			CBaseDoor *pDoor = pDoorList[i];

			if ( pDoor->m_flWait >= 0)
			{
				if (m_bDoorGroup && pDoor->m_vecMoveDir == m_vecMoveDir && pDoor->GetAbsVelocity() == GetAbsVelocity() && pDoor->GetLocalAngularVelocity() == GetLocalAngularVelocity())
				{
					pDoor->m_nSimulationTick = m_nSimulationTick;	// don't run simulation this frame if you haven't run yet

					// this is the most hacked, evil, bastardized thing I've ever seen. kjb
					if ( !pDoor->IsRotatingDoor() )
					{// set origin to realign normal doors
						pDoor->SetLocalOrigin( GetLocalOrigin() );
						pDoor->SetAbsVelocity( vec3_origin );// stop!

					}
					else
					{// set angles to realign rotating doors
						pDoor->SetLocalAngles( GetLocalAngles() );
						pDoor->SetLocalAngularVelocity( vec3_angle );
					}
				}
			
				if ( pDoor->m_toggle_state == TS_GOING_DOWN)
					pDoor->DoorGoUp();
				else
					pDoor->DoorGoDown();
			}
		}
	}
}
void CAPCController::TrackTarget( void )
{
	trace_t tr;
	bool updateTime = FALSE, lineOfSight;
	QAngle angles;
	Vector barrelEnd;
	CBaseEntity *pTarget = NULL;

	barrelEnd.Init();

	if ( IsActive() )
	{
		SetNextThink( gpGlobals->curtime + 0.1f );
	}
	else
	{
		return;
	}

	// -----------------------------------
	//  Get world target position
	// -----------------------------------
	barrelEnd = WorldBarrelPosition();
	Vector worldTargetPosition;
	CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
	if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
	{
		m_hTarget = FindTarget( m_targetEntityName, NULL );
		if ( IsActive() )
		{
			SetNextThink( gpGlobals->curtime + 2 );	// Wait 2 sec s
		}

		return;
	}
	pTarget = pEntity;

	// Calculate angle needed to aim at target
	worldTargetPosition = pEntity->EyePosition();

	float range = (worldTargetPosition - barrelEnd).Length();

	if ( !InRange( range ) )
	{
		m_bFireDelayed = false;
		return;
	}

	UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );

	lineOfSight = FALSE;
	// No line of sight, don't track
	if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
	{
		lineOfSight = TRUE;

		CBaseEntity *pInstance = pTarget;
		if ( InRange( range ) && pInstance && pInstance->IsAlive() )
		{
			updateTime = TRUE;

			// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
			m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
		}
	}

	// Convert targetPosition to parent
	angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );


	// Force the angles to be relative to the center position
	float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
	float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
	angles.y = m_yawCenter + offsetY;
	angles.x = m_pitchCenter + offsetX;

	// Move toward target at rate or less
	float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );

	QAngle vecAngVel = GetLocalAngularVelocity();
	vecAngVel.y = distY * 10;
	vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );

	// Move toward target at rate or less
	float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
	vecAngVel.x = distX  * 10;
	vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
	SetLocalAngularVelocity( vecAngVel );

	SetMoveDoneTime( 0.1 );

	Vector forward;
	AngleVectors( GetLocalAngles(), &forward );
	forward = m_parentMatrix.ApplyRotation( forward );

	AngleVectors(angles, &forward);

	if ( lineOfSight == TRUE )
	{
		// FIXME: This will ultimately have to deal with NPCs being in the vehicle as well
		// See if the target is in a vehicle. If so, check its relationship
		CBasePlayer *pPlayer = ToBasePlayer( pTarget );
		if ( pPlayer && pPlayer->IsInAVehicle() )
		{
			IServerVehicle *pVehicle = pPlayer->GetVehicle();
			if ( pVehicle->ClassifyPassenger( pPlayer, CLASS_PLAYER ) == CLASS_PLAYER)
			{
				if ( !m_bFireDelayed )
				{
					m_bFireDelayed = true;
					m_flFiringDelay = gpGlobals->curtime + 1.5;	// setup delay time before we start firing
					return;
				}
				if ( gpGlobals->curtime > m_flFiringDelay )
				{
					m_OnFireAtTarget.Set(forward, this, this);		// tell apc to fire rockets, and what direction
				}
			}
		}
	}
	else
	{
		m_bFireDelayed = false;		// reset flag since we can no longer see target
	}
}
Example #26
0
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CSatchelCharge::SatchelTouch( CBaseEntity *pOther )
{
	Assert( pOther );
	if ( !pOther->IsSolid() )
		return;

	// If successfully thrown and touching the 
	// NPC that released this grenade, pick it up
	if ( pOther == GetThrower() && GetOwnerEntity() == NULL )
	{
		CBasePlayer *pPlayer = ToBasePlayer( m_pMyWeaponSLAM->GetOwner() );
		if (pPlayer)
		{
			// Give the player ammo
			pPlayer->GiveAmmo(1, m_pMyWeaponSLAM->m_iSecondaryAmmoType);

			CPASAttenuationFilter filter( pPlayer, "SatchelCharge.Pickup" );
			EmitSound( filter, pPlayer->entindex(), "SatchelCharge.Pickup" );

			m_bIsLive = false;

			// Take weapon out of detonate mode if necessary
			if (!m_pMyWeaponSLAM->AnyUndetonatedCharges())
			{
				m_pMyWeaponSLAM->m_bDetonatorArmed			= false;
				m_pMyWeaponSLAM->m_bNeedDetonatorHolster	= true;

				// Put detonator away right away
				m_pMyWeaponSLAM->SetWeaponIdleTime( gpGlobals->curtime );
			}

			// Kill any sliding sound
			KillSlideSound();

			// Remove satchel charge from world
			UTIL_Remove( this );
			return;
		}

	}

	StudioFrameAdvance( );

	// Is it attached to a wall?
	if (m_bIsAttached)
	{
		return;
	}

	SetGravity( 1 );// normal gravity now

	// HACKHACK - On ground isn't always set, so look for ground underneath
	trace_t tr;
	UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );

	if ( tr.fraction < 1.0 )
	{
		// add a bit of static friction
		SetAbsVelocity( GetAbsVelocity() * 0.85 );
		SetLocalAngularVelocity( GetLocalAngularVelocity() * 0.8 );
	}

	UpdateSlideSound();

	if (m_bInAir)
	{
		BounceSound();
		m_bInAir = false;
	}

}
Example #27
0
void CDHLProjectile::PhysicsSimulate( void )
{
	//-------------------------------------------------------------------------------
	//Our own movement/physics simulation!
	//-------------------------------------------------------------------------------
	#ifdef CLIENT_DLL
		if ( m_bCollided )
			return;

		if ( !m_pShooter && m_hShooter )
			m_pShooter = m_hShooter.Get();
	#else
		if ( m_flRemoveAt > 0.0f )
		{
			if ( m_flRemoveAt < gpGlobals->curtime )
			{
				m_flRemoveAt = 0.0f;
				SUB_Remove();
			}
			return;
		}
		if ( IsMarkedForDeletion() )
			return;
	#endif

	float flFrametime = gpGlobals->frametime;
	//Scale for slow motion
	if ( DHLRules() )
	{
		if ( (m_iType == DHL_PROJECTILE_TYPE_BULLET || m_iType == DHL_PROJECTILE_TYPE_PELLET) )
			flFrametime *= (dhl_bulletspeed.GetFloat() * DHLRules()->GetTimescale());
		else if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
			flFrametime *= (dhl_knifespeed.GetFloat() * DHLRules()->GetTimescale());
		else
			flFrametime *= DHLRules()->GetTimescale();
	}

	Vector vecDir = vec3_origin;
#ifndef CLIENT_DLL
	Vector vecStartPos = m_vecCurPosition; //This is where we are
	Vector vecEndPos = m_vecCurPosition; //This is where we're going
	Vector vecVelocity = m_vecCurVelocity; //Velocity
#else
	Vector vecStartPos = GetLocalOrigin(); //This is where we are
	Vector vecEndPos = GetLocalOrigin(); //This is where we're going
	Vector vecVelocity = GetLocalVelocity(); //Velocity
#endif
	//Find out where we should move to
	if ( vecVelocity != vec3_origin )
	{
		static ConVarRef gravVar( "sv_gravity" );
		//Gravity
		float newZVelocity = vecVelocity.z - ( flFrametime * gravVar.GetFloat() * GetGravity() );
		vecVelocity.z = ( (vecVelocity.z + newZVelocity) / 2 );

		vecDir = vecVelocity;
		VectorNormalize( vecDir );

		//Gravity needs to be cumulative
		#ifndef CLIENT_DLL
			m_vecCurVelocity = vecVelocity;
		#else
			SetLocalVelocity( vecVelocity );
		#endif
		vecVelocity *= flFrametime;
		vecEndPos = vecStartPos + vecVelocity;
		if ( vecEndPos.IsValid() )
		{
			CTraceFilterSkipTwoEntities movetrfilter( this, m_pShooter, COLLISION_GROUP_NONE );
			trace_t movetr;
			UTIL_TraceLine( vecStartPos, vecEndPos, MASK_SHOT, &movetrfilter, &movetr );

			#ifndef CLIENT_DLL
				//Trace to triggers so we can hit surf glass and such
				CTakeDamageInfo	triggerInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET );
				if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
				{
					//CalculateMeleeDamageForce( &triggerInfo, vecDir, movetr.endpos, 0.7f );
					Vector vecForce = vecDir;
					VectorNormalize( vecForce );
					//vecForce *= 10.0f;
					triggerInfo.SetDamageForce( vecForce );
				}
				else
					CalculateBulletDamageForce( &triggerInfo, m_iAmmoType, vecDir, movetr.endpos, 1.0f );
				triggerInfo.SetDamagePosition( movetr.endpos );
				TraceAttackToTriggers( triggerInfo, movetr.startpos, movetr.endpos, vecDir );
			#else
				//Hit ragdolls on the client
				CBaseEntity* pEnt = DHL_FX_AffectRagdolls( movetr.endpos, movetr.startpos, DMG_BULLET, &m_RagdollHitList );

				//Keep track of ones we've hit
				if ( pEnt )
					m_RagdollHitList.AddToTail( pEnt );
			#endif

			if ( movetr.DidHit() )
				if ( OnTouch( movetr, false, &movetrfilter ) )
					return;
			
			MoveProjectileToPosition( vecEndPos );
			m_flDistanceTravelled += vecEndPos.DistTo( vecStartPos );

			#ifndef CLIENT_DLL
				//On rare occasions the projectile likes to fly right through the world and keep going forever, causing a memory leak
				if ( m_flDistanceTravelled > MAX_TRACE_LENGTH )
				{
					SUB_Remove();
					//SetThink( &CDHLProjectile::SUB_Remove );
					//SetNextThink( gpGlobals->curtime + 0.1 );
				}
			#endif

		}

		//Simulate Angles
		//QAngle angles;
		#ifdef CLIENT_DLL
			QAngle angles = GetLocalAngles();
			//VectorAngles( vecDir, angles );
			//angles.z = GetLocalAngles().z; //Vector conversion loses z
			QAngle angVel = GetLocalAngularVelocity();
			angles += angVel * flFrametime;
			SetLocalAngles( angles );
			SetNetworkAngles( angles );
		#endif
	}
}
//-----------------------------------------------------------------------------
// Purpose: Return true of the player is allowed to exit the vehicle.
//-----------------------------------------------------------------------------
bool CPropVehicleChoreoGeneric::CanExitVehicle( CBaseEntity *pEntity )
{
	m_playerUse.FireOutput( this, this, 0 );
	// Prevent exiting if the vehicle's locked, rotating, or playing an entry/exit anim.
	return ( !m_bLocked && (GetLocalAngularVelocity() == vec3_angle) && !m_bEnterAnimOn && !m_bExitAnimOn );
}