void CPhysForce::ScaleForce( float scale ) { if ( !m_pController ) ForceOn(); m_integrator.ScaleConstantForce( scale ); m_pController->WakeObjects(); }
void CPhysMotor::TargetSpeedChanged( void ) { SetNextThink( gpGlobals->curtime ); m_lastTime = gpGlobals->curtime; m_pController->WakeObjects(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASWEnvShake::ApplyShake( ShakeCommand_t command ) { if ( !HasSpawnFlags( SF_ASW_SHAKE_NO_VIEW ) ) { bool air = (GetSpawnFlags() & SF_ASW_SHAKE_INAIR) ? true : false; UTIL_ASW_ScreenShake( GetAbsOrigin(), Amplitude(), Frequency(), Duration(), Radius(), command, air ); } if ( GetSpawnFlags() & SF_ASW_SHAKE_ROPES ) { CRopeKeyframe::ShakeRopes( GetAbsOrigin(), Radius(), Frequency() ); } if ( GetSpawnFlags() & SF_ASW_SHAKE_PHYSICS ) { if ( !m_pShakeController ) { m_pShakeController = physenv->CreateMotionController( &m_shakeCallback ); } // do physics shake switch( command ) { case SHAKE_START: { m_stopTime = gpGlobals->curtime + Duration(); m_nextShake = 0; m_pShakeController->ClearObjects(); SetNextThink( gpGlobals->curtime ); m_currentAmp = Amplitude(); CBaseEntity *list[1024]; float radius = Radius(); // probably checked "Shake Everywhere" do a big radius if ( !radius ) { radius = MAX_COORD_INTEGER; } Vector extents = Vector(radius, radius, radius); Vector mins = GetAbsOrigin() - extents; Vector maxs = GetAbsOrigin() + extents; int count = UTIL_EntitiesInBox( list, 1024, mins, maxs, 0 ); for ( int i = 0; i < count; i++ ) { // // Only shake physics entities that players can see. This is one frame out of date // so it's possible that we could miss objects if a player changed PVS this frame. // if ( ( list[i]->GetMoveType() == MOVETYPE_VPHYSICS ) ) { IPhysicsObject *pPhys = list[i]->VPhysicsGetObject(); if ( pPhys && pPhys->IsMoveable() ) { m_pShakeController->AttachObject( pPhys, false ); pPhys->Wake(); } } } } break; case SHAKE_STOP: m_pShakeController->ClearObjects(); break; case SHAKE_AMPLITUDE: m_currentAmp = Amplitude(); case SHAKE_FREQUENCY: m_pShakeController->WakeObjects(); break; } } }