//------------------------------------------------------------------------------
// Purpose : Fly towards our pickup target
//------------------------------------------------------------------------------
void CNPC_CombineDropship::UpdatePickupNavigation( void )
{
	Vector vecPickup = m_hPickupTarget->WorldSpaceCenter();
	SetDesiredPosition( vecPickup );

	//NDebugOverlay::Cross3D( GetDesiredPosition(), -Vector(32,32,32), Vector(32,32,32), 0, 255, 255, true, 0.1f );
}
예제 #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPointCommentaryNode::UpdateViewThink( void )
{
	if ( !m_bActive )
		return;
	CBasePlayer *pPlayer = GetCommentaryPlayer();
	if ( !pPlayer )
		return;

	// Swing the view towards the target
	if ( m_hViewTarget )
	{
 		QAngle angGoal;
 		QAngle angCurrent;
		if ( m_hViewPositionMover )
		{
			angCurrent = m_hViewPositionMover->GetAbsAngles();
			VectorAngles( m_hViewTarget->WorldSpaceCenter() - m_hViewPositionMover->GetAbsOrigin(), angGoal );
		}
		else
		{
			angCurrent = pPlayer->EyeAngles();
      		VectorAngles( m_hViewTarget->WorldSpaceCenter() - pPlayer->EyePosition(), angGoal );
		}

		// Accelerate towards the target goal angles
  		float dx = AngleDiff( angGoal.x, angCurrent.x );
  		float dy = AngleDiff( angGoal.y, angCurrent.y );
		float mod = 1.0 - ExponentialDecay( 0.5, 0.3, gpGlobals->frametime );
   		float dxmod = dx * mod;
		float dymod = dy * mod;

 		angCurrent.x = AngleNormalize( angCurrent.x + dxmod );
 		angCurrent.y = AngleNormalize( angCurrent.y + dymod );

		if ( m_hViewPositionMover )
		{
			m_hViewPositionMover->SetAbsAngles( angCurrent );
		}
		else
		{
			pPlayer->SnapEyeAngles( angCurrent );
		}

		SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink );
	}

 	if ( m_hViewPosition.Get() )
	{
		if ( pPlayer->GetActiveWeapon() )
		{
			pPlayer->GetActiveWeapon()->Holster();
		}

 		if ( !m_hViewPositionMover )
		{
			// Make an invisible info target entity for us to attach the view to, 
			// and move it to the desired view position.
			m_hViewPositionMover = CreateEntityByName( "env_laserdot" );
			m_hViewPositionMover->SetAbsAngles( pPlayer->EyeAngles() );
			pPlayer->SetViewEntity( m_hViewPositionMover );
		}

		// Blend to the target position over time. 
 		float flCurTime = (gpGlobals->curtime - m_flStartTime);
 		float flBlendPerc = clamp( flCurTime / 2.0, 0, 1 );

		// Figure out the current view position
		Vector vecCurEye;
		VectorLerp( pPlayer->EyePosition(), m_hViewPosition.Get()->GetAbsOrigin(), flBlendPerc, vecCurEye );
		m_hViewPositionMover->SetAbsOrigin( vecCurEye ); 

		SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink );
	}
}
예제 #3
0
void CNPC_Dog::ThrowObject( const char *pAttachmentName )
{
	if ( m_hPhysicsEnt )
	{
		m_bHasObject = false;

		IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

		if ( pPhysObj )
		{
			Vector vGunPos;
			QAngle angGunAngles;

			AngularImpulse angVelocity = RandomAngularImpulse( -250 , -250 ) / pPhysObj->GetMass();

			InvalidateBoneCache();

			int iAttachment = LookupAttachment( pAttachmentName );

			if ( iAttachment == 0 )
				 iAttachment = m_iPhysGunAttachment;
			
			GetAttachment( iAttachment, vGunPos, angGunAngles );

			pPhysObj->Wake();

			if ( pPhysObj->GetShadowController() )
			{
				m_hPhysicsEnt->SetParent( NULL );
				m_hPhysicsEnt->SetMoveType( (MoveType_t)m_iContainerMoveType );
				m_hPhysicsEnt->SetOwnerEntity( this );

				pPhysObj->RemoveShadowController();
				pPhysObj->SetPosition( m_hPhysicsEnt->GetLocalOrigin(), m_hPhysicsEnt->GetLocalAngles(), true );

				pPhysObj->RecheckCollisionFilter();
				pPhysObj->RecheckContactPoints();
			}
				
			if ( m_hThrowTarget == NULL )
			#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
				m_hThrowTarget = UTIL_GetNearestVisiblePlayer(this); 
			#else
				m_hThrowTarget = AI_GetSinglePlayer();
			#endif //SecobMod__Enable_Fixed_Multiplayer_AI

			Vector vThrowDirection;

			if ( m_hThrowTarget )
			{
				Vector vThrowOrigin = m_hThrowTarget->GetAbsOrigin();
				
				if ( m_hThrowTarget->IsPlayer() )
					 vThrowOrigin = vThrowOrigin + Vector( random->RandomFloat( -128, 128 ), random->RandomFloat( -128, 128 ), 0 );

				Vector vecToss = VecCheckToss( this, vGunPos, vThrowOrigin, m_flThrowArcModifier, 1.0f, true );

				if( vecToss == vec3_origin )
				{
					// Fix up an impossible throw so dog will at least toss the box in the target's general direction instead of dropping it.
					// Also toss it up in the air so it will fall down and break. (Just throw the box up at a 45 degree angle)
					Vector forward, up;
					GetVectors( &forward, NULL, &up );

					vecToss = forward + up;
					VectorNormalize( vecToss );

					vecToss *= pPhysObj->GetMass() * 30.0f;
				}

				vThrowDirection = vecToss + ( m_hThrowTarget->GetSmoothedVelocity() / 2 );
							
				Vector vLinearDrag;

				Vector unitVel = vThrowDirection;
				VectorNormalize( unitVel );

				float flTest = 1000 / vThrowDirection.Length();

				float flDrag = pPhysObj->CalculateLinearDrag( vThrowDirection );
				vThrowDirection = vThrowDirection + ( unitVel * ( flDrag * flDrag ) ) / flTest;
			
				pPhysObj->SetVelocity( &vThrowDirection, &angVelocity );
				
				m_flTimeToCatch = gpGlobals->curtime + dog_max_wait_time.GetFloat();

				//Don't start pulling until the object is away from me.
				//We base the time on the throw velocity.
				m_flTimeToPull = gpGlobals->curtime + ( 1000 / vThrowDirection.Length() );
			}

			//Fire Output!
			m_OnThrow.FireOutput( this, this );

			ClearBeams();
			
			if ( m_bBeamEffects == true )
			{
				EmitSound( "Weapon_PhysCannon.Launch" );
				
				CBeam *pBeam = CBeam::BeamCreate(  "sprites/orangelight1.vmt", 1.8 );

				if ( pBeam != NULL )
				{
					pBeam->PointEntInit( m_hPhysicsEnt->WorldSpaceCenter(), this );
					pBeam->SetEndAttachment( m_iPhysGunAttachment );
					pBeam->SetWidth( 6.4 );
					pBeam->SetEndWidth( 12.8 );					
					pBeam->SetBrightness( 255 );
					pBeam->SetColor( 255, 255, 255 );
					pBeam->LiveForTime( 0.2f );
					pBeam->RelinkBeam();
					pBeam->SetNoise( 2 );
				}
			
				Vector	shotDir = ( m_hPhysicsEnt->WorldSpaceCenter() - vGunPos );
				VectorNormalize( shotDir );

				CPVSFilter filter( m_hPhysicsEnt->WorldSpaceCenter() );
				te->GaussExplosion( filter, 0.0f, m_hPhysicsEnt->WorldSpaceCenter() - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 );
			}
		}
	}
}
예제 #4
0
void CNPC_Dog::PullObject( bool bMantain )
{
	if ( m_hPhysicsEnt == NULL )
	{
		TaskFail( "Ack! No Phys Object!");
		return;
	}

	IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

	if ( pPhysObj == NULL )
	{
		TaskFail( "Pulling object with no Phys Object?!" );
		return;
	}

	if( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
	{
		m_bHasObject = false;
		ClearBeams();
		TaskFail("Player Grabbed Ball");
		return;
	}

	CreateBeams();

	Vector vGunPos;
	GetAttachment( m_iPhysGunAttachment, vGunPos );
	float flDistance = ( vGunPos - m_hPhysicsEnt->WorldSpaceCenter() ).Length();

	if ( bMantain == false )
	{
		if ( flDistance <= DOG_CATCH_DISTANCE )
		{
			m_hPhysicsEnt->SetOwnerEntity( this );

			GetNavigator()->StopMoving();

			//Fire Output!
			m_OnPickup.FireOutput( this, this );

			m_bHasObject = true;
			ClearBeams();
			TaskComplete();
			return;
		}
	}

	Vector vDir = ( vGunPos -  m_hPhysicsEnt->WorldSpaceCenter() );

	Vector vCurrentVel;
	float flCurrentVel;
	AngularImpulse vCurrentAI;

	pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI );
	flCurrentVel = vCurrentVel.Length();

	VectorNormalize( vCurrentVel );
	VectorNormalize( vDir );

	float flVelMod = DOG_PULL_VELOCITY_MOD;

	if ( bMantain == true )
		 flVelMod *= 2;

	vCurrentVel = vCurrentVel * flCurrentVel * flVelMod;

	vCurrentAI = vCurrentAI * DOG_PULL_ANGULARIMP_MOD;
	pPhysObj->SetVelocity( &vCurrentVel, &vCurrentAI );

	vDir = vDir * flDistance * (DOG_PULL_TO_GUN_VEL_MOD * 2);

	Vector vAngle( 0, 0, 0 );
	pPhysObj->AddVelocity( &vDir, &vAngle );
}
예제 #5
0
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Dog::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{

	case TASK_DOG_SETUP_THROW_TARGET:
		{
			SetupThrowTarget();
			TaskComplete();
		}
		break;
	case TASK_DOG_GET_PATH_TO_PHYSOBJ:
		{
			FindPhysicsObject( STRING( m_sObjectName ) );

			if ( m_hPhysicsEnt == NULL )
			{
				 FindPhysicsObject( NULL );
				 return;
			}

			IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
			
			Vector vecGoalPos;
			Vector vecDir;

			vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
			VectorNormalize(vecDir);
			vecDir.z = 0;
		
			if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
				 m_hPhysicsEnt->SetOwnerEntity( this );
		
			if ( pPhysicsObject )
				 pPhysicsObject->RecheckCollisionFilter();

			vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

			//If I'm near my goal, then just walk to it.
			Activity aActivity = ACT_RUN;

			if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
				 aActivity = ACT_WALK;

			if ( GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ) == false )
			{
				 if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 )
					  m_hUnreachableObjects.AddToTail( m_hPhysicsEnt );
					
				 FindPhysicsObject( NULL, m_hPhysicsEnt );

				 m_flTimeToCatch = gpGlobals->curtime + 0.1;
				 m_flNextRouteTime = gpGlobals->curtime + 0.3;
				 m_flNextSwat = gpGlobals->curtime + 0.1;

				 GetNavigator()->ClearGoal();
			}
			else
			{
				TaskComplete();
			}
		}
		break;

	case TASK_DOG_FACE_OBJECT:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}

			Vector vecDir;

			vecDir = m_hPhysicsEnt->WorldSpaceCenter() - GetLocalOrigin();
			VectorNormalize(vecDir);

			GetMotor()->SetIdealYaw( UTIL_VecToYaw( vecDir ) );
			TaskComplete();
		}
		break;
		
	case TASK_DOG_PICKUP_ITEM:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}
			else
			{
				SetIdealActivity( (Activity)ACT_DOG_PICKUP );
			}
		}

		break;
		
	case TASK_DOG_LAUNCH_ITEM:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}
			else
			{
				if ( m_hPhysicsEnt == NULL || m_bHasObject == false )
				{
					 TaskFail( "Don't have the item!" );
					 return;
				}

				SetIdealActivity( (Activity)ACT_DOG_THROW );
			}
		}

		break;

	case TASK_DOG_WAIT_FOR_TARGET_TO_FACE:
		{
			if ( CanTargetSeeMe() )
				 TaskComplete();
		}
		break;

	case TASK_DOG_WAIT_FOR_OBJECT:
		{
			SetIdealActivity( (Activity)ACT_DOG_WAITING );
		}
		break;

	case TASK_DOG_CATCH_OBJECT:
	{
		SetIdealActivity( (Activity)ACT_DOG_CATCH  );
	}
	break;
			
	case TASK_DOG_DELAY_SWAT:
		m_flNextSwat = gpGlobals->curtime + pTask->flTaskData;

		if ( m_hThrowTarget == NULL )
		#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
			m_hThrowTarget = UTIL_GetNearestVisiblePlayer(this); 
		#else
			m_hThrowTarget = AI_GetSinglePlayer();
		#endif //SecobMod__Enable_Fixed_Multiplayer_AI

		TaskComplete();
		break;

	default:
		BaseClass::StartTask( pTask );
	}
}
예제 #6
0
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Dog::RunTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{

	case TASK_DOG_PICKUP_ITEM:
	{
		 PullObject( false );
	}
	break;

	case TASK_DOG_GET_PATH_TO_PHYSOBJ:
		{
			//Check this cause our object might have been deleted.
			if ( m_hPhysicsEnt == NULL )
				 FindPhysicsObject( NULL );

			//And if we still can't find anything, then just go away.
			if ( m_hPhysicsEnt == NULL )
			{
				TaskFail( "Can't find an object I like!" );
				return;
			}
	
			IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
			
			Vector vecGoalPos;
			Vector vecDir;

			vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
			VectorNormalize(vecDir);
			vecDir.z = 0;
		
			if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
				 m_hPhysicsEnt->SetOwnerEntity( this );
		
			if ( pPhysicsObject )
				 pPhysicsObject->RecheckCollisionFilter();

			vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

			bool bBuiltRoute = false;

			//If I'm near my goal, then just walk to it.
			Activity aActivity = ACT_RUN;

			if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
				 aActivity = ACT_WALK;

			bBuiltRoute = GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL );

			if ( bBuiltRoute == true )
				 TaskComplete();
			else
			{
				m_flTimeToCatch = gpGlobals->curtime + 0.1;
				m_flNextRouteTime = gpGlobals->curtime + 0.3;
				m_flNextSwat = gpGlobals->curtime + 0.1;

				if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 )
					 m_hUnreachableObjects.AddToTail( m_hPhysicsEnt );
								
				m_hPhysicsEnt = NULL;

				GetNavigator()->ClearGoal();
			}
		}
		break;

	case TASK_WAIT:
	{
		if ( IsWaitFinished() )
		{
			TaskComplete();
		}

		if ( m_hPhysicsEnt )
		{
			if ( m_bHasObject == false )
			{
				GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() );
				GetMotor()->UpdateYaw();
			}
		}

		break;
	}

	case TASK_DOG_LAUNCH_ITEM:
		if( IsActivityFinished() )
		{
			if ( m_hPhysicsEnt )
			{
				m_hPhysicsEnt->SetOwnerEntity( NULL );
			}

			TaskComplete();
		}
		break;

	case TASK_DOG_WAIT_FOR_TARGET_TO_FACE:
	{
		if ( CanTargetSeeMe() )
			 TaskComplete();
	}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		{
			if ( GetState() == NPC_STATE_SCRIPT || IsInAScript() )
			{
			  	 BaseClass::RunTask( pTask );
				 return;
			}

			if ( m_hPhysicsEnt != NULL )
			{
				IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();
					
				if ( !pPhysObj )
				{
					Warning( "npc_dog TASK_WAIT_FOR_MOVEMENT with NULL m_hPhysicsEnt->VPhysicsGetObject\n" );
				}

				if ( pPhysObj && pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
					 TaskFail( "Player picked it up!" );

				//If the object is moving then my old goal might not be valid
				//cancel the schedule and make it restart again in a bit.
				if ( pPhysObj && pPhysObj->IsAsleep() == false && GetNavigator()->IsGoalActive() == false )
				{
					Vector vecGoalPos;
					Vector vecDir;
				
					vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
					VectorNormalize(vecDir);
					vecDir.z = 0;
									
					vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

					GetNavigator()->ClearGoal();

					float flDistance = (vecGoalPos - GetLocalOrigin()).Length();

					//If I'm near my goal, then just walk to it.
					Activity aActivity = ACT_RUN;

					if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
						 aActivity = ACT_WALK;

				    GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL );

					if ( flDistance <= DOG_PHYSOBJ_MOVE_TO_DIST )
					{
						TaskComplete();
						GetNavigator()->StopMoving();
					}
				}
			}
			
			BaseClass::RunTask( pTask );
		}
		break;

	case TASK_DOG_WAIT_FOR_OBJECT:
		{
			if ( m_hPhysicsEnt != NULL )
			{
				if ( FVisible( m_hPhysicsEnt ) == false )
				{
					m_flTimeToCatch = 0.0f;
					ClearBeams();
					TaskFail( "Lost sight of the object!" );
					m_hPhysicsEnt->SetOwnerEntity( NULL );
					return;
				}

				m_hPhysicsEnt->SetOwnerEntity( this );

				Vector vForward;
				AngleVectors( GetAbsAngles(), &vForward );


				Vector vGunPos;
				GetAttachment( m_iPhysGunAttachment, vGunPos );

				Vector vToObject = m_hPhysicsEnt->WorldSpaceCenter() - vGunPos;
				float flDistance = vToObject.Length();

				VectorNormalize( vToObject );

				SetAim( m_hPhysicsEnt->WorldSpaceCenter() - GetAbsOrigin() );

				#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
					CBasePlayer *pPlayer = UTIL_GetNearestVisiblePlayer(this); 
				#else
					CBasePlayer *pPlayer = AI_GetSinglePlayer();
				#endif //SecobMod__Enable_Fixed_Multiplayer_AI

				float flDistanceToPlayer = flDistance;

				if ( pPlayer )
				{
					flDistanceToPlayer = (pPlayer->GetAbsOrigin() - m_hPhysicsEnt->WorldSpaceCenter()).Length();
				}
			
				IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();
				if ( !pPhysObj )
				{
					Warning( "npc_dog:  TASK_DOG_WAIT_FOR_OBJECT with m_hPhysicsEnt->VPhysicsGetObject == NULL\n" );
				}
					
				if ( pPhysObj && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) && flDistanceToPlayer > ( flDistance * 2 ) )
				{
					if ( m_flTimeToPull <= gpGlobals->curtime )
					{
						Vector vCurrentVel;
						float flCurrentVel;
						AngularImpulse vCurrentAI;

						pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI );

						flCurrentVel = vCurrentVel.Length();
						VectorNormalize( vCurrentVel );

						if ( pPhysObj && flDistance <= DOG_PULL_DISTANCE )
						{
							Vector vDir = ( vGunPos -  m_hPhysicsEnt->WorldSpaceCenter() );
								
							VectorNormalize( vDir );

							vCurrentVel = vCurrentVel * ( flCurrentVel * DOG_PULL_VELOCITY_MOD );

							vCurrentAI = vCurrentAI * DOG_PULL_ANGULARIMP_MOD;
							pPhysObj->SetVelocity( &vCurrentVel, &vCurrentAI );

							vDir = vDir * flDistance * DOG_PULL_TO_GUN_VEL_MOD;

							Vector vAngle( 0, 0, 0 );
							pPhysObj->AddVelocity( &vDir, &vAngle );
							
							CreateBeams();
						}
					
						float flDot = DotProduct( vCurrentVel, vForward );

						if ( flDistance >= DOG_PULL_DISTANCE && flDistance <= ( DOG_PULL_DISTANCE * 2 ) && flDot > -0.3 )
						{
							if ( pPhysObj->IsAsleep() == false && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) )
							{
								Vector vecGoalPos;
								Vector vecDir;

								vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
								VectorNormalize(vecDir);
								vecDir.z = 0;
												
								vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

								GetNavigator()->ClearGoal();

								//If I'm near my goal, then just walk to it.
								Activity aActivity = ACT_RUN;

								if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
									 aActivity = ACT_WALK;
									 
								GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ),  AIN_NO_PATH_TASK_FAIL );
							}
						}
					}
				}


				float flDirDot = DotProduct( vToObject, vForward );

				if ( flDirDot < 0.2 )
				{
					GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() );
					GetMotor()->UpdateYaw();
				}

				if ( m_flTimeToCatch < gpGlobals->curtime && m_bDoWaitforObjectBehavior == false ) 
				{
					m_hPhysicsEnt->SetOwnerEntity( NULL );
					m_flTimeToCatch = 0.0f;
					ClearBeams();
					TaskFail( "Done waiting!" );
				}
				else if ( pPhysObj && ( flDistance <= DOG_CATCH_DISTANCE && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) )
				{
					AngularImpulse vZero( 0, 0, 0 );
					pPhysObj->SetVelocity( &vec3_origin, &vZero );

					GetNavigator()->StopMoving();

					//Fire Output!
					m_OnCatch.FireOutput( this, this );
					m_bHasObject = true;
					ClearBeams();
					TaskComplete();
				}
			}
			else
			{
				GetNavigator()->StopMoving();

				ClearBeams();
				TaskFail("No Physics Object!");
			}
			
		}
		break;

	case TASK_DOG_CATCH_OBJECT:
		if( IsActivityFinished() )
		{
			m_flTimeToCatch = 0.0f;
			TaskComplete();
		}
		break;
	default:
		BaseClass::RunTask( pTask );
		break;
	}
}