Пример #1
0
//-----------------------------------------------------------------------------
// Purpose: Called every frame.
//-----------------------------------------------------------------------------
void CPointAngleSensor::Think(void)
{
	if (m_hTargetEntity != NULL)
	{
		Vector forward;
		m_hTargetEntity->GetVectors(&forward, NULL, NULL);
		m_TargetDir.Set(forward, this, this);

		if (m_hLookAtEntity != NULL)
		{
			//
			// Check to see if the measure entity's forward vector has been within
			// given tolerance of the target entity for the given period of time.
			//
			float flDot;
			if (IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance, &flDot ))
			{
				if (!m_bFired)
				{
					if (!m_flFacingTime)
					{
						m_flFacingTime = gpGlobals->curtime;
					}

					if (gpGlobals->curtime >= m_flFacingTime + m_flDuration)
					{
						m_OnFacingLookat.FireOutput(this, this);
						m_bFired = true;
					}
				}
			}
			else 
			{
				// Reset the fired state
				if ( m_bFired )
				{
					m_bFired = false;
				}

				// Always reset the time when we've lost our facing
				m_flFacingTime = 0;
			}
			
			// Output the angle range we're in
			float flPerc = RemapValClamped( flDot, 1.0f, m_flDotTolerance, 1.0f, 0.0f );
			m_FacingPercentage.Set( flPerc, this, this );
		}

		SetNextThink( gpGlobals->curtime );
	}
}
void CLogicMirrorMovement::Think()
{
    // Attempt to get the player's handle because it didn't exist at Activate time
    if ( !m_hMirrorTarget.Get() )
    {
        // If we will never find a target, we don't have a use... shutdown
        if ( m_strMirrorTarget == NULL_STRING )
            SetNextThink ( NULL );

        //BUGBUG: If m_strSetMirrorTarget doesn't exist in ent list, we get per-think searches with no results ever...
        SetMirrorTarget ( STRING(m_strMirrorTarget) );
    }

    // Make sure all entities are valid
    if ( m_hMirrorTarget.Get() && m_hMovementTarget.Get() && m_hRemoteTarget.Get() && m_hMirrorRelative.Get() )
    {
        // Get our two portal's world transforms transforms
        VMatrix matPortal1ToWorldInv, matPortal2ToWorld;
        MatrixInverseGeneral( m_hMirrorRelative->EntityToWorldTransform(), matPortal1ToWorldInv );
        matPortal2ToWorld = m_hRemoteTarget->EntityToWorldTransform();

        VMatrix matTransformToRemotePortal = matPortal1ToWorldInv * matPortal2ToWorld;

        // Get our scene camera's current orientation
        Vector ptCameraPosition, vCameraLook, vCameraRight, vCameraUp;
        ptCameraPosition		= m_hMirrorTarget->EyePosition();
        m_hMirrorTarget->GetVectors ( &vCameraLook, &vCameraRight, &vCameraUp );

        // map this position and orientation to the remote portal, mirrored (invert the result)
        Vector ptNewPosition, vNewLook;
        ptNewPosition	= matPortal1ToWorldInv * ptCameraPosition;
        ptNewPosition	= matPortal2ToWorld*( Vector( -ptNewPosition.x, -ptNewPosition.y, ptNewPosition.z ) );

        vNewLook		= matPortal1ToWorldInv.ApplyRotation( vCameraLook );
        vNewLook		= matPortal2ToWorld.ApplyRotation( Vector( -vNewLook.x, -vNewLook.y, vNewLook.z) );

        // Set the point camera to the new location/orientation
        QAngle qNewAngles;
        VectorAngles( vNewLook, qNewAngles );
        m_hMovementTarget->Teleport( &ptNewPosition, &qNewAngles, NULL );
    }

    SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
}