示例#1
0
//-----------------------------------------------------------------------------
// Purpose: Attaches the flame to an entity and moves with it
// Input  : pTarget - target entity to attach to
//-----------------------------------------------------------------------------
void CEntityDissolve::AttachToEntity( CBaseEntity *pTarget )
{
	// So our dissolver follows the entity around on the server.
	SetParent( pTarget );
	SetLocalOrigin( vec3_origin );
	SetLocalAngles( vec3_angle );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayer_Missile::InputActivate( inputdata_t &inputdata )
{
	// Make sure not already active
	if (m_bActive)
	{
		return;
	}

	BaseClass::InputActivate( inputdata );

	Vector origin = GetLocalOrigin();
	origin.z	+= 50;
	SetLocalOrigin( origin );
	RemoveSolidFlags( FSOLID_NOT_SOLID );
	Relink();

	// Using player angles to determine turning.  Initailze to 0,0,0
	CHL2_Player*	pPlayer		= (CHL2_Player*)UTIL_PlayerByIndex( 1 );

	Assert( pPlayer );

	pPlayer->SetLocalAngles( vec3_angle );	// Note: Set GetLocalAngles(), not pl.v_angle
	pPlayer->SnapEyeAngles( vec3_angle );				// Force reset
	pPlayer->SetFOV( 100 );

	engine->SetView( pPlayer->edict(), edict() );

	m_flStatic					= 0;
	SetThink(Launch);
	SetNextThink( gpGlobals->curtime + m_flLaunchDelay );
}
示例#3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_BaseObject::Simulate( void )
{
	if ( IsPlacing() && !MustBeBuiltOnAttachmentPoint() )
	{
		int iValidPlacement = ( IsPlacementPosValid() && ServerValidPlacement() ) ? 1 : 0;

		if ( m_iLastPlacementPosValid != iValidPlacement )
		{
			m_iLastPlacementPosValid = iValidPlacement;
			OnPlacementStateChanged( m_iLastPlacementPosValid > 0 );
		}

		// We figure out our own placement pos, but we still leave it to the server to 
		// do collision with other entities and nobuild triggers, so that sets the 
		// placement animation

		SetLocalOrigin( m_vecBuildOrigin );
		InvalidateBoneCache();

		// Clear out our origin and rotation interpolation history
		// so we don't pop when we teleport in the actual position from the server

		CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
		interpolator.ClearHistory();

		CInterpolatedVar<QAngle> &rotInterpolator = GetRotationInterpolator();
		rotInterpolator.ClearHistory();
	}	

	BaseClass::Simulate();
}
示例#4
0
AIMoveResult_t CAI_Motor::MoveClimbExecute( const Vector &climbDest, float yaw)
{
	const float climbSpeed = 100.0;

	Vector moveDir = climbDest - GetLocalOrigin();
	float flDist = VectorNormalize( moveDir );
	SetSmoothedVelocity( moveDir * climbSpeed );

	if ( flDist < climbSpeed * GetMoveInterval() )
	{
		if (flDist <= 1e-2)
			flDist = 0;

		const float climbTime = flDist / climbSpeed;
		
		SetMoveInterval( GetMoveInterval() - climbTime );
		SetLocalOrigin( climbDest );

		return AIMR_CHANGE_TYPE;
	}
	else
	{
		SetMoveInterval( 0 );
	}

	// --------------------------------------------
	// Turn to face the climb
	// --------------------------------------------
	SetIdealYawAndUpdate( yaw );

	return AIMR_OK;
}
示例#5
0
//====================================================================
// Solicita al Director un lugar para la creación
//====================================================================
void CAP_PlayerInfected::RequestDirectorSpawn()
{
	Vector vecSpawnPosition;

	// Le preguntamos al Administrador sobre un lugar para aparecer
	DirectorManager->Update();
	bool result = DirectorManager->GetSpawnLocation( &vecSpawnPosition, DIRECTOR_CHILD );

	// El Director te quiere aquí
	if ( result && DirectorManager->PostSpawn(this) )
	{
		// Establecemos la ubicación
		SetLocalOrigin( vecSpawnPosition + Vector(0, 0, 5) );
		SetAbsVelocity( vec3_origin );

		m_Local.m_vecPunchAngle		= vec3_angle;
		m_Local.m_vecPunchAngleVel	= vec3_angle;

		// Ahora somos visibles
		RemoveEffects( EF_NODRAW );
		RemoveFlag( FL_FREEZING );
		SetCollisionGroup( COLLISION_GROUP_PLAYER );
		m_takedamage = DAMAGE_YES;

		// No volvemos a pensar
		SetNextThink( TICK_NEVER_THINK, "RequestDirectorSpawn" );
		return;
	}

	// Volvemos a intentarlo en .3s
	SetNextThink( gpGlobals->curtime + .3, "RequestDirectorSpawn" );
}
void CGEBloodScreenVM::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
{
#if defined( CLIENT_DLL )
	SetLocalOrigin( eyePosition );
	SetLocalAngles( eyeAngles );
#endif
}
void CBaseViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
{
	// UNDONE: Calc this on the server?  Disabled for now as it seems unnecessary to have this info on the server
#if defined( CLIENT_DLL )
	QAngle vmangoriginal = eyeAngles;
	QAngle vmangles = eyeAngles;
	Vector vmorigin = eyePosition;

	Vector vecRight;
	Vector vecUp;
	Vector vecForward;
	AngleVectors( vmangoriginal, &vecForward, &vecRight, &vecUp );
	//Vector vecOffset = Vector( viewmodel_offset_x.GetFloat(), viewmodel_offset_y.GetFloat(), viewmodel_offset_z.GetFloat() ); 
	vmorigin += (vecForward * viewmodel_offset_y.GetFloat()) + (vecUp * viewmodel_offset_z.GetFloat()) + (vecRight * viewmodel_offset_x.GetFloat());

	// TrackIR
	if ( IsHeadTrackingEnabled() )
	{
		vmorigin = owner->EyePosition();
		VectorAngles( owner->GetAutoaimVector( AUTOAIM_5DEGREES ), vmangoriginal );
		vmangles = vmangoriginal;
	}
	// TrackIR

	CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
	//Allow weapon lagging
	if ( pWeapon != NULL )
	{
#if defined( CLIENT_DLL )
		if ( !prediction->InPrediction() )
#endif
		{
			// add weapon-specific bob 
			pWeapon->AddViewmodelBob( this, vmorigin, vmangles );
		}
	}
	// Add model-specific bob even if no weapon associated (for head bob for off hand models)
	AddViewModelBob( owner, vmorigin, vmangles );
	// Add lag
	CalcViewModelLag( vmorigin, vmangles, vmangoriginal );

#if defined( CLIENT_DLL )
	if ( !prediction->InPrediction() )
	{
		// Let the viewmodel shake at about 10% of the amplitude of the player's view
		ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
		GetViewEffects()->ApplyShake( vmorigin, vmangles, 0.1 );	
	}
#endif

	CalcIronsights( vmorigin, vmangles );
	SetLocalOrigin( vmorigin );
	SetLocalAngles( vmangles );

#endif
}
//-----------------------------------------------------------------------------
// Purpose: Throw the grenade.
// Input  : vecOrigin - Starting position
//			vecVelocity - Starting velocity
//			flExplodeTime - Time at which to detonate
//-----------------------------------------------------------------------------
void CThrownGrenade::Thrown( Vector vecOrigin, Vector vecVelocity, float flExplodeTime )
{
	// Throw
	SetLocalOrigin( vecOrigin );
	SetAbsVelocity( vecVelocity );

	// Explode in 3 seconds
	SetThink( &CThrownGrenade::Detonate );
	SetNextThink( gpGlobals->curtime + flExplodeTime );
}
	void CWeaponTFCBase::Spawn()
	{
		BaseClass::Spawn();

		// Set this here to allow players to shoot dropped weapons
		SetCollisionGroup( COLLISION_GROUP_WEAPON );
		
		// Move it up a little bit, otherwise it'll be at the guy's feet, and its sound origin 
		// will be in the ground so its EmitSound calls won't do anything.
		SetLocalOrigin( Vector( 0, 0, 5 ) );
	}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
int C_ObjectSentrygun::DrawModel( int flags )
{
	float flRealOriginZ = GetLocalOrigin().z;

	// If we're turtling, slide the model into the ground
	if ( m_bTurtled )
	{
		// How far down are we?
		float flTime = min( gpGlobals->curtime - m_flStartedTurtlingAt, SENTRY_TURTLE_TIME );
		float flPercent = 1 - (SENTRY_TURTLE_TIME - flTime) / SENTRY_TURTLE_TIME;

		Vector vNewOrigin = GetLocalOrigin();
		vNewOrigin.z -= (EntitySpaceSize().z * flPercent);
		SetLocalOrigin( vNewOrigin );
		InvalidateBoneCache();
	}
	else if ( !m_bTurtled )
	{
		if ( m_flStartedUnTurtlingAt )
		{
			float flTime = min( gpGlobals->curtime - m_flStartedUnTurtlingAt, SENTRY_TURTLE_TIME );
			float flPercent = (SENTRY_TURTLE_TIME - flTime) / SENTRY_TURTLE_TIME;
			
			Vector vNewOrigin = GetLocalOrigin();
			vNewOrigin.z -= (EntitySpaceSize().z * flPercent);
			SetLocalOrigin( vNewOrigin );
			InvalidateBoneCache();

			// Fully unturtled?
			if ( flTime >= SENTRY_TURTLE_TIME )
			{
				m_flStartedUnTurtlingAt = 0;
			}
		}
	}

	int drawn = BaseClass::DrawModel( flags );
	SetLocalOriginDim( Z_INDEX, flRealOriginZ );

	return drawn;
}
示例#11
0
void CASW_Parasite::InfestColonist(CASW_Colonist* pColonist)
{
	if (m_bDefanged || !pColonist)	// no infesting if we've been defanged
		return;

	if (!IsOnFire())	// don't actually infest if we're on fire, since we'll die very shortly
		pColonist->BecomeInfested(this);

	// attach
	int attachment = pColonist->LookupAttachment( "chest" );
	if ( attachment )
	{
		//SetAbsAngles( GetOwnerEntity()->GetAbsAngles() );
		SetSolid( SOLID_NONE );
		SetMoveType( MOVETYPE_NONE );
		QAngle current(0,0,0);

		Vector diff = pColonist->GetAbsOrigin() - GetAbsOrigin();
		float angle = UTIL_VecToYaw(diff);
		angle -= pColonist->GetAbsAngles()[YAW];	// get the diff between our angle from the marine and the marine's facing;
		
		current = GetAbsAngles();
		
		SetParent( pColonist, attachment );
				Vector vecPosition;
		float fRaise = random->RandomFloat(0,20);
		
		SetLocalOrigin( Vector( -fRaise * 0.2f, 0, fRaise ) );
		SetLocalAngles( QAngle( 0, angle + asw_infest_angle.GetFloat(), 0 ) );
		// play our infesting anim
		if ( asw_parasite_inside.GetBool() )
		{
			SetActivity(ACT_RANGE_ATTACK2);
		}
		else
		{
			int iInfestAttack = LookupSequence("Infest_attack");
			if (GetSequence() != iInfestAttack)
			{
				ResetSequence(iInfestAttack);
			}
		}
		// don't do anymore thinking - need to think still to animate?
		AddFlag( FL_NOTARGET );
		SetThink( &CASW_Parasite::InfestThink );
		SetTouch( NULL );
		m_bInfesting = true;		
	}
	else
	{
		FinishedInfesting();
	}		
}
示例#12
0
void CWorld::Spawn( void )
{
	SetLocalOrigin( vec3_origin );
	SetLocalAngles( vec3_angle );
	// NOTE:  SHOULD NEVER BE ANYTHING OTHER THAN 1!!!
	SetModelIndex( 1 );
	// world model
	SetModelName( MAKE_STRING( modelinfo->GetModelName( GetModel() ) ) );
	AddFlag( FL_WORLDBRUSH );

	g_EventQueue.Init();
	Precache( );
}
示例#13
0
void C_Ball::ClientThink()
{
    if (m_pHoldingPlayer)
    {
        Vector handPos;
        QAngle handAng;
        m_pHoldingPlayer->GetAttachment("ball_right_hand", handPos, handAng);
        SetLocalOrigin(handPos);
        SetLocalAngles(handAng);
    }

    SetNextClientThink(CLIENT_THINK_ALWAYS);
}
示例#14
0
void CWorld::Spawn( void )
{
	SetLocalOrigin( vec3_origin );
	SetLocalAngles( vec3_angle );
	// NOTE:  SHOULD NEVER BE ANYTHING OTHER THAN 1!!!
	SetModelIndex( 1 );
	// world model
	SetModelName( AllocPooledString( modelinfo->GetModelName( GetModel() ) ) );
	AddFlag( FL_WORLDBRUSH );

	g_EventQueue.Init();
	Precache( );
	GlobalEntity_Add( "is_console", STRING(gpGlobals->mapname), ( IsConsole() ) ? GLOBAL_ON : GLOBAL_OFF );
	GlobalEntity_Add( "is_pc", STRING(gpGlobals->mapname), ( !IsConsole() ) ? GLOBAL_ON : GLOBAL_OFF );
}
示例#15
0
//Handle all necessary movement stuffs
void CDHLProjectile::MoveProjectileToPosition( Vector& vecPos )
{
	#ifdef CLIENT_DLL
		SetLocalOrigin( vecPos );

		//This is VERY important - C_BaseEntity::PostDataUpdate calls MoveToLastReceivedPosition which forces the origin and angles to their "network" values
		//Result is that if we don't set them here there will be painful hitching in real world situations (with lag).
		SetNetworkOrigin( vecPos );
		if ( m_pTrail )
			m_pTrail->SetAbsOrigin( vecPos );
		//m_pTrail->m_vecPosition = vecPos;
	#else
		m_vecCurPosition = vecPos;
	#endif
}
示例#16
0
void CSPCharacter::StandOnNearestPlanet()
{
	CPlanet* pPlanet = GetNearestPlanet(FINDPLANET_ANY);
	if (!pPlanet)
		return;

	CScalableVector vecPlanetOrigin = pPlanet->GetGlobalOrigin();
	CScalableVector vecCharacterOrigin = GetGlobalOrigin();
	CScalableVector vecCharacterDirection = (vecCharacterOrigin - vecPlanetOrigin).Normalized();

	SetMoveParent(pPlanet);

	TVector vecPoint, vecNormal;
	pPlanet->CollideLocal(vecCharacterDirection * (pPlanet->GetRadius()*2.0f), TVector(), vecPoint, vecNormal);

	SetLocalOrigin(vecPoint);
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayer_Missile::ControlDeactivate( void )
{
	BaseClass::ControlDeactivate();

	CHL2_Player*	pPlayer		= (CHL2_Player*)UTIL_PlayerByIndex( 1 );

	Assert( pPlayer );

	engine->SetView( pPlayer->edict(), pPlayer->edict() );

	pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONS;

	SetAbsVelocity( vec3_origin );
	SetLocalAngles( m_vSpawnAng );
	SetLocalOrigin( m_vSpawnPos );
	m_fEffects		|= EF_NODRAW;
	Relink();
}
示例#18
0
void CBaseViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
{
	// UNDONE: Calc this on the server?  Disabled for now as it seems unnecessary to have this info on the server
#if defined( CLIENT_DLL )
	QAngle vmangoriginal = eyeAngles;
	QAngle vmangles = eyeAngles;
	Vector vmorigin = eyePosition;
	//We are using the weapon model's animation to make view bobbing
	CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
	//Allow weapon lagging
	if ( pWeapon != NULL )
	{
#if defined( CLIENT_DLL )
		if ( !prediction->InPrediction() )
#endif
		{
			// add weapon-specific bob 
		//	pWeapon->AddViewmodelBob( this, vmorigin, vmangles );
		}
	}
	// Add model-specific bob even if no weapon associated (for head bob for off hand models)
//	AddViewModelBob( owner, vmorigin, vmangles );
	// Add lag
//	CalcViewModelLag( vmorigin, vmangles, vmangoriginal );

#if defined( CLIENT_DLL )
	if ( !prediction->InPrediction() )
	{
		// Let the viewmodel shake at about 10% of the amplitude of the player's view
		vieweffects->ApplyShake( vmorigin, vmangles, 0.1 );	
	}
#endif

	CalcIronsights( vmorigin, vmangles );
	CalcLeg( vmorigin, vmangles );
//	CalcLimitAim( vmorigin, vmangles );

	SetLocalOrigin( vmorigin );
	SetLocalAngles( vmangles );

#endif
}
示例#19
0
void CBaseViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
{
	// UNDONE: Calc this on the server?  Disabled for now as it seems unnecessary to have this info on the server
#if defined( CLIENT_DLL )
	QAngle vmangoriginal = eyeAngles;
	QAngle vmangles = eyeAngles;
	Vector vmorigin = eyePosition;

	CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
	//Allow weapon lagging
	//if ( pWeapon != NULL )
	if( pWeapon != NULL && !pWeapon->IsIronsighted() ) //
	{
#if defined( CLIENT_DLL )
		if ( !prediction->InPrediction() )
#endif
		{
			// add weapon-specific bob 
			pWeapon->AddViewmodelBob( this, vmorigin, vmangles );
		}
	}
	// Add model-specific bob even if no weapon associated (for head bob for off hand models)
	AddViewModelBob( owner, vmorigin, vmangles ); //So this is the function that does the model movement when you move around.
	// Add lag
	CalcViewModelLag( vmorigin, vmangles, vmangoriginal );

#if defined( CLIENT_DLL )
	if ( !prediction->InPrediction() )
	{
		// Let the viewmodel shake at about 10% of the amplitude of the player's view
		vieweffects->ApplyShake( vmorigin, vmangles, 0.1 );	
	}
#endif

	CalcIronsights( vmorigin, vmangles ); //BG2 -Added for Iron Sights Testing. Credits to Jorg for the code. -HairyPotter

	SetLocalOrigin( Vector( vmorigin.x, vmorigin.y, vmorigin.z ) );
	SetLocalAngles( vmangles );

#endif
}
/*
============
hhPhysics_StaticWeapon::Evaluate
============
*/
bool hhPhysics_StaticWeapon::Evaluate( int timeStepMSec, int endTimeMSec ) {
	if( !selfOwner ) {
		return false;
	}

	idMat3 localAxis;
	idVec3 localOrigin( 0.0f, 0.0f, selfOwner->EyeHeight() );
	idAngles pitchAngles( selfOwner->GetUntransformedViewAngles().pitch, 0.0f, 0.0f );

	if( selfOwner->InVehicle() ) {
		localAxis = pitchAngles.ToMat3();
	} else {
		localAxis = ( pitchAngles + selfOwner->GunTurningOffset() ).ToMat3();
		localOrigin += selfOwner->GunAcceleratingOffset();
		if ( castSelf ) {
			castSelf->MuzzleRise( localOrigin, localAxis );
		}
	}

	SetLocalAxis( localAxis );
	SetLocalOrigin( localOrigin );

	return idPhysics_Static::Evaluate( timeStepMSec, endTimeMSec );
}
void CHL1BaseGrenade::Explode( trace_t *pTrace, int bitsDamageType )
{
	float		flRndSound;// sound randomizer

	SetModelName( NULL_STRING );//invisible
	AddSolidFlags( FSOLID_NOT_SOLID );

	m_takedamage = DAMAGE_NO;

	// Pull out of the wall a bit
	if ( pTrace->fraction != 1.0 )
	{
		SetLocalOrigin( pTrace->endpos + (pTrace->plane.normal * 0.6) );
	}

	UTIL_Relink( this );

	Vector vecAbsOrigin = GetAbsOrigin();
	int contents = UTIL_PointContents ( vecAbsOrigin );

	if ( pTrace->fraction != 1.0 )
	{
		Vector vecNormal = pTrace->plane.normal;
		surfacedata_t *pdata = physprops->GetSurfaceData( pTrace->surface.surfaceProps );	
		CPASFilter filter( vecAbsOrigin );
		te->Explosion( filter, 0.0, 
			&vecAbsOrigin,
			!( contents & MASK_WATER ) ? g_sModelIndexFireball : g_sModelIndexWExplosion,
			m_DmgRadius * .03, 
			25,
			TE_EXPLFLAG_NONE,
			m_DmgRadius,
			m_flDamage,
			&vecNormal,
			(char) pdata->gameMaterial );
	}
	else
	{
		CPASFilter filter( vecAbsOrigin );
		te->Explosion( filter, 0.0,
			&vecAbsOrigin, 
			!( contents & MASK_WATER ) ? g_sModelIndexFireball : g_sModelIndexWExplosion,
			m_DmgRadius * .03, 
			25,
			TE_EXPLFLAG_NONE,
			m_DmgRadius,
			m_flDamage );
	}

	CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );

	// Use the owner's position as the reported position
	Vector vecReported = GetOwner() ? GetOwner()->GetAbsOrigin() : vec3_origin;
	
	CTakeDamageInfo info( this, GetOwner(), GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported );

	RadiusDamage( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE );

	UTIL_DecalTrace( pTrace, "Scorch" );

	flRndSound = random->RandomFloat( 0 , 1 );

	EmitSound( "BaseGrenade.Explode" );

	SetTouch( NULL );
	
	m_fEffects		|= EF_NODRAW;
	SetAbsVelocity( vec3_origin );

	SetThink( Smoke );
	SetNextThink( gpGlobals->curtime + 0.3);

	if ( GetWaterLevel() == 0 )
	{
		int sparkCount = random->RandomInt( 0,3 );
		QAngle angles;
		VectorAngles( pTrace->plane.normal, angles );

		for ( int i = 0; i < sparkCount; i++ )
			Create( "spark_shower", GetAbsOrigin(), angles, NULL );
	}
}
void CASW_Sentry_Top::SetSentryBase(CASW_Sentry_Base* pSentryBase)
{
	m_hSentryBase = pSentryBase;
	SetParent(pSentryBase);
	SetLocalOrigin(vec3_origin);
}
示例#23
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pSpriteName - 
//			&origin - 
//-----------------------------------------------------------------------------
void CSprite::SpriteInit( const char *pSpriteName, const Vector &origin )
{
	SetModelName( MAKE_STRING(pSpriteName) );
	SetLocalOrigin( origin );
	Spawn();
}
示例#24
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : flInterval - 
//			 - 
//			*pTraceResult - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::AutoMovement( float flInterval, CBaseEntity *pTarget, AIMoveTrace_t *pTraceResult )
{
	bool ignored;
	Vector newPos;
	QAngle newAngles;

	if (flInterval <= 0.0)
		return true;

	m_ScheduleState.bTaskRanAutomovement = true;

	if (GetIntervalMovement( flInterval, ignored, newPos, newAngles ))
	{
		// DevMsg( "%.2f : (%.1f) %.1f %.1f %.1f\n", gpGlobals->curtime, (newPos - GetLocalOrigin()).Length(), newPos.x, newPos.y, newAngles.y );
	
		if ( m_hCine )
		{
			m_hCine->ModifyScriptedAutoMovement( &newPos );
		}

		if (GetMoveType() == MOVETYPE_STEP)
		{
			if (!(GetFlags() & FL_FLY))
			{
				if ( !pTarget )
				{
					pTarget = GetNavTargetEntity();
				}

				// allow NPCs to adjust the automatic movement
				if ( ModifyAutoMovement( newPos ) )
				{
					// Set our motor's speed here
					Vector vecOriginalPosition = GetAbsOrigin();
					bool bResult = false;
					if (!TaskIsComplete())
					{
						bResult = ( GetMotor()->MoveGroundStep( newPos, pTarget, newAngles.y, false, true, pTraceResult ) == AIM_SUCCESS );
					}

					Vector change = GetAbsOrigin() - vecOriginalPosition;
					if (flInterval != 0)
					{
						change /= flInterval;
					}

					GetMotor()->SetMoveVel(change);

					return bResult;
				}

				return ( GetMotor()->MoveGroundStep( newPos, pTarget, newAngles.y, false, true, pTraceResult ) == AIM_SUCCESS );
			}
			else
			{
				// FIXME: here's no direct interface to a fly motor, plus this needs to support a state where going through the world is okay.
				// FIXME: add callbacks into the script system for validation
				// FIXME: add function on scripts to force only legal movements
				// FIXME: GetIntervalMovement deals in Local space, nor global.  Currently now way to communicate that through these interfaces.
				SetLocalOrigin( newPos );
				SetLocalAngles( newAngles );
				return true;
			}
		}
		else if (GetMoveType() == MOVETYPE_FLY)
		{
			Vector dist = newPos - GetLocalOrigin();

			VectorScale( dist, 1.0 / flInterval, dist );

			SetLocalVelocity( dist );
			return true;
		}
	}
	return false;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : fTimeDelta - 
//-----------------------------------------------------------------------------
void C_ExtinguisherJet::Update( float fTimeDelta )
{
	if ( m_bEmit == false )
		return;

	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

	if ( m_bUseMuzzlePoint )
	{
		C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;

		if ( vm )
		{
			int iAttachment = vm->LookupAttachment( "muzzle" );
			Vector origin;
			QAngle angles;
			vm->GetAttachment( iAttachment, origin, angles );

			Assert( !GetMoveParent() );
			SetLocalOrigin( origin );
			SetLocalAngles( angles );
		}
	}

	trace_t	tr;
	Vector	shotDir, vRight, vUp;

	AngleVectors( GetAbsAngles(), &shotDir, &vRight, &vUp );
	
	//FIXME: Muzzle point is incorrect on the model!
	if ( m_bUseMuzzlePoint )
	{
		shotDir.Negate();
	}

	Vector	endPoint = GetAbsOrigin() + ( shotDir * 150.0f );
	
	UTIL_TraceLine( GetAbsOrigin(), endPoint, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &tr );

	bool	hitWall = ( tr.fraction < 1.0f );

	//Add normal jet
	if ( m_pEmitter.IsValid() )
	{
		SimpleParticle	*pParticle;

		m_pEmitter->SetSortOrigin( GetAbsOrigin() );
	
		float tempDelta = fTimeDelta;
		
		//FIXME: All particles need to be within this loop
		while( m_ParticleSpawn.NextEvent( tempDelta ) )
		{
			pParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_MaterialHandle, GetAbsOrigin() );

			if ( pParticle )
			{
				pParticle->m_flDieTime	= 0.2f;
				pParticle->m_flLifetime	= 0.0f;
				
				pParticle->m_flRoll		= random->RandomInt( 0, 360 );
				pParticle->m_flRollDelta= random->RandomFloat( -4.0f, 4.0f );
				
				pParticle->m_uchStartSize	= 1;
				pParticle->m_uchEndSize		= random->RandomInt( 32, 48 );
				pParticle->m_uchStartAlpha	= random->RandomInt( 128, 164 );
				pParticle->m_uchEndAlpha	= 0;
				
				int	cScale = random->RandomInt( 192, 255 );
				pParticle->m_uchColor[0]	= cScale;
				pParticle->m_uchColor[1]	= cScale;
				pParticle->m_uchColor[2]	= cScale;

				Vector	dir;
				QAngle  ofsAngles;

				ofsAngles.Random( -8.0f, 8.0f );
				ofsAngles += GetAbsAngles();

				AngleVectors( ofsAngles, &dir );

				if ( m_bUseMuzzlePoint )
				{
					dir.Negate();
				}

				pParticle->m_vecVelocity	= dir * random->RandomInt( 400, 800 );
			}

			//Add muzzle effect
			pParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_MaterialHandle, GetAbsOrigin() );

			if ( pParticle )
			{
				pParticle->m_flDieTime	= 0.1f;
				pParticle->m_flLifetime	= 0.0f;
				
				pParticle->m_flRoll		= random->RandomInt( 0, 360 );
				pParticle->m_flRollDelta= random->RandomFloat( -4.0f, 4.0f );
				
				pParticle->m_uchStartSize	= 1;
				pParticle->m_uchEndSize		= random->RandomInt( 8, 16 );
				pParticle->m_uchStartAlpha	= random->RandomInt( 128, 255 );
				pParticle->m_uchEndAlpha	= 0;
				
				int	cScale = random->RandomInt( 192, 255 );
				pParticle->m_uchColor[0]	= cScale;
				pParticle->m_uchColor[1]	= cScale;
				pParticle->m_uchColor[2]	= cScale;

				Vector	dir;
				QAngle  ofsAngles;

				ofsAngles.Random( -64.0f, 64.0f );
				ofsAngles += GetAbsAngles();

				AngleVectors( ofsAngles, &dir );

				if ( m_bUseMuzzlePoint )
				{
					dir.Negate();
				}

				pParticle->m_vecVelocity	= dir * random->RandomInt( 32, 64 );
			}

			//Add a wall effect if needed
			if ( hitWall )
			{
				AddExtinguisherDecal( tr );

				Vector	offDir;

				offDir.Random( -16.0f, 16.0f );

				pParticle = (SimpleParticle *) m_pEmitter->AddParticle( sizeof(SimpleParticle), m_MaterialHandle, ( tr.endpos + ( tr.plane.normal * 8.0f ) ) + offDir );

				if ( pParticle )
				{
					pParticle->m_flDieTime	= 0.4f;
					pParticle->m_flLifetime	= 0.0f;
					
					pParticle->m_flRoll		= random->RandomInt( 0, 360 );
					pParticle->m_flRollDelta= random->RandomFloat( -2.0f, 2.0f );
					
					pParticle->m_uchStartSize	= random->RandomInt( 8, 16 );
					pParticle->m_uchEndSize		= random->RandomInt( 24, 32 );
					pParticle->m_uchStartAlpha	= random->RandomInt( 64, 128 );
					pParticle->m_uchEndAlpha	= 0;
					
					int	cScale = random->RandomInt( 192, 255 );
					pParticle->m_uchColor[0]	= cScale;
					pParticle->m_uchColor[1]	= cScale;
					pParticle->m_uchColor[2]	= cScale;

					Vector	rDir;

					rDir = tr.plane.normal;
					rDir[0] += random->RandomFloat( -0.9f, 0.9f );
					rDir[1] += random->RandomFloat( -0.9f, 0.9f );
					rDir[2] += random->RandomFloat( -0.9f, 0.9f );

					pParticle->m_vecVelocity = rDir * random->RandomInt( 32, 64 );
				}			
			}

			//Add small ember-like particles
			if ( random->RandomInt( 0, 1 ) == 0 )
			{
				m_pEmberEmitter->SetSortOrigin( GetAbsOrigin() );

				pParticle = (SimpleParticle *) m_pEmberEmitter->AddParticle( sizeof(SimpleParticle), m_pEmberEmitter->GetPMaterial( "particle/particle_smokegrenade" ), GetAbsOrigin() );
				
				assert(pParticle);

				if ( pParticle )
				{
					pParticle->m_flLifetime		= 0.0f;
					pParticle->m_flDieTime		= 1.0f;

					pParticle->m_flRoll			= 0;
					pParticle->m_flRollDelta	= 0;

					pParticle->m_uchColor[0]	= 255;
					pParticle->m_uchColor[1]	= 255;
					pParticle->m_uchColor[2]	= 255;
					pParticle->m_uchStartAlpha	= 255;
					pParticle->m_uchEndAlpha	= 0;
					pParticle->m_uchStartSize	= 1;
					pParticle->m_uchEndSize		= 0;
					
					Vector	dir;
					QAngle  ofsAngles;

					ofsAngles.Random( -8.0f, 8.0f );
					ofsAngles += GetAbsAngles();

					AngleVectors( ofsAngles, &dir );

					if ( m_bUseMuzzlePoint )
					{
						dir.Negate();
					}

					pParticle->m_vecVelocity	= dir * random->RandomInt( 400, 800 );
				}
			}
		}
	}

	// Inner beam

	CBeamSegDraw	beamDraw;
	CBeamSeg		seg;
	const int		numPoints = 4;
	Vector			beamPoints[numPoints];

	beamPoints[0] = GetAbsOrigin();

	// Create our beam points
	int i;
	for ( i = 0; i < numPoints; i++ )
	{
		beamPoints[i] = GetAbsOrigin() + ( shotDir * (32*i*i) );

		beamPoints[i] += vRight * sin( gpGlobals->curtime * 4.0f ) * (2.0f*i);
		beamPoints[i] += vUp * sin( gpGlobals->curtime * 8.0f ) * (1.0f*i);
		beamPoints[i] += shotDir * sin( gpGlobals->curtime * (16.0f*i) ) * (1.0f*i);
	}

	IMaterial *pMat = materials->FindMaterial( "particle/particle_smokegrenade", NULL );

	beamDraw.Start( numPoints, pMat );

	//Setup and draw those points	
	for( i = 0; i < numPoints; i++ )
	{
		float	t = (float) i / (numPoints - 1);
		float	color = 1.0f * (1.0f - t);

		seg.m_vColor		= Vector( color, color, color );
		seg.m_vPos			= beamPoints[i];
		seg.m_flTexCoord	= (float)i/(float)(numPoints-1) - ((gpGlobals->curtime - (int)gpGlobals->curtime) * 4.0f );
		seg.m_flWidth		= 4.0f + ( (64.0f*t) * (fabs( sin( gpGlobals->curtime * 16.0f ) )) );
		seg.m_flAlpha		= color;

		beamDraw.NextSeg( &seg );
	}
	
	beamDraw.End();
}
void CBaseParticleEntity::FollowEntity(CBaseEntity *pEntity)
{
	BaseClass::FollowEntity( pEntity );
	SetLocalOrigin( vec3_origin );
}
示例#27
0
AIMoveResult_t CAI_Motor::MoveClimbExecute( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw, int climbNodesLeft )
{
	if ( fabsf( climbDir.z ) > .1 )
	{
		if ( GetActivity() != ACT_CLIMB_DISMOUNT )
		{
			Activity desiredActivity = (climbDir.z > -0.01 ) ? ACT_CLIMB_UP : ACT_CLIMB_DOWN;
			if ( GetActivity() != desiredActivity )
			{
				SetActivity( desiredActivity );
			}
		}

		if ( GetActivity() != ACT_CLIMB_UP && GetActivity() != ACT_CLIMB_DOWN && GetActivity() != ACT_CLIMB_DISMOUNT )
		{
			DevMsg( "Climber not in a climb activity!\n" );
			return AIMR_ILLEGAL;
		}

		if (m_nDismountSequence != ACT_INVALID)
		{
			if (GetActivity() == ACT_CLIMB_UP )
			{
				if (climbNodesLeft <= 2 && climbDist < fabs( m_vecDismount.z ))
				{
					// fixme: No other way to force m_nIdealSequence?
					GetOuter()->SetActivity( ACT_CLIMB_DISMOUNT );
					GetOuter()->SetCycle( GetOuter()->GetMovementFrame( m_vecDismount.z - climbDist ) );
				}
			}
		}
	}

	float climbSpeed = GetOuter()->GetInstantaneousVelocity();

	if (m_nDismountSequence != ACT_INVALID)
	{
		// catch situations where the climb mount/dismount finished before reaching goal
		climbSpeed = MAX( climbSpeed, 30.0 );
	}
	else
	{
		// FIXME: assume if they don't have a dismount animation then they probably don't really support climbing.
		climbSpeed = 100.0;
	}

	SetSmoothedVelocity( climbDir * climbSpeed );

	if ( climbDist < climbSpeed * GetMoveInterval() )
	{
		if (climbDist <= 1e-2)
			climbDist = 0;

		const float climbTime = climbDist / climbSpeed;
		
		SetMoveInterval( GetMoveInterval() - climbTime );
		SetLocalOrigin( climbDest );

		return AIMR_CHANGE_TYPE;
	}
	else
	{
		SetMoveInterval( 0 );
	}

	// --------------------------------------------
	// Turn to face the climb
	// --------------------------------------------
	SetIdealYawAndUpdate( yaw );

	return AIMR_OK;
}
void CBaseViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
{
	// UNDONE: Calc this on the server?  Disabled for now as it seems unnecessary to have this info on the server
#if defined( CLIENT_DLL )
	QAngle vmangoriginal = eyeAngles;
	QAngle vmangles = eyeAngles;
	Vector vmorigin = eyePosition;

	CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
	//Allow weapon lagging
	if ( pWeapon != NULL )
	{
#if defined( CLIENT_DLL )
		if ( !prediction->InPrediction() )
#endif
		{
			// add weapon-specific bob 
			pWeapon->AddViewmodelBob( this, vmorigin, vmangles );
#if defined ( CSTRIKE_DLL )
			CalcViewModelLag( vmorigin, vmangles, vmangoriginal );
#endif
		}
	}
	// Add model-specific bob even if no weapon associated (for head bob for off hand models)
	AddViewModelBob( owner, vmorigin, vmangles );
#if !defined ( CSTRIKE_DLL )
	// This was causing weapon jitter when rotating in updated CS:S; original Source had this in above InPrediction block  07/14/10
	// Add lag
	CalcViewModelLag( vmorigin, vmangles, vmangoriginal );
#endif

#if defined( CLIENT_DLL )
	if ( !prediction->InPrediction() )
	{
		// Let the viewmodel shake at about 10% of the amplitude of the player's view
		vieweffects->ApplyShake( vmorigin, vmangles, 0.1 );	
	}
#endif

	if( UseVR() )
	{
		g_ClientVirtualReality.OverrideViewModelTransform( vmorigin, vmangles, pWeapon && pWeapon->ShouldUseLargeViewModelVROverride() );
	}

	SetLocalOrigin( vmorigin );
	SetLocalAngles( vmangles );

#ifdef SIXENSE
	if( g_pSixenseInput->IsEnabled() && (owner->GetObserverMode()==OBS_MODE_NONE) && !UseVR() )
	{
		const float max_gun_pitch = 20.0f;

		float viewmodel_fov_ratio = g_pClientMode->GetViewModelFOV()/owner->GetFOV();
		QAngle gun_angles = g_pSixenseInput->GetViewAngleOffset() * -viewmodel_fov_ratio;

		// Clamp pitch a bit to minimize seeing back of viewmodel
		if( gun_angles[PITCH] < -max_gun_pitch )
		{ 
			gun_angles[PITCH] = -max_gun_pitch; 
		}

#ifdef WIN32 // ShouldFlipViewModel comes up unresolved on osx? Mabye because it's defined inline? fixme
		if( ShouldFlipViewModel() ) 
		{
			gun_angles[YAW] *= -1.0f;
		}
#endif

		vmangles = EyeAngles() +  gun_angles;

		SetLocalAngles( vmangles );
	}
#endif
#endif

}
示例#29
0
void CASW_Parasite::InfestMarine(CASW_Marine* pMarine)
{
	if ( !pMarine )	
		return;

	pMarine->BecomeInfested(this);

	// attach
	int attachment = pMarine->LookupAttachment( "chest" );
	if ( attachment )
	{
		SetSolid( SOLID_NONE );
		SetMoveType( MOVETYPE_NONE );
		QAngle current(0,0,0);

		Vector diff = pMarine->GetAbsOrigin() - GetAbsOrigin();
		float angle = UTIL_VecToYaw(diff);
		angle -= pMarine->GetAbsAngles()[YAW];	// get the diff between our angle from the marine and the marine's facing;
		
		current = GetAbsAngles();

		Vector vAttachmentPos;
		pMarine->GetAttachment( attachment, vAttachmentPos );

		// Make sure it's near the chest attachement before parenting
		Teleport( &vAttachmentPos, &vec3_angle, &vec3_origin );
		
		SetParent( pMarine, attachment );

		float flRaise = RandomFloat( 15.0f, 18.0f );
		float flForward = RandomFloat( -3.0f, 0.0f );
		float flSide = RandomFloat( 1.75f, 3.0f ) * ( RandomInt( 0, 1 ) == 0 ? 1.0f : -1.0f );

		if ( asw_debug_alien_damage.GetBool() )
		{
			Msg( "INFEST: flRaise = %f flForward = %f flSide = %f yaw = %f\n", flRaise, flForward, flSide, angle + asw_infest_angle.GetFloat() );
		}
		SetLocalOrigin( Vector( flForward, flSide, flRaise ) );
		SetLocalAngles( QAngle( asw_infest_pitch.GetFloat(), angle + asw_infest_angle.GetFloat(), 0 ) );
		// play our infesting anim
		if ( asw_parasite_inside.GetBool() )
		{
			SetActivity(ACT_RANGE_ATTACK2);
		}
		else
		{
			int iInfestAttack = LookupSequence("Infest_attack");
			if (GetSequence() != iInfestAttack)
			{
				ResetSequence(iInfestAttack);
			}
		}
		
		AddFlag( FL_NOTARGET );
		SetThink( &CASW_Parasite::InfestThink );
		SetTouch( NULL );
		m_bInfesting = true;		
	}
	else
	{
		FinishedInfesting();
	}		
}
示例#30
0
void CCharacter::MoveThink()
{
	if (!GetGroundEntity())
		return;

	if (m_vecGoalVelocity.LengthSqr())
		m_vecGoalVelocity.Normalize();

	m_vecMoveVelocity.x = Approach(m_vecGoalVelocity.x, m_vecMoveVelocity.x, GameServer()->GetFrameTime()*4);
	m_vecMoveVelocity.y = 0;
	m_vecMoveVelocity.z = Approach(m_vecGoalVelocity.z, m_vecMoveVelocity.z, GameServer()->GetFrameTime()*4);

	if (m_vecMoveVelocity.LengthSqr() > 0)
	{
		TMatrix m = GetLocalTransform();

		Vector vecUp = GetUpVector();
		
		if (HasMoveParent())
		{
			TMatrix mGlobalToLocal = GetMoveParent()->GetGlobalToLocalTransform();
			vecUp = mGlobalToLocal.TransformNoTranslate(vecUp);
		}

		Vector vecRight = m.GetForwardVector().Cross(vecUp).Normalized();
		Vector vecForward = vecUp.Cross(vecRight).Normalized();
		m.SetColumn(0, vecForward);
		m.SetColumn(1, vecUp);
		m.SetColumn(2, vecRight);

		TVector vecMove = m_vecMoveVelocity * CharacterSpeed();
		TVector vecLocalVelocity = m.TransformNoTranslate(vecMove);

		SetLocalVelocity(vecLocalVelocity);
	}
	else
		SetLocalVelocity(TVector());

	eastl::vector<CEntityHandle<CBaseEntity> > apCollisionList;

	size_t iMaxEntities = GameServer()->GetMaxEntities();
	for (size_t j = 0; j < iMaxEntities; j++)
	{
		CBaseEntity* pEntity2 = CBaseEntity::GetEntity(j);

		if (!pEntity2)
			continue;

		if (pEntity2->IsDeleted())
			continue;

		if (pEntity2 == this)
			continue;

		if (!pEntity2->ShouldCollide())
			continue;

		apCollisionList.push_back(pEntity2);
	}

	TMatrix mGlobalToLocalRotation;
	if (HasMoveParent())
	{
		mGlobalToLocalRotation = GetMoveParent()->GetGlobalToLocalTransform();
		mGlobalToLocalRotation.SetTranslation(TVector());
	}

	float flSimulationFrameTime = 0.01f;

	// Break simulations up into consistent small steps to preserve accuracy.
	for (; m_flMoveSimulationTime < GameServer()->GetGameTime(); m_flMoveSimulationTime += flSimulationFrameTime)
	{
		TVector vecVelocity = GetLocalVelocity();

		TVector vecLocalOrigin = GetLocalOrigin();
		TVector vecGlobalOrigin = GetGlobalOrigin();

		vecVelocity = vecVelocity * flSimulationFrameTime;

		TVector vecLocalDestination = vecLocalOrigin + vecVelocity;
		TVector vecGlobalDestination = vecLocalDestination;
		if (GetMoveParent())
			vecGlobalDestination = GetMoveParent()->GetGlobalTransform() * vecLocalDestination;

		TVector vecNewLocalOrigin = vecLocalDestination;

		size_t iTries = 0;
		while (true)
		{
			iTries++;

			TVector vecPoint, vecNormal;

			TVector vecLocalCollisionPoint, vecGlobalCollisionPoint;

			bool bContact = false;
			for (size_t i = 0; i < apCollisionList.size(); i++)
			{
				CBaseEntity* pEntity2 = apCollisionList[i];

				if (GetMoveParent() == pEntity2)
				{
					if (pEntity2->CollideLocal(vecLocalOrigin, vecLocalDestination, vecPoint, vecNormal))
					{
						bContact = true;
						Touching(pEntity2);
						vecLocalCollisionPoint = vecPoint;
						vecGlobalCollisionPoint = GetMoveParent()->GetGlobalTransform() * vecPoint;
					}
				}
				else
				{
					if (pEntity2->Collide(vecGlobalOrigin, vecGlobalDestination, vecPoint, vecNormal))
					{
						bContact = true;
						Touching(pEntity2);
						vecGlobalCollisionPoint = vecPoint;
						if (GetMoveParent())
						{
							vecLocalCollisionPoint = GetMoveParent()->GetGlobalToLocalTransform() * vecPoint;
							vecNormal = GetMoveParent()->GetGlobalToLocalTransform().TransformNoTranslate(vecNormal);
						}
						else
							vecLocalCollisionPoint = vecGlobalCollisionPoint;
					}
				}
			}

			if (bContact)
			{
				vecNewLocalOrigin = vecLocalCollisionPoint;
				vecVelocity -= vecLocalCollisionPoint - vecLocalOrigin;
			}

			if (!bContact)
				break;

			if (iTries > 4)
				break;

			vecLocalOrigin = vecLocalCollisionPoint;
			vecGlobalOrigin = vecGlobalCollisionPoint;

			// Clip the velocity to the surface normal of whatever we hit.
			TFloat flDistance = vecVelocity.Dot(vecNormal);

			vecVelocity = vecVelocity - vecNormal * flDistance;

			// Do it one more time just to make sure we're not headed towards the plane.
			TFloat flAdjust = vecVelocity.Dot(vecNormal);
			if (flAdjust < 0.0f)
				vecVelocity -= (vecNormal * flAdjust);

			vecLocalDestination = vecLocalOrigin + vecVelocity;

			if (GetMoveParent())
				vecGlobalDestination = GetMoveParent()->GetGlobalTransform() * vecLocalDestination;
			else
				vecGlobalDestination = vecLocalDestination;

			SetLocalVelocity(vecVelocity.Normalized() * GetLocalVelocity().Length());
		}

		SetLocalOrigin(vecNewLocalOrigin);

		// Try to keep the player on the ground.
		// Untested.
		/*TVector vecStart = GetGlobalOrigin() + GetGlobalTransform().GetUpVector()*m_flMaxStepSize;
		TVector vecEnd = GetGlobalOrigin() - GetGlobalTransform().GetUpVector()*m_flMaxStepSize;

		// First go up a bit
		TVector vecHit, vecNormal;
		Game()->TraceLine(GetGlobalOrigin(), vecStart, vecHit, vecNormal, NULL);
		vecStart = vecHit;

		// Now see if there's ground underneath us.
		bool bHit = Game()->TraceLine(vecStart, vecEnd, vecHit, vecNormal, NULL);
		if (bHit && vecNormal.y >= TFloat(0.7f))
			SetGlobalOrigin(vecHit);*/

		m_flMoveSimulationTime += flSimulationFrameTime;
	}
}