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Initial Mapbase commit (squashed from mapbase-beta)
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@@ -77,12 +77,19 @@
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//-----------------------------------------------------------------------------
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// globals
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//-----------------------------------------------------------------------------
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#ifdef MAPBASE
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static CUtlLinkedList< CEnvWindShared * > s_windControllers;
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#else
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static Vector s_vecWindVelocity( 0, 0, 0 );
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#endif
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CEnvWindShared::CEnvWindShared() : m_WindAveQueue(10), m_WindVariationQueue(10)
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{
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m_pWindSound = NULL;
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#ifdef MAPBASE
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s_windControllers.AddToTail( this );
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m_windRadius = -1.0f;
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#endif
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}
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CEnvWindShared::~CEnvWindShared()
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@@ -91,6 +98,9 @@ CEnvWindShared::~CEnvWindShared()
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{
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CSoundEnvelopeController::GetController().Shutdown( m_pWindSound );
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}
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#ifdef MAPBASE
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s_windControllers.FindAndRemove( this );
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#endif
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}
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void CEnvWindShared::Init( int nEntIndex, int iRandomSeed, float flTime,
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@@ -103,6 +113,13 @@ void CEnvWindShared::Init( int nEntIndex, int iRandomSeed, float flTime,
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m_Stream.SetSeed( iRandomSeed );
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m_WindVariationStream.SetSeed( iRandomSeed );
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m_iWindDir = m_iInitialWindDir = iInitialWindYaw;
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#ifdef MAPBASE
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// Bound it for networking as a postive integer
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m_iInitialWindDir = (int)( anglemod( m_iInitialWindDir ) );
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if (m_windRadiusInner == 0.0f)
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m_windRadiusInner = m_windRadius;
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#endif
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m_flAveWindSpeed = m_flWindSpeed = m_flInitialWindSpeed = flInitialWindSpeed;
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@@ -218,9 +235,15 @@ float CEnvWindShared::WindThink( float flTime )
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// We're about to exit, let's set the wind velocity...
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QAngle vecWindAngle( 0, m_iWindDir + m_flWindAngleVariation, 0 );
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#ifdef MAPBASE
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AngleVectors( vecWindAngle, &m_currentWindVector );
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float flTotalWindSpeed = m_flWindSpeed * m_flWindSpeedVariation;
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m_currentWindVector *= flTotalWindSpeed;
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#else
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AngleVectors( vecWindAngle, &s_vecWindVelocity );
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float flTotalWindSpeed = m_flWindSpeed * m_flWindSpeedVariation;
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s_vecWindVelocity *= flTotalWindSpeed;
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#endif
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// If we reached a steady state, we don't need to be called until the switch time
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// Otherwise, we should be called immediately
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@@ -278,9 +301,67 @@ float CEnvWindShared::WindThink( float flTime )
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//-----------------------------------------------------------------------------
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void ResetWindspeed()
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{
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#ifdef MAPBASE
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FOR_EACH_LL( s_windControllers, it )
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{
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s_windControllers[it]->m_currentWindVector.Init( 0, 0, 0 );
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}
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#else
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s_vecWindVelocity.Init( 0, 0, 0 );
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#endif
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// GetWindspeedAtTime was never finished to actually take time in to consideration. We don't need
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// features that aren't written, but we do need to have multiple wind controllers on a map, so
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// we need to find the one that is affecting the given location and return its speed.
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//
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// NEW WITH MAPBASE: Inner-radius!
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// You can now choose an inner-radius for your wind, which allows for varying intensities at different distances.
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// This can mix in with a global wind controller or even other wind controllers.
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// (note: wind is additive and does not blend into itself, maybe fix that sometime)
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//-----------------------------------------------------------------------------
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Vector GetWindspeedAtLocation( const Vector &location )
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{
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Vector wind = Vector( 0, 0, 0 );
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FOR_EACH_LL( s_windControllers, it )
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{
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CEnvWindShared *thisWindController = s_windControllers[it];
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float distance = (thisWindController->m_location - location).Length();
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if( distance < thisWindController->m_windRadius )
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{
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if (distance > thisWindController->m_windRadiusInner)
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{
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// New with Mapbase: Inner-radius!
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wind += thisWindController->m_currentWindVector *
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((distance - thisWindController->m_windRadiusInner) / (thisWindController->m_windRadius - thisWindController->m_windRadiusInner));
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}
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else
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{
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// This location is within our area of influence, so return our computer wind vector
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return thisWindController->m_currentWindVector;
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}
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}
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}
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FOR_EACH_LL( s_windControllers, it )
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{
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CEnvWindShared *thisWindController = s_windControllers[it];
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if( thisWindController->m_windRadius == -1.0f )
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{
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// We do a second search for a global controller so you don't have to worry about order in the list.
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//wind += thisWindController->m_currentWindVector;
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wind = VectorLerp( wind, thisWindController->m_currentWindVector, 1.0f );
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}
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}
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return wind;// No wind
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}
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#endif
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//-----------------------------------------------------------------------------
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// Method to sample the windspeed at a particular time
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@@ -289,5 +370,16 @@ void GetWindspeedAtTime( float flTime, Vector &vecVelocity )
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{
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// For now, ignore history and time.. fix later when we use wind to affect
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// client-side prediction
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#ifdef MAPBASE
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if ( s_windControllers.Count() == 0 )
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{
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vecVelocity.Init( 0, 0, 0 );
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}
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else
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{
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VectorCopy( s_windControllers[ s_windControllers.Head() ]->m_currentWindVector, vecVelocity );
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}
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#else
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VectorCopy( s_vecWindVelocity, vecVelocity );
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#endif
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}
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