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353 lines
9.1 KiB
C++
353 lines
9.1 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// c_fish.cpp
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// Simple fish client-side logic
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// Author: Michael S. Booth, April 2005
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#include "cbase.h"
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#include <bitbuf.h>
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#include "engine/ivdebugoverlay.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
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ConVar FishDebug( "fish_debug", "0", FCVAR_CHEAT, "Show debug info for fish" );
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//-----------------------------------------------------------------------------
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/**
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* Client-side fish entity
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*/
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class C_Fish : public C_BaseAnimating
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{
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public:
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DECLARE_CLASS( C_Fish, C_BaseAnimating );
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DECLARE_CLIENTCLASS();
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virtual void Spawn( void );
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virtual void ClientThink();
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virtual void OnDataChanged( DataUpdateType_t type );
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private:
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friend void RecvProxy_FishOriginX( const CRecvProxyData *pData, void *pStruct, void *pOut );
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friend void RecvProxy_FishOriginY( const CRecvProxyData *pData, void *pStruct, void *pOut );
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Vector m_pos; ///< local position
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Vector m_vel; ///< local velocity
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QAngle m_angles; ///< local angles
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int m_localLifeState; ///< our version of m_lifeState
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float m_deathDepth; ///< water depth when we died
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float m_deathAngle; ///< angle to float at when dead
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float m_buoyancy; ///< so each fish floats at a different rate when dead
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CountdownTimer m_wiggleTimer; ///< for simulating swimming motions
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float m_wigglePhase; ///< where in the wiggle sinusoid we are
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float m_wiggleRate; ///< the speed of our wiggling
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Vector m_actualPos; ///< position from server
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QAngle m_actualAngles; ///< angles from server
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Vector m_poolOrigin;
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float m_waterLevel; ///< Z coordinate of water surface
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bool m_gotUpdate; ///< true after we have received a network update
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enum { MAX_ERROR_HISTORY = 20 };
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float m_errorHistory[ MAX_ERROR_HISTORY ]; ///< error history samples
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int m_errorHistoryIndex;
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int m_errorHistoryCount;
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float m_averageError;
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};
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//-----------------------------------------------------------------------------
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void RecvProxy_FishOriginX( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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C_Fish *fish = (C_Fish *)pStruct;
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float *out = (float *)pOut;
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*out = pData->m_Value.m_Float + fish->m_poolOrigin.x;
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}
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void RecvProxy_FishOriginY( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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C_Fish *fish = (C_Fish *)pStruct;
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float *out = (float *)pOut;
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*out = pData->m_Value.m_Float + fish->m_poolOrigin.y;
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}
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IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_Fish, DT_CFish, CFish )
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RecvPropVector( RECVINFO(m_poolOrigin) ),
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RecvPropFloat( RECVINFO_NAME( m_actualPos.x, m_x ), 0, RecvProxy_FishOriginX ),
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RecvPropFloat( RECVINFO_NAME( m_actualPos.y, m_y ), 0, RecvProxy_FishOriginY ),
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RecvPropFloat( RECVINFO_NAME( m_actualPos.z, m_z ) ),
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RecvPropFloat( RECVINFO_NAME( m_actualAngles.y, m_angle ) ),
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RecvPropInt( RECVINFO(m_nModelIndex) ),
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RecvPropInt( RECVINFO(m_lifeState) ),
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RecvPropFloat( RECVINFO(m_waterLevel) ), ///< get this from the server in case we die when slightly out of the water due to error correction
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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void C_Fish::Spawn( void )
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{
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BaseClass::Spawn();
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m_angles = QAngle( 0, 0, 0 );
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m_actualAngles = m_angles;
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m_vel = Vector( 0, 0, 0 );
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m_gotUpdate = false;
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m_localLifeState = LIFE_ALIVE;
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m_buoyancy = RandomFloat( 0.4f, 1.0f );
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m_errorHistoryIndex = 0;
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m_errorHistoryCount = 0;
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m_averageError = 0.0f;
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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void C_Fish::ClientThink()
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{
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if (FishDebug.GetBool())
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{
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debugoverlay->AddLineOverlay( m_pos, m_actualPos, 255, 0, 0, true, 0.1f );
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switch( m_localLifeState )
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{
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case LIFE_DYING:
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debugoverlay->AddTextOverlay( m_pos, 0.1f, "DYING" );
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break;
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case LIFE_DEAD:
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debugoverlay->AddTextOverlay( m_pos, 0.1f, "DEAD" );
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break;
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}
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}
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float deltaT = gpGlobals->frametime;
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// check if we just died
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if (m_localLifeState == LIFE_ALIVE && m_lifeState != LIFE_ALIVE)
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{
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// we have died
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m_localLifeState = LIFE_DYING;
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m_deathDepth = m_pos.z;
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// determine surface float angle
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m_deathAngle = RandomFloat( 87.0f, 93.0f ) * ((RandomInt( 0, 100 ) < 50) ? 1.0f : -1.0f);
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}
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switch( m_localLifeState )
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{
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case LIFE_DYING:
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{
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// depth parameter
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float t = (m_pos.z - m_deathDepth) / (m_waterLevel - m_deathDepth);
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t *= t;
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// roll onto side
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m_angles.z = m_deathAngle * t;
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// float to surface
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const float fudge = 2.0f;
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if (m_pos.z < m_waterLevel - fudge)
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{
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m_vel.z += (1.0f - t) * m_buoyancy * deltaT;
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}
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else
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{
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m_localLifeState = LIFE_DEAD;
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}
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break;
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}
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case LIFE_DEAD:
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{
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// depth parameter
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float t = (m_pos.z - m_deathDepth) / (m_waterLevel - m_deathDepth);
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t *= t;
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// roll onto side
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m_angles.z = m_deathAngle * t;
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// keep near water surface
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const float sub = 0.5f;
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m_vel.z += 10.0f * (m_waterLevel - m_pos.z - sub) * deltaT;
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// bob on surface
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const float rollAmp = 5.0f;
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const float rollFreq = 2.33f;
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m_angles.z += rollAmp * sin( rollFreq * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT;
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const float rollAmp2 = 7.0f;
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const float rollFreq2 = 4.0f;
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m_angles.x += rollAmp2 * sin( rollFreq2 * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT;
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const float bobAmp = 0.75f;
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const float bobFreq = 4.0f;
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m_vel.z += bobAmp * sin( bobFreq * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT;
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const float bobAmp2 = 0.75f;
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const float bobFreq2 = 3.333f;
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m_vel.z += bobAmp2 * sin( bobFreq2 * (gpGlobals->curtime + 10.0f * entindex()) ) * deltaT;
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// decay movement speed to zero
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const float drag = 1.0f;
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m_vel.z -= drag * m_vel.z * deltaT;
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break;
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}
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case LIFE_ALIVE:
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{
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// use server-side Z coordinate directly
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m_pos.z = m_actualPos.z;
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// use server-side angles
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m_angles = m_actualAngles;
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// fishy wiggle based on movement
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if (!m_wiggleTimer.IsElapsed())
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{
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float swimPower = 1.0f - (m_wiggleTimer.GetElapsedTime() / m_wiggleTimer.GetCountdownDuration());
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const float amp = 6.0f * swimPower;
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float wiggle = amp * sin( m_wigglePhase );
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m_wigglePhase += m_wiggleRate * deltaT;
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// wiggle decay
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const float wiggleDecay = 5.0f;
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m_wiggleRate -= wiggleDecay * deltaT;
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m_angles.y += wiggle;
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}
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break;
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}
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}
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// compute error between our local position and actual server position
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Vector error = m_actualPos - m_pos;
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error.z = 0.0f;
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float errorLen = error.Length();
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if (m_localLifeState == LIFE_ALIVE)
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{
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// if error is far above average, start swimming
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const float wiggleThreshold = 2.0f;
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if (errorLen - m_averageError > wiggleThreshold)
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{
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// if error is large, we must have started swimming
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const float swimTime = 5.0f;
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m_wiggleTimer.Start( swimTime );
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m_wiggleRate = 2.0f * errorLen;
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const float maxWiggleRate = 30.0f;
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if (m_wiggleRate > maxWiggleRate)
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{
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m_wiggleRate = maxWiggleRate;
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}
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}
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// update average error
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m_errorHistory[ m_errorHistoryIndex++ ] = errorLen;
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if (m_errorHistoryIndex >= MAX_ERROR_HISTORY)
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{
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m_errorHistoryIndex = 0;
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m_errorHistoryCount = MAX_ERROR_HISTORY;
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}
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else if (m_errorHistoryCount < MAX_ERROR_HISTORY)
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{
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++m_errorHistoryCount;
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}
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m_averageError = 0.0f;
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if (m_errorHistoryCount)
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{
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for( int r=0; r<m_errorHistoryCount; ++r )
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{
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m_averageError += m_errorHistory[r];
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}
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m_averageError /= (float)m_errorHistoryCount;
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}
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}
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// keep fish motion smooth by correcting towards actual server position
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// NOTE: This only tracks XY motion
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const float maxError = 20.0f;
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float errorT = errorLen / maxError;
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if (errorT > 1.0f)
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{
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errorT = 1.0f;
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}
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// we want a nonlinear spring force for tracking
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errorT *= errorT;
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// as fish move faster, their error increases - use a stiffer spring when fast, and a weak one when slow
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const float trackRate = 0.0f + errorT * 115.0f;
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m_vel.x += trackRate * error.x * deltaT;
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m_vel.y += trackRate * error.y * deltaT;
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const float trackDrag = 2.0f + errorT * 6.0f;
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m_vel.x -= trackDrag * m_vel.x * deltaT;
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m_vel.y -= trackDrag * m_vel.y * deltaT;
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// euler integration
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m_pos += m_vel * deltaT;
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SetNetworkOrigin( m_pos );
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SetAbsOrigin( m_pos );
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SetNetworkAngles( m_angles );
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SetAbsAngles( m_angles );
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}
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//-----------------------------------------------------------------------------
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void C_Fish::OnDataChanged( DataUpdateType_t type )
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{
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//if (!m_gotUpdate)
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if (type == DATA_UPDATE_CREATED)
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{
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// initial update
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m_gotUpdate = true;
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m_pos = m_actualPos;
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m_vel = Vector( 0, 0, 0 );
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return;
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}
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}
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