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551 lines
18 KiB
C++
551 lines
18 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_utils.h"
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#include "ai_memory.h"
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#include "ai_basenpc.h"
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#include "ai_senses.h"
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#include "ai_moveprobe.h"
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#include "vphysics/object_hash.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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//-----------------------------------------------------------------------------
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BEGIN_SIMPLE_DATADESC( CAI_MoveMonitor )
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DEFINE_FIELD( m_vMark, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_flMarkTolerance, FIELD_FLOAT )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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BEGIN_SIMPLE_DATADESC( CAI_ShotRegulator )
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DEFINE_FIELD( m_flNextShotTime, FIELD_TIME ),
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DEFINE_FIELD( m_bInRestInterval, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nBurstShotsRemaining, FIELD_SHORT ),
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DEFINE_FIELD( m_nMinBurstShots, FIELD_SHORT ),
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DEFINE_FIELD( m_nMaxBurstShots, FIELD_SHORT ),
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DEFINE_FIELD( m_flMinRestInterval, FIELD_FLOAT ),
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DEFINE_FIELD( m_flMaxRestInterval, FIELD_FLOAT ),
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DEFINE_FIELD( m_flMinBurstInterval, FIELD_FLOAT ),
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DEFINE_FIELD( m_flMaxBurstInterval, FIELD_FLOAT ),
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DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CAI_ShotRegulator::CAI_ShotRegulator() : m_nMinBurstShots(1), m_nMaxBurstShots(1)
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{
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m_flMinRestInterval = 0.0f;
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m_flMinRestInterval = 0.0f;
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m_flMinBurstInterval = 0.0f;
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m_flMaxBurstInterval = 0.0f;
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m_flNextShotTime = -1;
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m_nBurstShotsRemaining = 1;
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m_bInRestInterval = false;
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m_bDisabled = false;
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}
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//-----------------------------------------------------------------------------
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// For backward compatibility
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::SetParameters( int minShotsPerBurst, int maxShotsPerBurst, float minRestTime, float maxRestTime )
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{
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SetBurstShotCountRange( minShotsPerBurst, maxShotsPerBurst );
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SetRestInterval( minRestTime, maxRestTime );
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Reset( false );
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}
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//-----------------------------------------------------------------------------
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// Sets the number of shots to shoot in a single burst
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::SetBurstShotCountRange( int minShotsPerBurst, int maxShotsPerBurst )
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{
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m_nMinBurstShots = minShotsPerBurst;
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m_nMaxBurstShots = maxShotsPerBurst;
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}
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//-----------------------------------------------------------------------------
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// How much time should I rest between bursts?
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::SetRestInterval( float flMinRestInterval, float flMaxRestInterval )
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{
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m_flMinRestInterval = flMinRestInterval;
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m_flMaxRestInterval = flMaxRestInterval;
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}
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//-----------------------------------------------------------------------------
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// How much time should I wait in between shots in a single burst?
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::SetBurstInterval( float flMinBurstInterval, float flMaxBurstInterval )
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{
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m_flMinBurstInterval = flMinBurstInterval;
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m_flMaxBurstInterval = flMaxBurstInterval;
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}
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//-----------------------------------------------------------------------------
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// Poll the current parameters
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::GetBurstShotCountRange( int *pMinShotsPerBurst, int *pMaxShotsPerBurst ) const
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{
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*pMinShotsPerBurst = m_nMinBurstShots;
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*pMaxShotsPerBurst = m_nMaxBurstShots;
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}
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void CAI_ShotRegulator::GetRestInterval( float *pMinRestInterval, float *pMaxRestInterval ) const
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{
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*pMinRestInterval = m_flMinRestInterval;
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*pMaxRestInterval = m_flMaxRestInterval;
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}
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void CAI_ShotRegulator::GetBurstInterval( float *pMinBurstInterval, float *pMaxBurstInterval ) const
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{
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*pMinBurstInterval = m_flMinBurstInterval;
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*pMaxBurstInterval = m_flMaxBurstInterval;
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}
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//-----------------------------------------------------------------------------
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// Resets the shot regulator to start a new burst
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::Reset( bool bStartShooting )
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{
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m_bDisabled = false;
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m_nBurstShotsRemaining = random->RandomInt( m_nMinBurstShots, m_nMaxBurstShots );
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if ( bStartShooting )
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{
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m_flNextShotTime = gpGlobals->curtime;
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m_bInRestInterval = false;
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}
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else
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{
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m_flNextShotTime = gpGlobals->curtime + random->RandomFloat( m_flMinRestInterval, m_flMaxRestInterval );
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m_bInRestInterval = true;
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}
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}
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//-----------------------------------------------------------------------------
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// Should we shoot?
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//-----------------------------------------------------------------------------
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bool CAI_ShotRegulator::ShouldShoot() const
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{
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return ( !m_bDisabled && (m_flNextShotTime <= gpGlobals->curtime) );
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}
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//-----------------------------------------------------------------------------
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// Am I in the middle of a burst?
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//-----------------------------------------------------------------------------
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bool CAI_ShotRegulator::IsInRestInterval() const
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{
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return (m_bInRestInterval && !ShouldShoot());
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}
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//-----------------------------------------------------------------------------
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// When will I shoot next?
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//-----------------------------------------------------------------------------
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float CAI_ShotRegulator::NextShotTime() const
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{
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return m_flNextShotTime;
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}
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//-----------------------------------------------------------------------------
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// Causes us to potentially delay our shooting time
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::FireNoEarlierThan( float flTime )
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{
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if ( flTime > m_flNextShotTime )
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{
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m_flNextShotTime = flTime;
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}
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}
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//-----------------------------------------------------------------------------
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// Burst shot count accessors
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//-----------------------------------------------------------------------------
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int CAI_ShotRegulator::GetBurstShotsRemaining() const
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{
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return m_nBurstShotsRemaining;
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}
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void CAI_ShotRegulator::SetBurstShotsRemaining( int shots )
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{
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m_nBurstShotsRemaining = shots;
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}
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//-----------------------------------------------------------------------------
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// We fired the weapon! Update the next shot time
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::OnFiredWeapon()
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{
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--m_nBurstShotsRemaining;
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if ( m_nBurstShotsRemaining <= 0 )
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{
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Reset( false );
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}
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else
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{
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m_bInRestInterval = false;
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m_flNextShotTime += random->RandomFloat( m_flMinBurstInterval, m_flMaxBurstInterval );
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if ( m_flNextShotTime < gpGlobals->curtime )
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{
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m_flNextShotTime = gpGlobals->curtime;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::EnableShooting( void )
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{
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m_bDisabled = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ShotRegulator::DisableShooting( void )
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{
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m_bDisabled = true;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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BEGIN_SIMPLE_DATADESC( CAI_AccelDecay )
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DEFINE_FIELD( m_velocity, FIELD_FLOAT ),
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DEFINE_FIELD( m_maxVelocity, FIELD_FLOAT ),
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DEFINE_FIELD( m_minVelocity, FIELD_FLOAT ),
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DEFINE_FIELD( m_invDecay, FIELD_FLOAT ),
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DEFINE_FIELD( m_decayTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_accel, FIELD_FLOAT ),
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END_DATADESC()
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void CAI_AccelDecay::SetParameters( float minVelocity, float maxVelocity, float accelPercentPerTick, float decelPercentPerTick )
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{
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m_minVelocity = minVelocity;
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m_maxVelocity = maxVelocity;
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m_accel = accelPercentPerTick;
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m_invDecay = 1.0 - decelPercentPerTick;
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m_decayTime = 0.0;
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float d = 1.0;
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int i = 0;
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while (d * m_maxVelocity > m_minVelocity && i < 10)
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{
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d = d * m_invDecay;
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m_decayTime = m_decayTime + 0.1 * d; // appox interval call
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i++;
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}
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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float CAI_AccelDecay::Update( float flCurrent, float flTarget, float flInterval )
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{
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float delta = flTarget - flCurrent;
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float deltaSign = ( delta < 0 ) ? -1 : 1;
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delta = fabsf( delta );
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float curVelocity = m_velocity;
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if ( delta > 0.01 )
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{
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if (fabsf( m_velocity ) < m_minVelocity)
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m_velocity = m_minVelocity * deltaSign;
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if (delta < m_velocity * deltaSign * m_decayTime )
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{
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m_velocity = m_velocity * m_invDecay;
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if (delta < m_velocity * deltaSign * flInterval)
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{
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m_velocity = delta * deltaSign / flInterval;
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}
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}
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else
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{
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m_velocity = m_velocity * (1.0f - m_accel) + m_maxVelocity * m_accel * deltaSign;
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if (delta < m_velocity * deltaSign * m_decayTime)
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{
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m_velocity = delta * deltaSign / m_decayTime;
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}
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}
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float newValue = flCurrent + (curVelocity + m_velocity) * 0.5 * flInterval;
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return newValue;
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}
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return flTarget;
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}
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void CAI_AccelDecay::ResetVelocity( float flVelocity )
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{
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m_velocity = flVelocity;
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}
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void CAI_AccelDecay::SetMaxVelocity( float maxVelocity )
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{
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if (maxVelocity != m_maxVelocity)
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{
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SetParameters( m_minVelocity, maxVelocity, m_accel, 1.0 - m_invDecay );
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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ConVar free_pass_peek_debug( "free_pass_peek_debug", "0" );
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BEGIN_SIMPLE_DATADESC( AI_FreePassParams_t )
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DEFINE_KEYFIELD( timeToTrigger, FIELD_FLOAT, "freepass_timetotrigger"),
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DEFINE_KEYFIELD( duration, FIELD_FLOAT, "freepass_duration"),
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DEFINE_KEYFIELD( moveTolerance, FIELD_FLOAT, "freepass_movetolerance"),
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DEFINE_KEYFIELD( refillRate, FIELD_FLOAT, "freepass_refillrate"),
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DEFINE_FIELD( coverDist, FIELD_FLOAT),
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DEFINE_KEYFIELD( peekTime, FIELD_FLOAT, "freepass_peektime"),
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DEFINE_FIELD( peekTimeAfterDamage, FIELD_FLOAT),
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DEFINE_FIELD( peekEyeDist, FIELD_FLOAT),
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DEFINE_FIELD( peekEyeDistZ, FIELD_FLOAT),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( CAI_FreePass )
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DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_FreePassTimeRemaining, FIELD_FLOAT ),
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DEFINE_EMBEDDED( m_FreePassMoveMonitor ),
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DEFINE_EMBEDDED( m_Params ),
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END_DATADESC()
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_FreePass::Update( )
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{
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CBaseEntity *pTarget = GetPassTarget();
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if ( !pTarget || m_Params.duration < 0.1 )
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return;
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//---------------------------------
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//
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// Free pass logic
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//
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AI_EnemyInfo_t *pTargetInfo = GetOuter()->GetEnemies()->Find( pTarget );
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// This works with old data because need to do before base class so as to not choose as enemy
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if ( !HasPass() )
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{
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float timePlayerLastSeen = (pTargetInfo) ? pTargetInfo->timeLastSeen : AI_INVALID_TIME;
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float lastTimeDamagedBy = (pTargetInfo) ? pTargetInfo->timeLastReceivedDamageFrom : AI_INVALID_TIME;
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if ( timePlayerLastSeen == AI_INVALID_TIME || gpGlobals->curtime - timePlayerLastSeen > .15 ) // If didn't see the player last think
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{
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trace_t tr;
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UTIL_TraceLine( pTarget->EyePosition(), GetOuter()->EyePosition(), MASK_OPAQUE, GetOuter(), COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction != 1.0 && tr.m_pEnt != pTarget )
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{
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float dist = (tr.endpos - tr.startpos).Length() * tr.fraction;
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if ( dist < m_Params.coverDist )
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{
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if ( ( timePlayerLastSeen == AI_INVALID_TIME || gpGlobals->curtime - timePlayerLastSeen > m_Params.timeToTrigger ) &&
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( lastTimeDamagedBy == AI_INVALID_TIME || gpGlobals->curtime - lastTimeDamagedBy > m_Params.timeToTrigger ) )
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{
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m_FreePassTimeRemaining = m_Params.duration;
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m_FreePassMoveMonitor.SetMark( pTarget, m_Params.moveTolerance );
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}
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}
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}
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}
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}
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else
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{
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float temp = m_FreePassTimeRemaining;
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m_FreePassTimeRemaining = 0;
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CAI_Senses *pSenses = GetOuter()->GetSenses();
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bool bCanSee = ( pSenses && pSenses->ShouldSeeEntity( pTarget ) && pSenses->CanSeeEntity( pTarget ) );
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m_FreePassTimeRemaining = temp;
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if ( bCanSee )
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{
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if ( !m_FreePassMoveMonitor.TargetMoved( pTarget ) )
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m_FreePassTimeRemaining -= 0.1;
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else
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Revoke( true );
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}
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else
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{
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m_FreePassTimeRemaining += 0.1 * m_Params.refillRate;
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if ( m_FreePassTimeRemaining > m_Params.duration )
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m_FreePassTimeRemaining = m_Params.duration;
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m_FreePassMoveMonitor.SetMark( pTarget, m_Params.moveTolerance );
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}
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CAI_FreePass::HasPass()
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{
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return ( m_FreePassTimeRemaining > 0 );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_FreePass::Revoke( bool bUpdateMemory )
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{
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m_FreePassTimeRemaining = 0;
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if ( bUpdateMemory && GetPassTarget() )
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{
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GetOuter()->UpdateEnemyMemory( GetPassTarget(), GetPassTarget()->GetAbsOrigin() );
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CAI_FreePass::ShouldAllowFVisible(bool bBaseResult )
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{
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CBaseEntity * pTarget = GetPassTarget();
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AI_EnemyInfo_t *pTargetInfo = GetOuter()->GetEnemies()->Find( pTarget );
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if ( !bBaseResult || HasPass() )
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return false;
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bool bIsVisible = true;
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// Peek logic
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if ( m_Params.peekTime > 0.1 )
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{
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float lastTimeSeen = (pTargetInfo) ? pTargetInfo->timeLastSeen : AI_INVALID_TIME;
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float lastTimeDamagedBy = (pTargetInfo) ? pTargetInfo->timeLastReceivedDamageFrom : AI_INVALID_TIME;
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if ( ( lastTimeSeen == AI_INVALID_TIME || gpGlobals->curtime - lastTimeSeen > m_Params.peekTime ) &&
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( lastTimeDamagedBy == AI_INVALID_TIME || gpGlobals->curtime - lastTimeDamagedBy > m_Params.peekTimeAfterDamage ) )
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{
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Vector vToTarget;
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VectorSubtract( pTarget->EyePosition(), GetOuter()->EyePosition(), vToTarget );
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vToTarget.z = 0.0f;
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VectorNormalize( vToTarget );
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Vector vecRight( -vToTarget.y, vToTarget.x, 0.0f );
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trace_t tr;
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UTIL_TraceLine( GetOuter()->EyePosition(), pTarget->EyePosition() + (vecRight * m_Params.peekEyeDist - Vector( 0, 0, m_Params.peekEyeDistZ )), MASK_OPAQUE, GetOuter(), COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction != 1.0 && tr.m_pEnt != pTarget )
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{
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if ( free_pass_peek_debug.GetBool() )
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NDebugOverlay::Line( tr.startpos, tr.endpos - Vector( 0, 0, 2), 0, 255, 0, false, 0.1 );
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bIsVisible = false;
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}
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if ( bIsVisible )
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{
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UTIL_TraceLine( GetOuter()->EyePosition(), pTarget->EyePosition() + (-vecRight * m_Params.peekEyeDist - Vector( 0, 0, m_Params.peekEyeDistZ )), MASK_OPAQUE, GetOuter(), COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction != 1.0 && tr.m_pEnt != pTarget )
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{
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if ( free_pass_peek_debug.GetBool() )
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NDebugOverlay::Line( tr.startpos, tr.endpos - Vector( 0, 0, 2), 0, 255, 0, false, 0.1 );
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bIsVisible = false;
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}
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}
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}
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if ( bIsVisible && free_pass_peek_debug.GetBool() )
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NDebugOverlay::Line( GetOuter()->EyePosition(), pTarget->EyePosition() - Vector( 0, 0, 2), 255, 0, 0, false, 0.1 );
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}
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return bIsVisible;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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string_t g_iszFuncBrushClassname = NULL_STRING;
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//-----------------------------------------------------------------------------
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CTraceFilterNav::CTraceFilterNav( CAI_BaseNPC *pProber, bool bIgnoreTransientEntities, const IServerEntity *passedict, int collisionGroup ) :
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CTraceFilterSimple( passedict, collisionGroup ),
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m_pProber(pProber),
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m_bIgnoreTransientEntities(bIgnoreTransientEntities)
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{
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m_bCheckCollisionTable = g_EntityCollisionHash->IsObjectInHash( pProber );
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}
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//-----------------------------------------------------------------------------
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bool CTraceFilterNav::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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IServerEntity *pServerEntity = (IServerEntity*)pHandleEntity;
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CBaseEntity *pEntity = (CBaseEntity *)pServerEntity;
|
|
|
|
if ( m_pProber == pEntity )
|
|
return false;
|
|
|
|
if ( m_pProber->GetMoveProbe()->ShouldBrushBeIgnored( pEntity ) == true )
|
|
return false;
|
|
|
|
#ifdef HL1_DLL
|
|
if ( ( contentsMask & CONTENTS_MOVEABLE ) == 0 )
|
|
{
|
|
if ( pEntity->ClassMatches( "func_pushable" ) )
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
if ( m_bIgnoreTransientEntities && (pEntity->IsPlayer() || pEntity->IsNPC() ) )
|
|
return false;
|
|
|
|
//Adrian - If I'm flagged as using the new collision method, then ignore the player when trying
|
|
//to check if I can get somewhere.
|
|
if ( m_pProber->ShouldPlayerAvoid() && pEntity->IsPlayer() )
|
|
return false;
|
|
|
|
if ( pEntity->IsNavIgnored() )
|
|
return false;
|
|
|
|
if ( m_bCheckCollisionTable )
|
|
{
|
|
if ( g_EntityCollisionHash->IsObjectPairInHash( m_pProber, pEntity ) )
|
|
return false;
|
|
}
|
|
|
|
if ( m_pProber->ShouldProbeCollideAgainstEntity( pEntity ) == false )
|
|
return false;
|
|
|
|
return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
|
|
}
|