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241 lines
6.4 KiB
241 lines
6.4 KiB
//========= 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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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "physics.h"
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#include "te_effect_dispatch.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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static int BestAxisMatchingNormal( matrix3x4_t &matrix, const Vector &normal )
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{
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float bestDot = -1;
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int best = 0;
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for ( int i = 0; i < 3; i++ )
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{
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Vector tmp;
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MatrixGetColumn( matrix, i, tmp );
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float dot = fabs(DotProduct( tmp, normal ));
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if ( dot > bestDot )
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{
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bestDot = dot;
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best = i;
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}
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}
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return best;
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}
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void PhysicsSplash( IPhysicsFluidController *pFluid, IPhysicsObject *pObject, CBaseEntity *pEntity )
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{
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Vector normal;
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float dist;
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pFluid->GetSurfacePlane( &normal, &dist );
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matrix3x4_t &matrix = pEntity->EntityToWorldTransform();
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// Find the local axis that best matches the water surface normal
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int bestAxis = BestAxisMatchingNormal( matrix, normal );
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Vector tangent, binormal;
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MatrixGetColumn( matrix, (bestAxis+1)%3, tangent );
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binormal = CrossProduct( normal, tangent );
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VectorNormalize( binormal );
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tangent = CrossProduct( binormal, normal );
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VectorNormalize( tangent );
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// Now we have a basis tangent to the surface that matches the object's local orientation as well as possible
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// compute an OBB using this basis
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// Get object extents in basis
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Vector tanPts[2], binPts[2];
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tanPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -tangent );
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tanPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), tangent );
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binPts[0] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), -binormal );
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binPts[1] = physcollision->CollideGetExtent( pObject->GetCollide(), pEntity->GetAbsOrigin(), pEntity->GetAbsAngles(), binormal );
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// now compute the centered bbox
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float mins[2], maxs[2], center[2], extents[2];
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mins[0] = DotProduct( tanPts[0], tangent );
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maxs[0] = DotProduct( tanPts[1], tangent );
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mins[1] = DotProduct( binPts[0], binormal );
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maxs[1] = DotProduct( binPts[1], binormal );
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center[0] = 0.5 * (mins[0] + maxs[0]);
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center[1] = 0.5 * (mins[1] + maxs[1]);
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extents[0] = maxs[0] - center[0];
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extents[1] = maxs[1] - center[1];
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Vector centerPoint = center[0] * tangent + center[1] * binormal + dist * normal;
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Vector axes[2];
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axes[0] = (maxs[0] - center[0]) * tangent;
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axes[1] = (maxs[1] - center[1]) * binormal;
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// visualize OBB hit
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/*
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Vector corner1 = centerPoint - axes[0] - axes[1];
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Vector corner2 = centerPoint + axes[0] - axes[1];
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Vector corner3 = centerPoint + axes[0] + axes[1];
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Vector corner4 = centerPoint - axes[0] + axes[1];
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NDebugOverlay::Line( corner1, corner2, 0, 0, 255, false, 10 );
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NDebugOverlay::Line( corner2, corner3, 0, 0, 255, false, 10 );
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NDebugOverlay::Line( corner3, corner4, 0, 0, 255, false, 10 );
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NDebugOverlay::Line( corner4, corner1, 0, 0, 255, false, 10 );
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*/
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Vector corner[4];
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corner[0] = centerPoint - axes[0] - axes[1];
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corner[1] = centerPoint + axes[0] - axes[1];
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corner[2] = centerPoint + axes[0] + axes[1];
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corner[3] = centerPoint - axes[0] + axes[1];
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CEffectData data;
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if ( pObject->GetGameFlags() & FVPHYSICS_PART_OF_RAGDOLL )
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{
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/*
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data.m_vOrigin = centerPoint;
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data.m_vNormal = normal;
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VectorAngles( normal, data.m_vAngles );
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data.m_flScale = random->RandomFloat( 8, 10 );
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DispatchEffect( "watersplash", data );
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int splashes = 4;
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Vector point;
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for ( int i = 0; i < splashes; i++ )
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{
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point = RandomVector( -32.0f, 32.0f );
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point[2] = 0.0f;
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point += corner[i];
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data.m_vOrigin = point;
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data.m_vNormal = normal;
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VectorAngles( normal, data.m_vAngles );
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data.m_flScale = random->RandomFloat( 4, 6 );
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DispatchEffect( "watersplash", data );
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}
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*/
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//FIXME: This code will not work correctly given how the ragdoll/fluid collision is acting currently
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return;
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}
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Vector vel;
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pObject->GetVelocity( &vel, NULL );
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float rawSpeed = -DotProduct( normal, vel );
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// proportional to cross-sectional area times velocity squared (fluid pressure)
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float speed = rawSpeed * rawSpeed * extents[0] * extents[1] * (1.0f / 2500000.0f) * pObject->GetMass() * (0.01f);
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speed = clamp( speed, 0, 50 );
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bool bRippleOnly = false;
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// allow the entity to perform a custom splash effect
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if ( pEntity->PhysicsSplash( centerPoint, normal, rawSpeed, speed ) )
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return;
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//Deny really weak hits
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//FIXME: We still need to ripple the surface in this case
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if ( speed <= 0.35f )
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{
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if ( speed <= 0.1f )
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return;
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bRippleOnly = true;
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}
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#ifdef PORTAL2
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float size = RemapVal( speed, 0.35, 50, 2, 14 );
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#else
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float size = RemapVal( speed, 0.35, 50, 8, 18 );
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#endif
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//Find the surface area
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float radius = extents[0] * extents[1];
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//int splashes = clamp ( radius / 128.0f, 1, 2 ); //One splash for every three square feet of area
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//Msg( "Speed: %.2f, Size: %.2f\n, Radius: %.2f, Splashes: %d", speed, size, radius, splashes );
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Vector point;
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data.m_fFlags = 0;
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data.m_vOrigin = centerPoint;
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data.m_vNormal = normal;
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VectorAngles( normal, data.m_vAngles );
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data.m_flScale = size + random->RandomFloat( 0, 2 );
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if ( pEntity->GetWaterType() & CONTENTS_SLIME )
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{
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data.m_fFlags |= FX_WATER_IN_SLIME;
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}
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if ( bRippleOnly )
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{
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DispatchEffect( "waterripple", data );
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}
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else
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{
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DispatchEffect( "watersplash", data );
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}
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if ( radius > 500.0f )
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{
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int splashes = random->RandomInt( 1, 4 );
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for ( int i = 0; i < splashes; i++ )
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{
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point = RandomVector( -4.0f, 4.0f );
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point[2] = 0.0f;
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point += corner[i];
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data.m_fFlags = 0;
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data.m_vOrigin = point;
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data.m_vNormal = normal;
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VectorAngles( normal, data.m_vAngles );
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data.m_flScale = size + random->RandomFloat( -3, 1 );
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if ( pEntity->GetWaterType() & CONTENTS_SLIME )
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{
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data.m_fFlags |= FX_WATER_IN_SLIME;
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}
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if ( bRippleOnly )
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{
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DispatchEffect( "waterripple", data );
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}
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else
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{
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DispatchEffect( "watersplash", data );
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}
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}
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}
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/*
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for ( i = 0; i < splashes; i++ )
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{
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point = RandomVector( -8.0f, 8.0f );
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point[2] = 0.0f;
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point += centerPoint + axes[0] * random->RandomFloat( -1, 1 ) + axes[1] * random->RandomFloat( -1, 1 );
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data.m_vOrigin = point;
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data.m_vNormal = normal;
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VectorAngles( normal, data.m_vAngles );
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data.m_flScale = size + random->RandomFloat( -2, 4 );
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DispatchEffect( "watersplash", data );
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}
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*/
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}
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