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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "plBlower.h"
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#include "plgDispatch.h"
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#include "hsFastMath.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "pnMessage/plTimeMsg.h"
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#include "hsTimer.h"
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plRandom plBlower::fRandom;
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static const float kDefaultMasterPower = 20.f;
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static const float kDefaultMasterFrequency = 2.f;
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static const float kDefaultDirectRate = 1.f;
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static const float kDefaultImpulseRate = 1.e2f;
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static const float kDefaultSpringKonst = 20.f;
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static const float kDefaultBias = 0.25f;
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static const float kInitialMaxOffDist = 1.f;
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plBlower::plBlower()
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:
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fMasterPower(kDefaultMasterPower),
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fMasterFrequency(kDefaultMasterFrequency),
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fDirectRate(kDefaultDirectRate),
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fImpulseRate(kDefaultImpulseRate),
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fSpringKonst(kDefaultSpringKonst),
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fBias(kDefaultBias),
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fMaxOffsetDist(kInitialMaxOffDist),
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fAccumTime(0)
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{
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fRestPos.Set(0,0,0);
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fLocalRestPos.Set(0,0,0);
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fCurrDel.Set(0,0,0);
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fDirection.Set(fRandom.RandMinusOneToOne(), fRandom.RandMinusOneToOne(), 0);
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hsFastMath::NormalizeAppr(fDirection);
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}
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plBlower::~plBlower()
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{
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}
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void plBlower::IBlow(double secs, float delSecs)
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{
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hsPoint3 worldPos = fTarget->GetLocalToWorld().GetTranslate();
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hsPoint3 localPos = fTarget->GetLocalToParent().GetTranslate();
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// fast oscillation vs slow
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// Completely random walk in the rotation
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// Strength = Strength + rnd01 * (MaxStrength - Strength)
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float t = (fAccumTime += delSecs);
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float strength = 0;
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int i;
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for( i = 0; i < fOscillators.GetCount(); i++ )
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{
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float c, s;
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t *= fOscillators[i].fFrequency * fMasterFrequency;
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t += fOscillators[i].fPhase;
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hsFastMath::SinCosAppr(t, s, c);
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c += fBias;
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strength += c * fOscillators[i].fPower;
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}
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strength *= fMasterPower;
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if( strength < 0 )
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strength = 0;
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fDirection.fX += fRandom.RandMinusOneToOne() * delSecs * fDirectRate;
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fDirection.fY += fRandom.RandMinusOneToOne() * delSecs * fDirectRate;
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hsFastMath::NormalizeAppr(fDirection);
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float offDist = hsVector3(&fRestPos, &worldPos).Magnitude();
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if( offDist > fMaxOffsetDist )
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fMaxOffsetDist = offDist;
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hsVector3 force = fDirection * strength;
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static float kOffsetDistFrac = 0.5f; // make me const
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if( offDist > fMaxOffsetDist * kOffsetDistFrac )
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{
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offDist /= fMaxOffsetDist;
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offDist *= fMasterPower;
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float impulse = offDist * delSecs * fImpulseRate;
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force.fX += impulse * fRandom.RandMinusOneToOne();
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force.fY += impulse * fRandom.RandMinusOneToOne();
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force.fZ += impulse * fRandom.RandMinusOneToOne();
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}
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const float kOffsetDistDecay = 0.999f;
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fMaxOffsetDist *= kOffsetDistDecay;
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hsVector3 accel = force;
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accel += fSpringKonst * hsVector3(&fLocalRestPos, &localPos);
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hsVector3 del = accel * (delSecs * delSecs);
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fCurrDel = del;
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}
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bool plBlower::IEval(double secs, float delSecs, uint32_t dirty)
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{
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const float kMaxDelSecs = 0.1f;
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if( delSecs > kMaxDelSecs )
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delSecs = kMaxDelSecs;
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IBlow(secs, delSecs);
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ISetTargetTransform();
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return true;
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}
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void plBlower::ISetTargetTransform()
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{
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plCoordinateInterface* ci = IGetTargetCoordinateInterface(0);
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if( ci )
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{
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hsMatrix44 l2p = ci->GetLocalToParent();
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hsMatrix44 p2l = ci->GetParentToLocal();
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hsPoint3 pos = l2p.GetTranslate();
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pos += fCurrDel;
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hsPoint3 neg = -pos;
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l2p.SetTranslate(&pos);
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p2l.SetTranslate(&neg);
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ci->SetLocalToParent(l2p, p2l);
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}
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}
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void plBlower::SetTarget(plSceneObject* so)
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{
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plSingleModifier::SetTarget(so);
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if( fTarget )
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{
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fRestPos = fTarget->GetLocalToWorld().GetTranslate();
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fLocalRestPos = fTarget->GetLocalToParent().GetTranslate();
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plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
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}
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IInitOscillators();
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}
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void plBlower::Read(hsStream* s, hsResMgr* mgr)
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{
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plSingleModifier::Read(s, mgr);
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fMasterPower = s->ReadLEScalar();
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fDirectRate = s->ReadLEScalar();
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fImpulseRate = s->ReadLEScalar();
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fSpringKonst = s->ReadLEScalar();
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}
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void plBlower::Write(hsStream* s, hsResMgr* mgr)
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{
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plSingleModifier::Write(s, mgr);
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s->WriteLEScalar(fMasterPower);
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s->WriteLEScalar(fDirectRate);
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s->WriteLEScalar(fImpulseRate);
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s->WriteLEScalar(fSpringKonst);
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}
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void plBlower::IInitOscillators()
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{
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const float kBasePower = 5.f;
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fOscillators.SetCount(5);
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int i;
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for( i = 0; i < fOscillators.GetCount(); i++ )
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{
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float fi = float(i+1);
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fOscillators[i].fFrequency = fi / M_PI * fRandom.RandRangeF(0.75f, 1.25f);
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// fOscillators[i].fFrequency = 1.f / M_PI * fRandom.RandRangeF(0.5f, 1.5f);
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fOscillators[i].fPhase = fRandom.RandZeroToOne();
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fOscillators[i].fPower = kBasePower * fRandom.RandRangeF(0.75f, 1.25f);
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}
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}
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void plBlower::SetConstancy(float f)
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{
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if( f < 0 )
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f = 0;
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else if( f > 1.f )
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f = 1.f;
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fBias = f;
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}
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float plBlower::GetConstancy() const
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{
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return fBias;
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}
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