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https://github.com/alliedmodders/hl2sdk.git
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Added original SDK code for Alien Swarm.
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79
game/client/c_te_beaments.cpp
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79
game/client/c_te_beaments.cpp
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_te_basebeam.h"
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#include "iviewrender_beams.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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// Purpose: BeamEnts TE
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//-----------------------------------------------------------------------------
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class C_TEBeamEnts : public C_TEBaseBeam
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{
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public:
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DECLARE_CLASS( C_TEBeamEnts, C_TEBaseBeam );
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DECLARE_CLIENTCLASS();
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C_TEBeamEnts( void );
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virtual ~C_TEBeamEnts( void );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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public:
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int m_nStartEntity;
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int m_nEndEntity;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEBeamEnts::C_TEBeamEnts( void )
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{
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m_nStartEntity = 0;
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m_nEndEntity = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEBeamEnts::~C_TEBeamEnts( void )
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{
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}
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void TE_BeamEnts( IRecipientFilter& filter, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed )
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{
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beams->CreateBeamEnts( start, end, modelindex, haloindex, 0.0f,
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life, width, endWidth, fadeLength, amplitude, a, 0.1 * (float)speed,
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startframe, 0.1 * (float)framerate, r, g, b );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bool -
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//-----------------------------------------------------------------------------
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void C_TEBeamEnts::PostDataUpdate( DataUpdateType_t updateType )
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{
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beams->CreateBeamEnts( m_nStartEntity, m_nEndEntity, m_nModelIndex, m_nHaloIndex, 0.0f,
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m_fLife, m_fWidth, m_fEndWidth, m_nFadeLength, m_fAmplitude, a, 0.1 * m_nSpeed,
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m_nStartFrame, 0.1 * m_nFrameRate, r, g, b );
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}
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// Expose the TE to the engine.
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IMPLEMENT_CLIENTCLASS_EVENT( C_TEBeamEnts, DT_TEBeamEnts, CTEBeamEnts );
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BEGIN_RECV_TABLE(C_TEBeamEnts, DT_TEBeamEnts)
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RecvPropInt( RECVINFO(m_nStartEntity)),
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RecvPropInt( RECVINFO(m_nEndEntity)),
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END_RECV_TABLE()
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