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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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98
game/client/c_te_impact.cpp
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98
game/client/c_te_impact.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_basetempentity.h"
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#include "tier0/vprof.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 IPhysicsSurfaceProps *physprops;
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class C_TEImpact : public C_BaseTempEntity
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{
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public:
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DECLARE_CLASS( C_TEImpact, C_BaseTempEntity );
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DECLARE_CLIENTCLASS();
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C_TEImpact( void );
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virtual ~C_TEImpact( void );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void Precache( void );
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virtual void PlayImpactSound( trace_t &tr );
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virtual void PerformCustomEffects( trace_t &tr, Vector &shotDir );
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public:
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Vector m_vecOrigin;
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Vector m_vecNormal;
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int m_iType;
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byte m_ucFlags;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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C_TEImpact::C_TEImpact( void )
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{
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m_vecOrigin.Init();
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m_vecNormal.Init();
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m_iType = -1;
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m_ucFlags = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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C_TEImpact::~C_TEImpact( void )
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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 C_TEImpact::Precache( void )
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{
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//TODO: Precache all materials/sounds used by impacts here
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : unused -
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//-----------------------------------------------------------------------------
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void C_TEImpact::PostDataUpdate( DataUpdateType_t updateType )
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{
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VPROF( "C_TEImpact::PostDataUpdate" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TEImpact::PlayImpactSound( trace_t &tr )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Perform custom effects based on the Decal index
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//-----------------------------------------------------------------------------
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void C_TEImpact::PerformCustomEffects( trace_t &tr, Vector &shotDir )
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{
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}
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//Receive data table
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IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEImpact, DT_TEImpact, CTEImpact)
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RecvPropVector( RECVINFO( m_vecOrigin ) ),
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RecvPropVector( RECVINFO( m_vecNormal ) ),
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RecvPropInt( RECVINFO( m_iType ) ),
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RecvPropInt( RECVINFO( m_ucFlags ) ),
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END_RECV_TABLE()
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