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https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-20 04:26:03 +08:00
Added original SDK code for Alien Swarm.
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105
game/client/lamphaloproxy.cpp
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105
game/client/lamphaloproxy.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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ProxyEntity.h"
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#include "materialsystem/IMaterialVar.h"
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#include "materialsystem/IMaterial.h"
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#include "view.h"
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#include "imaterialproxydict.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: Used for halos on lamps, this material fades the sprite IN
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// as the viewer nears.
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//-----------------------------------------------------------------------------
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class CLampHaloProxy : public CEntityMaterialProxy
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{
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public:
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CLampHaloProxy( void );
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virtual ~CLampHaloProxy( void );
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virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
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virtual void OnBind( C_BaseEntity *pC_BaseEntity );
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virtual IMaterial * GetMaterial();
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private:
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IMaterialVar *m_pFadeValue;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CLampHaloProxy::CLampHaloProxy( void )
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{
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m_pFadeValue = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CLampHaloProxy::~CLampHaloProxy( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get pointer to the color value
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// Input : *pMaterial -
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//-----------------------------------------------------------------------------
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bool CLampHaloProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
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{
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assert( pMaterial );
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// Get pointers to material vars.
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// Need to get the color variable.
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bool found;
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m_pFadeValue = pMaterial->FindVar( "$alpha", &found );
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pMaterial->SetMaterialVarFlag( MATERIAL_VAR_ALPHA_MODIFIED_BY_PROXY, true );
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return found;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pC_BaseEntity -
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//-----------------------------------------------------------------------------
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#define FADE_DIST 150
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void CLampHaloProxy::OnBind( C_BaseEntity *pEnt )
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{
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if ( !m_pFadeValue )
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return;
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Vector vecLocal = pEnt->GetAbsOrigin() - CurrentViewOrigin();
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VectorNormalize( vecLocal );
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float fade = fabs( vecLocal.z );
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// I hate these magic numbers here, will have to revise
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// (sjb)
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if( fade < 0.25 )
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{
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fade = 0.0;
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}
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else
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{
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fade = MIN( (fade - 0.25) * 1.35, 1.0f );
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}
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m_pFadeValue->SetFloatValue( fade );
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}
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IMaterial *CLampHaloProxy::GetMaterial()
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{
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if ( !m_pFadeValue )
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return NULL;
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return m_pFadeValue->GetOwningMaterial();
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}
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EXPOSE_MATERIAL_PROXY( CLampHaloProxy, lamphalo );
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