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https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-20 12:36:05 +08:00
Added original SDK code for Alien Swarm.
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216
game/server/EnvFade.cpp
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216
game/server/EnvFade.cpp
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements visual effects entities: sprites, beams, bubbles, etc.
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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 "shake.h"
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#ifdef INFESTED_DLL
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#include "asw_marine.h"
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#include "asw_player.h"
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#endif
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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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class CEnvFade : public CLogicalEntity
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{
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private:
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float m_Duration;
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float m_HoldTime;
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COutputEvent m_OnBeginFade;
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CEnvFade, CLogicalEntity );
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virtual void Spawn( void );
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inline float Duration( void ) { return m_Duration; }
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inline float HoldTime( void ) { return m_HoldTime; }
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inline void SetDuration( float duration ) { m_Duration = duration; }
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inline void SetHoldTime( float hold ) { m_HoldTime = hold; }
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int DrawDebugTextOverlays(void);
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// Inputs
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void InputFade( inputdata_t &inputdata );
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};
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LINK_ENTITY_TO_CLASS( env_fade, CEnvFade );
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BEGIN_DATADESC( CEnvFade )
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DEFINE_KEYFIELD( m_Duration, FIELD_FLOAT, "duration" ),
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DEFINE_KEYFIELD( m_HoldTime, FIELD_FLOAT, "holdtime" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Fade", InputFade ),
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DEFINE_OUTPUT( m_OnBeginFade, "OnBeginFade"),
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END_DATADESC()
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#define SF_FADE_IN 0x0001 // Fade in, not out
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#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend
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#define SF_FADE_ONLYONE 0x0004
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#define SF_FADE_STAYOUT 0x0008
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvFade::Spawn( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that does the screen fade.
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//-----------------------------------------------------------------------------
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void CEnvFade::InputFade( inputdata_t &inputdata )
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{
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int fadeFlags = 0;
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if ( m_spawnflags & SF_FADE_IN )
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{
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fadeFlags |= FFADE_IN;
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}
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else
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{
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fadeFlags |= FFADE_OUT;
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}
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if ( m_spawnflags & SF_FADE_MODULATE )
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{
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fadeFlags |= FFADE_MODULATE;
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}
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if ( m_spawnflags & SF_FADE_STAYOUT )
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{
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fadeFlags |= FFADE_STAYOUT;
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}
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if ( m_spawnflags & SF_FADE_ONLYONE )
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{
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#ifdef INFESTED_DLL
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if ( inputdata.pActivator->Classify() == CLASS_ASW_MARINE )
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{
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CASW_Marine *pMarine = static_cast<CASW_Marine*>( inputdata.pActivator );
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CASW_Player *pPlayer = pMarine->GetCommander();
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if ( pPlayer && pMarine->IsInhabited() )
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{
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UTIL_ScreenFade( pPlayer, m_clrRender, Duration(), HoldTime(), fadeFlags );
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}
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}
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#else
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if ( inputdata.pActivator->IsNetClient() )
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{
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UTIL_ScreenFade( inputdata.pActivator, m_clrRender, Duration(), HoldTime(), fadeFlags );
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}
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#endif
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}
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else
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{
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UTIL_ScreenFadeAll( m_clrRender, Duration(), HoldTime(), fadeFlags|FFADE_PURGE );
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}
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m_OnBeginFade.FireOutput( inputdata.pActivator, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fetches the arguments from the command line for the fadein and fadeout
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// console commands.
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// Input : flTime - Returns the fade time in seconds (the time to fade in or out)
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// clrFade - Returns the color to fade to or from.
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//-----------------------------------------------------------------------------
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static void GetFadeParms( const CCommand &args, float &flTime, color32 &clrFade)
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{
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flTime = 2.0f;
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if ( args.ArgC() > 1 )
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{
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flTime = atof( args[1] );
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}
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clrFade.r = 0;
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clrFade.g = 0;
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clrFade.b = 0;
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clrFade.a = 255;
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if ( args.ArgC() > 4 )
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{
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clrFade.r = atoi( args[2] );
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clrFade.g = atoi( args[3] );
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clrFade.b = atoi( args[4] );
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if ( args.ArgC() == 5 )
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{
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clrFade.a = atoi( args[5] );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Console command to fade out to a given color.
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//-----------------------------------------------------------------------------
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static void CC_FadeOut( const CCommand &args )
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{
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float flTime;
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color32 clrFade;
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GetFadeParms( args, flTime, clrFade );
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CBasePlayer *pPlayer = UTIL_GetCommandClient();
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UTIL_ScreenFade( pPlayer, clrFade, flTime, 0, FFADE_OUT | FFADE_PURGE | FFADE_STAYOUT );
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}
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static ConCommand fadeout("fadeout", CC_FadeOut, "fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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// Purpose: Console command to fade in from a given color.
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//-----------------------------------------------------------------------------
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static void CC_FadeIn( const CCommand &args )
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{
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float flTime;
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color32 clrFade;
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GetFadeParms( args, flTime, clrFade );
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CBasePlayer *pPlayer = UTIL_GetCommandClient();
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UTIL_ScreenFade( pPlayer, clrFade, flTime, 0, FFADE_IN | FFADE_PURGE );
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}
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static ConCommand fadein("fadein", CC_FadeIn, "fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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// Purpose: Draw any debug text overlays
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// Output : Current text offset from the top
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//-----------------------------------------------------------------------------
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int CEnvFade::DrawDebugTextOverlays( void )
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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// print duration
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Q_snprintf(tempstr,sizeof(tempstr)," duration: %f", m_Duration);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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// print hold time
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Q_snprintf(tempstr,sizeof(tempstr)," hold time: %f", m_HoldTime);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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return text_offset;
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}
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