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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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140
game/server/te_bubbletrail.cpp
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140
game/server/te_bubbletrail.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 "basetempentity.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 int g_sModelIndexBubbles;// holds the index for the bubbles model
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enum
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{
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BUBBLE_TRAIL_COUNT_BITS = 8,
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BUBBLE_TRAIL_MAX_COUNT = ( (1 << BUBBLE_TRAIL_COUNT_BITS) - 1 ),
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};
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//-----------------------------------------------------------------------------
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// Purpose: Dispatches bubble trail
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//-----------------------------------------------------------------------------
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class CTEBubbleTrail : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEBubbleTrail, CBaseTempEntity );
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CTEBubbleTrail( const char *name );
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virtual ~CTEBubbleTrail( void );
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virtual void Test( const Vector& current_origin, const QAngle& current_angles );
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DECLARE_SERVERCLASS();
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public:
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CNetworkVector( m_vecMins );
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CNetworkVector( m_vecMaxs );
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CNetworkVar( float, m_flWaterZ );
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CNetworkVar( int, m_nModelIndex );
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CNetworkVar( int, m_nCount );
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CNetworkVar( float, m_fSpeed );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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//-----------------------------------------------------------------------------
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CTEBubbleTrail::CTEBubbleTrail( const char *name ) :
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CBaseTempEntity( name )
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{
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m_vecMins.Init();
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m_vecMaxs.Init();
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m_flWaterZ = 0.0;
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m_nModelIndex = 0;
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m_nCount = 0;
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m_fSpeed = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEBubbleTrail::~CTEBubbleTrail( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *current_origin -
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// *current_angles -
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//-----------------------------------------------------------------------------
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void CTEBubbleTrail::Test( const Vector& current_origin, const QAngle& current_angles )
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{
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// Fill in data
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m_vecMins = current_origin;
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Vector forward;
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m_vecMins.GetForModify()[2] += 24;
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AngleVectors( current_angles, &forward );
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forward[2] = 0.0;
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VectorNormalize( forward );
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VectorMA( m_vecMins, 100.0, forward, m_vecMins.GetForModify() );
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m_vecMaxs = m_vecMins + Vector( 256, 256, 256 );
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m_fSpeed = 8;
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m_nCount = 20;
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m_flWaterZ = 0;
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m_nModelIndex = g_sModelIndexBubbles;
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CBroadcastRecipientFilter filter;
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Create( filter, 0.0 );
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}
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IMPLEMENT_SERVERCLASS_ST(CTEBubbleTrail, DT_TEBubbleTrail)
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SendPropVector( SENDINFO(m_vecMins), -1, SPROP_COORD),
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SendPropVector( SENDINFO(m_vecMaxs), -1, SPROP_COORD),
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SendPropModelIndex( SENDINFO(m_nModelIndex) ),
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SendPropFloat( SENDINFO(m_flWaterZ ), 17, 0, MIN_COORD_INTEGER, MAX_COORD_INTEGER ),
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SendPropInt( SENDINFO(m_nCount), BUBBLE_TRAIL_COUNT_BITS, SPROP_UNSIGNED ),
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SendPropFloat( SENDINFO(m_fSpeed ), 17, 0, MIN_COORD_INTEGER, MAX_COORD_INTEGER ),
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END_SEND_TABLE()
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// Singleton to fire TEBubbleTrail objects
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static CTEBubbleTrail g_TEBubbleTrail( "Bubble Trail" );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : msg_dest -
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// delay -
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// *origin -
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// *recipient -
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// *mins -
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// *maxs -
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// height -
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// modelindex -
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// count -
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// speed -
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//-----------------------------------------------------------------------------
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void TE_BubbleTrail( IRecipientFilter& filter, float delay,
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const Vector* mins, const Vector* maxs, float flWaterZ, int modelindex, int count, float speed )
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{
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g_TEBubbleTrail.m_vecMins = *mins;
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g_TEBubbleTrail.m_vecMaxs = *maxs;
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g_TEBubbleTrail.m_flWaterZ = flWaterZ;
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g_TEBubbleTrail.m_nModelIndex = modelindex;
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g_TEBubbleTrail.m_nCount = MIN( count, ( int ) BUBBLE_TRAIL_MAX_COUNT );
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g_TEBubbleTrail.m_fSpeed = speed;
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// Send it over the wire
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g_TEBubbleTrail.Create( filter, delay );
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}
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