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First version of the SOurce SDK 2013
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127
game/server/te_beamlaser.cpp
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127
game/server/te_beamlaser.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Beam used for Laser sights. Fades out when it's perpendicular to the viewpoint.
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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 "basetempentity.h"
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#include "te_basebeam.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 short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
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//-----------------------------------------------------------------------------
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// Purpose: Beam used for Laser sights. Fades out when it's perpendicular to the viewpoint.
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//-----------------------------------------------------------------------------
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class CTEBeamLaser : public CTEBaseBeam
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{
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DECLARE_CLASS( CTEBeamLaser, CTEBaseBeam );
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public:
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DECLARE_SERVERCLASS();
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CTEBeamLaser( const char *name );
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virtual ~CTEBeamLaser( void );
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virtual void Test( const Vector& current_origin, const QAngle& current_angles );
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public:
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CNetworkVar( int, m_nStartEntity );
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CNetworkVar( int, m_nEndEntity );
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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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CTEBeamLaser::CTEBeamLaser( const char *name ) :
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CTEBaseBeam( name )
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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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CTEBeamLaser::~CTEBeamLaser( 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 CTEBeamLaser::Test( const Vector& current_origin, const QAngle& current_angles )
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{
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m_nStartEntity = 1;
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m_nEndEntity = 0;
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m_nModelIndex = g_sModelIndexSmoke;
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m_nStartFrame = 0;
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m_nFrameRate = 10;
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m_fLife = 2.0;
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m_fWidth = 1.0;
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m_fAmplitude = 1.0;
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r = 127;
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g = 63;
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b = 0;
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a = 150;
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m_nSpeed = 1;
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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( CTEBeamLaser, DT_TEBeamLaser)
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SendPropInt( SENDINFO(m_nStartEntity), 24, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nEndEntity), 24, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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// Singleton to fire TEBeamLaser objects
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static CTEBeamLaser g_TEBeamLaser( "BeamLaser" );
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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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// *start -
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// *end -
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// modelindex -
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// startframe -
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// framerate -
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// msg_dest -
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// delay -
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// origin -
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// recipient -
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//-----------------------------------------------------------------------------
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void TE_BeamLaser( 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, int r, int g, int b, int a, int speed )
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{
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g_TEBeamLaser.m_nStartEntity = (start & 0x0FFF) | ((1 & 0xF)<<12);
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g_TEBeamLaser.m_nEndEntity = (end & 0x0FFF) | ((1 & 0xF)<<12);
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g_TEBeamLaser.m_nModelIndex = modelindex;
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g_TEBeamLaser.m_nHaloIndex = haloindex;
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g_TEBeamLaser.m_nStartFrame = startframe;
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g_TEBeamLaser.m_nFrameRate = framerate;
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g_TEBeamLaser.m_fLife = life;
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g_TEBeamLaser.m_fWidth = width;
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g_TEBeamLaser.m_fEndWidth = endWidth;
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g_TEBeamLaser.m_nFadeLength = fadeLength;
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g_TEBeamLaser.m_fAmplitude = amplitude;
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g_TEBeamLaser.m_nSpeed = speed;
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g_TEBeamLaser.r = r;
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g_TEBeamLaser.g = g;
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g_TEBeamLaser.b = b;
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g_TEBeamLaser.a = a;
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// Send it over the wire
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g_TEBeamLaser.Create( filter, delay );
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}
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