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game/client/c_te_dynamiclight.cpp
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152
game/client/c_te_dynamiclight.cpp
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//========= Copyright 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 "dlight.h"
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#include "iefx.h"
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#include "tier1/KeyValues.h"
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#include "toolframework_client.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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//-----------------------------------------------------------------------------
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// Purpose: Dynamic Light
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//-----------------------------------------------------------------------------
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class C_TEDynamicLight : public C_BaseTempEntity
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{
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public:
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DECLARE_CLASS( C_TEDynamicLight, C_BaseTempEntity );
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DECLARE_CLIENTCLASS();
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C_TEDynamicLight( void );
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virtual ~C_TEDynamicLight( void );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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public:
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Vector m_vecOrigin;
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float m_fRadius;
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int r;
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int g;
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int b;
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int exponent;
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float m_fTime;
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float m_fDecay;
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};
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//-----------------------------------------------------------------------------
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// Networking
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEDynamicLight, DT_TEDynamicLight, CTEDynamicLight)
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RecvPropVector( RECVINFO(m_vecOrigin)),
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RecvPropInt( RECVINFO(r)),
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RecvPropInt( RECVINFO(g)),
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RecvPropInt( RECVINFO(b)),
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RecvPropInt( RECVINFO(exponent)),
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RecvPropFloat( RECVINFO(m_fRadius)),
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RecvPropFloat( RECVINFO(m_fTime)),
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RecvPropFloat( RECVINFO(m_fDecay)),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEDynamicLight::C_TEDynamicLight( void )
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{
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m_vecOrigin.Init();
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r = 0;
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g = 0;
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b = 0;
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exponent = 0;
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m_fRadius = 0.0;
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m_fTime = 0.0;
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m_fDecay = 0.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEDynamicLight::~C_TEDynamicLight( void )
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{
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}
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void TE_DynamicLight( IRecipientFilter& filter, float delay,
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const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex )
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{
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dlight_t *dl = effects->CL_AllocDlight( nLightIndex );
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if ( !dl )
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return;
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dl->origin = *org;
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dl->radius = radius;
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dl->color.r = r;
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dl->color.g = g;
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dl->color.b = b;
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dl->color.exponent = exponent;
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dl->die = gpGlobals->curtime + time;
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dl->decay = decay;
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if ( ToolsEnabled() && clienttools->IsInRecordingMode() )
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{
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Color clr( r, g, b, 255 );
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KeyValues *msg = new KeyValues( "TempEntity" );
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msg->SetInt( "te", TE_DYNAMIC_LIGHT );
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msg->SetString( "name", "TE_DynamicLight" );
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msg->SetFloat( "time", gpGlobals->curtime );
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msg->SetFloat( "duration", time );
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msg->SetFloat( "originx", org->x );
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msg->SetFloat( "originy", org->y );
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msg->SetFloat( "originz", org->z );
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msg->SetFloat( "radius", radius );
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msg->SetFloat( "decay", decay );
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msg->SetColor( "color", clr );
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msg->SetInt( "exponent", exponent );
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msg->SetInt( "lightindex", nLightIndex );
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ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
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msg->deleteThis();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bool -
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//-----------------------------------------------------------------------------
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void C_TEDynamicLight::PostDataUpdate( DataUpdateType_t updateType )
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{
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VPROF( "C_TEDynamicLight::PostDataUpdate" );
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CBroadcastRecipientFilter filter;
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TE_DynamicLight( filter, 0.0f, &m_vecOrigin, r, g, b, exponent, m_fRadius, m_fTime, m_fDecay, LIGHT_INDEX_TE_DYNAMIC );
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}
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void TE_DynamicLight( IRecipientFilter& filter, float delay, KeyValues *pKeyValues )
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{
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Vector vecOrigin;
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vecOrigin.x = pKeyValues->GetFloat( "originx" );
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vecOrigin.y = pKeyValues->GetFloat( "originy" );
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vecOrigin.z = pKeyValues->GetFloat( "originz" );
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float flDuration = pKeyValues->GetFloat( "duration" );
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Color c = pKeyValues->GetColor( "color" );
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int nExponent = pKeyValues->GetInt( "exponent" );
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float flRadius = pKeyValues->GetFloat( "radius" );
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float flDecay = pKeyValues->GetFloat( "decay" );
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int nLightIndex = pKeyValues->GetInt( "lightindex", LIGHT_INDEX_TE_DYNAMIC );
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TE_DynamicLight( filter, 0.0f, &vecOrigin, c.r(), c.g(), c.b(), nExponent,
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flRadius, flDuration, flDecay, nLightIndex );
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}
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