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game/server/te_dynamiclight.cpp
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144
game/server/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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//
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//-----------------------------------------------------------------------------
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// $Log: $
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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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// 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: Displays a dynamic light
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//-----------------------------------------------------------------------------
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class CTEDynamicLight : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEDynamicLight, CBaseTempEntity );
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CTEDynamicLight( const char *name );
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virtual ~CTEDynamicLight( 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_vecOrigin );
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CNetworkVar( float, m_fRadius );
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CNetworkVar( int, r );
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CNetworkVar( int, g );
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CNetworkVar( int, b );
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CNetworkVar( int, exponent );
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CNetworkVar( float, m_fTime );
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CNetworkVar( float, m_fDecay );
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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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CTEDynamicLight::CTEDynamicLight( const char *name ) :
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CBaseTempEntity( name )
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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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CTEDynamicLight::~CTEDynamicLight( 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 CTEDynamicLight::Test( const Vector& current_origin, const QAngle& current_angles )
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{
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// Fill in data
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r = 255;
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g = 255;
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b = 63;
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m_vecOrigin = current_origin;
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m_fRadius = 200;
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m_fTime = 2.0;
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m_fDecay = 0.0;
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Vector forward;
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m_vecOrigin.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_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
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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(CTEDynamicLight, DT_TEDynamicLight)
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SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
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SendPropInt( SENDINFO(r), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(g), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(b), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(exponent), 8, 0 ),
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SendPropFloat( SENDINFO(m_fRadius), 8, SPROP_ROUNDUP, 0, 2560.0 ),
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SendPropFloat( SENDINFO(m_fTime), 8, SPROP_ROUNDDOWN, 0, 25.6 ),
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SendPropFloat( SENDINFO(m_fDecay), 8, SPROP_ROUNDDOWN, 0, 2560.0 ),
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END_SEND_TABLE()
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// Singleton
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static CTEDynamicLight g_TEDynamicLight( "Dynamic Light" );
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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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// *org -
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// r -
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// g -
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// b -
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// radius -
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// time -
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// decay -
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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 )
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{
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// Set up parameters
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g_TEDynamicLight.m_vecOrigin = *org;
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g_TEDynamicLight.r = r;
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g_TEDynamicLight.g = g;
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g_TEDynamicLight.b = b;
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g_TEDynamicLight.exponent = exponent;
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g_TEDynamicLight.m_fRadius = radius;
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g_TEDynamicLight.m_fTime = time;
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g_TEDynamicLight.m_fDecay = decay;
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// Create it
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g_TEDynamicLight.Create( filter, delay );
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}
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