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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef EFFECTS_H
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#define EFFECTS_H
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#define SF_BEAM_STARTON 0x0001
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#define SF_BEAM_TOGGLE 0x0002
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#define SF_BEAM_RANDOM 0x0004
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#define SF_BEAM_RING 0x0008
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#define SF_BEAM_SPARKSTART 0x0010
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#define SF_BEAM_SPARKEND 0x0020
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#define SF_BEAM_DECALS 0x0040
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#define SF_BEAM_SHADEIN 0x0080
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#define SF_BEAM_SHADEOUT 0x0100
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#define SF_BEAM_TEMPORARY 0x8000
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#define SF_SPRITE_STARTON 0x0001
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#define SF_SPRITE_ONCE 0x0002
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#define SF_SPRITE_TEMPORARY 0x8000
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class CSprite : public CPointEntity
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{
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public:
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void Spawn( void );
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void Precache( void );
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int ObjectCaps( void )
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{
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int flags = 0;
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if( pev->spawnflags & SF_SPRITE_TEMPORARY )
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flags = FCAP_DONT_SAVE;
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return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | flags;
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}
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void EXPORT AnimateThink( void );
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void EXPORT ExpandThink( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void Animate( float frames );
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void Expand( float scaleSpeed, float fadeSpeed );
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void SpriteInit( const char *pSpriteName, const Vector &origin );
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inline void SetAttachment( edict_t *pEntity, int attachment )
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{
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if( pEntity )
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{
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pev->skin = ENTINDEX( pEntity );
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pev->body = attachment;
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pev->aiment = pEntity;
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pev->movetype = MOVETYPE_FOLLOW;
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}
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}
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void TurnOff( void );
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void TurnOn( void );
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inline float Frames( void )
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{
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return m_maxFrame;
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}
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inline void SetTransparency( int rendermode, int r, int g, int b, int a, int fx )
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{
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pev->rendermode = rendermode;
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pev->rendercolor.x = r;
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pev->rendercolor.y = g;
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pev->rendercolor.z = b;
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pev->renderamt = a;
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pev->renderfx = fx;
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}
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inline void SetTexture( int spriteIndex )
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{
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pev->modelindex = spriteIndex;
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}
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inline void SetScale( float scale )
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{
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pev->scale = scale;
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}
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inline void SetColor( int r, int g, int b )
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{
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pev->rendercolor.x = r;
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pev->rendercolor.y = g;
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pev->rendercolor.z = b;
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}
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inline void SetBrightness( int brightness )
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{
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pev->renderamt = brightness;
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}
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inline void AnimateAndDie( float framerate )
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{
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SetThink( &CSprite::AnimateUntilDead );
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pev->framerate = framerate;
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pev->dmgtime = gpGlobals->time + ( m_maxFrame / framerate );
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pev->nextthink = gpGlobals->time;
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}
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void EXPORT AnimateUntilDead( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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static CSprite *SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate );
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private:
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float m_lastTime;
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float m_maxFrame;
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};
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class CBeam : public CBaseEntity
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{
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public:
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void Spawn( void );
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void Precache( void );
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int ObjectCaps( void )
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{
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int flags = 0;
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if( pev->spawnflags & SF_BEAM_TEMPORARY )
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flags = FCAP_DONT_SAVE;
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return ( CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | flags;
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}
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void EXPORT TriggerTouch( CBaseEntity *pOther );
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// These functions are here to show the way beams are encoded as entities.
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// Encoding beams as entities simplifies their management in the client/server architecture
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inline void SetType( int type )
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{
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pev->rendermode = ( pev->rendermode & 0xF0 ) | ( type & 0x0F );
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}
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inline void SetFlags( int flags )
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{
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pev->rendermode = ( pev->rendermode & 0x0F ) | ( flags & 0xF0 );
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}
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inline void SetStartPos( const Vector& pos )
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{
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pev->origin = pos;
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}
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inline void SetEndPos( const Vector& pos )
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{
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pev->angles = pos;
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}
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void SetStartEntity( int entityIndex );
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void SetEndEntity( int entityIndex );
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inline void SetStartAttachment( int attachment )
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{
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pev->sequence = ( pev->sequence & 0x0FFF ) | ( ( attachment & 0xF ) << 12 );
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}
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inline void SetEndAttachment( int attachment )
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{
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pev->skin = ( pev->skin & 0x0FFF ) | ( ( attachment & 0xF ) << 12 );
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}
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inline void SetTexture( int spriteIndex )
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{
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pev->modelindex = spriteIndex;
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}
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inline void SetWidth( int width )
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{
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pev->scale = width;
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}
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inline void SetNoise( int amplitude )
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{
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pev->body = amplitude;
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}
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inline void SetColor( int r, int g, int b )
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{
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pev->rendercolor.x = r;
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pev->rendercolor.y = g;
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pev->rendercolor.z = b;
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}
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inline void SetBrightness( int brightness )
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{
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pev->renderamt = brightness;
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}
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inline void SetFrame( float frame )
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{
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pev->frame = frame;
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}
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inline void SetScrollRate( int speed )
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{
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pev->animtime = speed;
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}
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inline int GetType( void )
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{
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return pev->rendermode & 0x0F;
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}
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inline int GetFlags( void )
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{
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return pev->rendermode & 0xF0;
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}
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inline int GetStartEntity( void )
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{
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return pev->sequence & 0xFFF;
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}
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inline int GetEndEntity( void )
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{
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return pev->skin & 0xFFF;
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}
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const Vector &GetStartPos( void );
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const Vector &GetEndPos( void );
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Vector Center( void ) { return (GetStartPos() + GetEndPos()) * 0.5; }; // center point of beam
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inline int GetTexture( void )
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{
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return pev->modelindex;
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}
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inline int GetWidth( void )
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{
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return pev->scale;
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}
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inline int GetNoise( void )
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{
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return pev->body;
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}
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/* inline void GetColor( int r, int g, int b )
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{
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pev->rendercolor.x = r;
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pev->rendercolor.y = g;
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pev->rendercolor.z = b;
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}*/
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inline int GetBrightness( void )
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{
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return pev->renderamt;
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}
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inline int GetFrame( void )
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{
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return pev->frame;
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}
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inline int GetScrollRate( void )
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{
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return pev->animtime;
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}
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// Call after you change start/end positions
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void RelinkBeam( void );
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//void SetObjectCollisionBox( void );
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void DoSparks( const Vector &start, const Vector &end );
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CBaseEntity *RandomTargetname( const char *szName );
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void BeamDamage( TraceResult *ptr );
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// Init after BeamCreate()
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void BeamInit( const char *pSpriteName, int width );
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void PointsInit( const Vector &start, const Vector &end );
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void PointEntInit( const Vector &start, int endIndex );
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void EntsInit( int startIndex, int endIndex );
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void HoseInit( const Vector &start, const Vector &direction );
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static CBeam *BeamCreate( const char *pSpriteName, int width );
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inline void LiveForTime( float time )
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{
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time + time;
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}
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inline void BeamDamageInstant( TraceResult *ptr, float damage )
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{
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pev->dmg = damage;
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pev->dmgtime = gpGlobals->time - 1;
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BeamDamage( ptr );
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}
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};
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#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
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#define SF_MESSAGE_ALL 0x0002 // Send to all clients
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class CLaser : public CBeam
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{
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public:
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void Spawn( void );
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void Precache( void );
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void KeyValue( KeyValueData *pkvd );
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void TurnOn( void );
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void TurnOff( void );
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int IsOn( void );
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void FireAtPoint( TraceResult &point );
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void EXPORT StrikeThink( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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CSprite *m_pSprite;
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int m_iszSpriteName;
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Vector m_firePosition;
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};
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// Screen shake
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class CShake : public CPointEntity
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{
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public:
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void Spawn(void);
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void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void KeyValue(KeyValueData *pkvd);
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inline float Amplitude(void) { return pev->scale; }
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inline float Frequency(void) { return pev->dmg_save; }
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inline float Duration(void) { return pev->dmg_take; }
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inline float Radius(void) { return pev->dmg; }
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inline void SetAmplitude(float amplitude) { pev->scale = amplitude; }
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inline void SetFrequency(float frequency) { pev->dmg_save = frequency; }
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inline void SetDuration(float duration) { pev->dmg_take = duration; }
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inline void SetRadius(float radius) { pev->dmg = radius; }
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private:
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};
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class CGib;
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class CGibShooter : public CBaseDelay
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{
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public:
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void Spawn(void);
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void Precache(void);
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void KeyValue(KeyValueData *pkvd);
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void EXPORT ShootThink(void);
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void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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virtual CGib *CreateGib(void);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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static TYPEDESCRIPTION m_SaveData[];
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int m_iGibs;
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int m_iGibCapacity;
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int m_iGibMaterial;
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int m_iGibModelIndex;
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float m_flGibVelocity;
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float m_flVariance;
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float m_flGibLife;
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};
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class CEnvShooter : public CGibShooter
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{
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public:
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void Precache(void);
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void KeyValue(KeyValueData *pkvd);
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CGib *CreateGib(void);
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};
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#endif //EFFECTS_H
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