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//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "cbase.h"
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#include "dlight.h"
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#include "iefx.h"
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#include "beam_shared.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:
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//-----------------------------------------------------------------------------
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class CSpotlightTraceCacheEntry
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{
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public:
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CSpotlightTraceCacheEntry()
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{
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m_origin.Init();
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m_radius = -1.0f;
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}
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bool IsValidFor( const Vector &origin )
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{
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if ( m_radius > 0 && m_origin.DistToSqr(origin) < 1.0f )
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return true;
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return false;
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}
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void Cache( const Vector &origin, const trace_t &tr )
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{
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m_radius = (tr.endpos - origin).Length();
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m_origin = origin;
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}
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Vector m_origin;
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float m_radius;
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};
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static const int NUM_CACHE_ENTRIES = 64;
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class C_BeamSpotLight : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_BeamSpotLight, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_BeamSpotLight();
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~C_BeamSpotLight();
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bool ShouldDraw();
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void ClientThink( void );
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void OnDataChanged( DataUpdateType_t updateType );
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void Release( void );
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private:
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Vector SpotlightCurrentPos(void);
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void SpotlightCreate(void);
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void SpotlightDestroy(void);
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// Computes render info for a spotlight
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void ComputeRenderInfo();
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private:
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int m_nHaloIndex;
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int m_nRotationAxis;
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float m_flRotationSpeed;
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bool m_bSpotlightOn;
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bool m_bHasDynamicLight;
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float m_flSpotlightMaxLength;
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float m_flSpotlightGoalWidth;
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float m_flHDRColorScale;
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Vector m_vSpotlightTargetPos;
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Vector m_vSpotlightCurrentPos;
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Vector m_vSpotlightDir;
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CHandle<C_Beam> m_hSpotlight;
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float m_flSpotlightCurLength;
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float m_flLightScale;
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dlight_t* m_pDynamicLight;
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float m_lastTime;
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CSpotlightTraceCacheEntry *m_pCache;
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};
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LINK_ENTITY_TO_CLASS( beam_spotlight, C_BeamSpotLight );
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IMPLEMENT_CLIENTCLASS_DT( C_BeamSpotLight, DT_BeamSpotlight, CBeamSpotlight )
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RecvPropInt( RECVINFO(m_nHaloIndex) ),
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RecvPropBool( RECVINFO(m_bSpotlightOn) ),
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RecvPropBool( RECVINFO(m_bHasDynamicLight) ),
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RecvPropFloat( RECVINFO(m_flSpotlightMaxLength) ),
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RecvPropFloat( RECVINFO(m_flSpotlightGoalWidth) ),
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RecvPropFloat( RECVINFO(m_flHDRColorScale) ),
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RecvPropInt( RECVINFO(m_nRotationAxis) ),
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RecvPropFloat( RECVINFO(m_flRotationSpeed) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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C_BeamSpotLight::C_BeamSpotLight()
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: m_vSpotlightTargetPos( vec3_origin )
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, m_vSpotlightCurrentPos( vec3_origin )
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, m_vSpotlightDir( vec3_origin )
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, m_flSpotlightCurLength( 0.0f )
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, m_flLightScale( 100.0f )
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, m_pDynamicLight( NULL )
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, m_lastTime( 0.0f )
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, m_pCache(NULL)
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{
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}
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C_BeamSpotLight::~C_BeamSpotLight()
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{
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delete[] m_pCache;
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}
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//-----------------------------------------------------------------------------
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bool C_BeamSpotLight::ShouldDraw()
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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void C_BeamSpotLight::ClientThink( void )
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{
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float dt = gpGlobals->curtime - m_lastTime;
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if ( !m_lastTime )
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{
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dt = 0.0f;
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}
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m_lastTime = gpGlobals->curtime;
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// ---------------------------------------------------
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// If I don't have a spotlight attempt to create one
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// ---------------------------------------------------
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if ( !m_hSpotlight )
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{
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if ( m_bSpotlightOn )
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{
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// Make the spotlight
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SpotlightCreate();
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}
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else
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{
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SetNextClientThink( CLIENT_THINK_NEVER );
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return;
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}
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}
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else if ( !m_bSpotlightOn )
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{
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SpotlightDestroy();
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SetNextClientThink( CLIENT_THINK_NEVER );
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return;
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}
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// update rotation
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if ( m_flRotationSpeed != 0.0f )
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{
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QAngle angles = GetAbsAngles();
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angles[m_nRotationAxis] += m_flRotationSpeed * dt;
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angles[m_nRotationAxis] = anglemod(angles[m_nRotationAxis]);
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if ( !m_pCache )
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{
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m_pCache = new CSpotlightTraceCacheEntry[NUM_CACHE_ENTRIES];
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}
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SetAbsAngles( angles );
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}
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m_vSpotlightCurrentPos = SpotlightCurrentPos();
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Assert( m_hSpotlight );
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m_hSpotlight->SetStartPos( GetAbsOrigin() );
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m_hSpotlight->SetEndPos( m_vSpotlightCurrentPos );
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// Avoid sudden change in where beam fades out when cross disconinuities
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Vector dir = m_vSpotlightCurrentPos - GetAbsOrigin();
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float flBeamLength = VectorNormalize( dir );
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m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength);
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ComputeRenderInfo();
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m_hSpotlight->RelinkBeam();
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//NDebugOverlay::Cross3D(GetAbsOrigin(),Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
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//NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
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//NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1);
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// Do we need to keep updating?
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if ( !GetMoveParent() && m_flRotationSpeed == 0 )
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{
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// No reason to think again, we're not going to move unless there's a data change
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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}
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//-----------------------------------------------------------------------------
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void C_BeamSpotLight::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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m_flSpotlightCurLength = m_flSpotlightMaxLength;
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}
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// On a data change always think again
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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//------------------------------------------------------------------------------
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void C_BeamSpotLight::Release()
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{
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SpotlightDestroy();
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BaseClass::Release();
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}
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//------------------------------------------------------------------------------
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void C_BeamSpotLight::SpotlightCreate(void)
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{
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m_vSpotlightTargetPos = SpotlightCurrentPos();
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{
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//C_Beam *beam = CBeam::BeamCreate( "sprites/spotlight.vmt", m_flSpotlightGoalWidth );
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C_Beam *beam = C_Beam::BeamCreate( "sprites/glow_test02.vmt", m_flSpotlightGoalWidth );
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// Beam only exists client side
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ClientEntityList().AddNonNetworkableEntity( beam );
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m_hSpotlight = beam;
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}
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// Set the temporary spawnflag on the beam so it doesn't save (we'll recreate it on restore)
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m_hSpotlight->SetHDRColorScale( m_flHDRColorScale );
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const color24 c = GetRenderColor();
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m_hSpotlight->SetColor( c.r, c.g, c.b );
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m_hSpotlight->SetHaloTexture(m_nHaloIndex);
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m_hSpotlight->SetHaloScale(60);
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m_hSpotlight->SetEndWidth(m_flSpotlightGoalWidth);
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m_hSpotlight->SetBeamFlags( (FBEAM_SHADEOUT|FBEAM_NOTILE) );
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m_hSpotlight->SetBrightness( 64 );
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m_hSpotlight->SetNoise( 0 );
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m_hSpotlight->PointsInit( GetAbsOrigin(), m_vSpotlightTargetPos );
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}
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//------------------------------------------------------------------------------
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void C_BeamSpotLight::SpotlightDestroy(void)
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{
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if ( m_hSpotlight )
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{
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UTIL_Remove( m_hSpotlight );
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m_hSpotlight.Term();
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}
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}
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//------------------------------------------------------------------------------
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Vector C_BeamSpotLight::SpotlightCurrentPos(void)
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{
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QAngle angles = GetAbsAngles();
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GetVectors( &m_vSpotlightDir, NULL, NULL );
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Vector position = GetAbsOrigin();
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int cacheIndex = -1;
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if ( m_pCache )
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{
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cacheIndex = int( angles[m_nRotationAxis] * float(NUM_CACHE_ENTRIES) * (1.0f / 360.0f)) & (NUM_CACHE_ENTRIES - 1);
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if ( m_pCache[cacheIndex].IsValidFor(GetAbsOrigin()) )
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{
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return position + m_vSpotlightDir * m_pCache[cacheIndex].m_radius;
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}
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}
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// Get beam end point. Only collide with solid objects, not npcs
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trace_t tr;
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UTIL_TraceLine( position, position + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
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if ( cacheIndex >= 0 )
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{
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m_pCache[cacheIndex].Cache(position, tr);
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}
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return tr.endpos;
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}
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//-----------------------------------------------------------------------------
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// Computes render info for a spotlight
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//-----------------------------------------------------------------------------
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void C_BeamSpotLight::ComputeRenderInfo()
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{
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// Fade out spotlight end if past max length.
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if ( m_flSpotlightCurLength > 2*m_flSpotlightMaxLength )
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{
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SetRenderAlpha( 0 );
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m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
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}
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else if ( m_flSpotlightCurLength > m_flSpotlightMaxLength )
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{
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SetRenderAlpha( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) );
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m_hSpotlight->SetFadeLength( m_flSpotlightMaxLength );
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}
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else
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{
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SetRenderAlpha( 1.0 );
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m_hSpotlight->SetFadeLength( m_flSpotlightCurLength );
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}
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// Adjust end width to keep beam width constant
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float flNewWidth = m_flSpotlightGoalWidth * (m_flSpotlightCurLength / m_flSpotlightMaxLength);
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flNewWidth = clamp(flNewWidth, 0, MAX_BEAM_WIDTH );
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m_hSpotlight->SetEndWidth(flNewWidth);
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if ( m_bHasDynamicLight )
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{
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// <<TODO>> - magic number 1.8 depends on sprite size
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m_flLightScale = 1.8*flNewWidth;
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if ( m_flLightScale > 0 )
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{
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const color24 c = GetRenderColor();
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float a = GetRenderAlpha() / 255.0f;
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ColorRGBExp32 color;
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color.r = c.r * a;
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color.g = c.g * a;
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color.b = c.b * a;
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color.exponent = 0;
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if ( color.r == 0 && color.g == 0 && color.b == 0 )
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return;
|
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|
|
|
|
|
|
|
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// Deal with the environment light
|
|
|
|
|
if ( !m_pDynamicLight || (m_pDynamicLight->key != index) )
|
|
|
|
|
{
|
|
|
|
|
m_pDynamicLight = effects->CL_AllocDlight( index );
|
|
|
|
|
assert (m_pDynamicLight);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//m_pDynamicLight->flags = DLIGHT_NO_MODEL_ILLUMINATION;
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|
|
|
|
m_pDynamicLight->radius = m_flLightScale*3.0f;
|
|
|
|
|
m_pDynamicLight->origin = GetAbsOrigin() + Vector(0,0,5);
|
|
|
|
|
m_pDynamicLight->die = gpGlobals->curtime + 0.05f;
|
|
|
|
|
m_pDynamicLight->color = color;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|