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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 "foundryhelpers_client.h"
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#include "c_basetempentity.h"
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#include "tier2/beamsegdraw.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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static CUtlVector<EHANDLE> g_EntityHighlightEffects;
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static ConVar cl_foundry_ShowEntityHighlights( "cl_foundry_ShowEntityHighlights", "1" );
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void AddCoolLine( const Vector &v1, const Vector &v2, unsigned long iExtraFadeOffset, bool bNegateMovementDir )
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{
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float flLineSectionLength = 3; // How many inches each line travels. Each line is a solid color and alpha.
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int nLineSectionsToFade = 2; // How many lines to fade from translucent to opaque.
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int baseColor[3] = { 216, 183, 67 }; // gold
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float flTimeBetweenUpdates = 0.2f;
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unsigned long iLineFadeOffset = iExtraFadeOffset + (int)(gpGlobals->curtime / flTimeBetweenUpdates);
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if ( bNegateMovementDir )
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iLineFadeOffset = 0xFFFFFFFF - iLineFadeOffset;
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Vector vDelta = v2 - v1;
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float flLineLen = vDelta.Length();
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vDelta /= flLineLen;
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int nMaxLines = (int)(flLineLen / flLineSectionLength) + 1;
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static IMaterial *pWireframeMaterial = NULL;
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if ( !pWireframeMaterial )
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pWireframeMaterial = materials->FindMaterial( "debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER );
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static IMaterial *pBeamMaterial = NULL;
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if ( !pBeamMaterial )
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pBeamMaterial = materials->FindMaterial( "effects/laser1", TEXTURE_GROUP_OTHER );
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CMatRenderContextPtr pRenderContext( materials );
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// Draw the solid underlying lines.
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pWireframeMaterial );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
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meshBuilder.Position3fv( v1.Base() );
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meshBuilder.Color4ub( baseColor[0], baseColor[1], baseColor[2], 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( v2.Base() );
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meshBuilder.Color4ub( baseColor[0], baseColor[1], baseColor[2], 255 );
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meshBuilder.AdvanceVertex();
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meshBuilder.End( false, true );
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// Draw the additive beams.
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float flCurDist = 0;
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Vector vStartPos = v1;
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for ( int i=0; i < nMaxLines; i++ )
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{
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float flEndDist = MIN( flCurDist + flLineSectionLength, flLineLen );
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Vector vEndPos = v1 + vDelta * flEndDist;
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int alpha;
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int iFadeAmt = (iLineFadeOffset+i) % (nLineSectionsToFade * 2);
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if ( iFadeAmt < nLineSectionsToFade )
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alpha = (iFadeAmt * 255) / nLineSectionsToFade;
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else
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alpha = (255 * (nLineSectionsToFade - (iFadeAmt - nLineSectionsToFade))) / nLineSectionsToFade;
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float flAlpha = Bias( alpha / 255.0f, 0.6 );
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CBeamSegDraw beamDraw;
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beamDraw.Start( pRenderContext, 2, pBeamMaterial );
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BeamSeg_t beamSeg;
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beamSeg.SetColor( baseColor[0] * flAlpha / 255.0f, baseColor[1] * flAlpha / 255.0f, baseColor[2] * flAlpha / 255.0f, 1.0f );
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beamSeg.m_flTexCoord = 0;
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beamSeg.m_flWidth = 6;
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beamSeg.m_vPos = vStartPos;
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beamDraw.NextSeg( &beamSeg );
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beamSeg.m_vPos = vEndPos;
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beamDraw.NextSeg( &beamSeg );
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beamDraw.End();
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flCurDist = flEndDist;
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vStartPos = vEndPos;
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}
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}
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void FoundryHelpers_DrawEntityHighlightEffect( C_BaseEntity *pEnt )
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{
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CCollisionProperty *pCollision = pEnt->CollisionProp();
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// Transform the OBB corners into world space.
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const Vector &vMins = pCollision->OBBMins();
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const Vector &vMaxs = pCollision->OBBMaxs();
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Vector vPoints[8] =
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{
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Vector( vMins.x, vMins.y, vMins.z ),
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Vector( vMaxs.x, vMins.y, vMins.z ),
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Vector( vMaxs.x, vMaxs.y, vMins.z ),
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Vector( vMins.x, vMaxs.y, vMins.z ),
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Vector( vMins.x, vMins.y, vMaxs.z ),
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Vector( vMaxs.x, vMins.y, vMaxs.z ),
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Vector( vMaxs.x, vMaxs.y, vMaxs.z ),
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Vector( vMins.x, vMaxs.y, vMaxs.z )
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};
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for ( int i=0; i < 8; i++ )
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{
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Vector vTmp;
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vPoints[i] = pCollision->CollisionToWorldSpace( vPoints[i], &vTmp );
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}
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// Draw lines connecting them up...
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for ( int i=0; i < 4; i++ )
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{
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AddCoolLine( vPoints[i], vPoints[(i+1)%4], 0, false );
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AddCoolLine( vPoints[i+4], vPoints[(i+1)%4 + 4], 4, true );
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AddCoolLine( vPoints[i], vPoints[i+4], i*2+4, (i%1) == 0 );
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}
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}
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void FoundryHelpers_DrawAll()
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{
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if ( cl_foundry_ShowEntityHighlights.GetBool() )
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{
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for ( int i=0; i < g_EntityHighlightEffects.Count(); i++ )
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{
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C_BaseEntity *pEnt = g_EntityHighlightEffects[i];
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if ( !pEnt )
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continue;
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FoundryHelpers_DrawEntityHighlightEffect( pEnt );
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}
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}
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}
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void FoundryHelpers_ClearEntityHighlightEffects()
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{
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g_EntityHighlightEffects.Purge();
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}
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void FoundryHelpers_AddEntityHighlightEffect( int iEntity )
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{
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EHANDLE hEnt = cl_entitylist->GetBaseEntity( iEntity );
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if ( hEnt.IsValid() )
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g_EntityHighlightEffects.AddToTail( hEnt );
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}
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//-----------------------------------------------------------------------------
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// Purpose: This marshalls calls from the server to the client.
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//-----------------------------------------------------------------------------
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class C_TEFoundryHelpers : public C_BaseTempEntity
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{
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public:
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DECLARE_CLASS( C_TEFoundryHelpers, C_BaseTempEntity );
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DECLARE_CLIENTCLASS();
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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int m_iEntity;
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};
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void C_TEFoundryHelpers::PostDataUpdate( DataUpdateType_t updateType )
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{
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if ( m_iEntity == -1 )
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FoundryHelpers_ClearEntityHighlightEffects();
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else
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FoundryHelpers_AddEntityHighlightEffect( m_iEntity );
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}
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IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEFoundryHelpers, DT_TEFoundryHelpers, CTEFoundryHelpers )
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RecvPropInt( RECVINFO(m_iEntity) )
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END_RECV_TABLE()
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