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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements visual effects entities: sprites, beams, bubbles, etc.
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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 "EnvMessage.h"
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#include "engine/IEngineSound.h"
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#include "KeyValues.h"
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#include "filesystem.h"
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#include "Color.h"
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#include "GameStats.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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LINK_ENTITY_TO_CLASS( env_message, CMessage );
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BEGIN_DATADESC( CMessage )
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DEFINE_KEYFIELD( m_iszMessage, FIELD_STRING, "message" ),
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DEFINE_KEYFIELD( m_sNoise, FIELD_SOUNDNAME, "messagesound" ),
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DEFINE_KEYFIELD( m_MessageAttenuation, FIELD_INTEGER, "messageattenuation" ),
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DEFINE_KEYFIELD( m_MessageVolume, FIELD_FLOAT, "messagevolume" ),
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DEFINE_FIELD( m_Radius, FIELD_FLOAT ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ShowMessage", InputShowMessage ),
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DEFINE_OUTPUT(m_OnShowMessage, "OnShowMessage"),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMessage::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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switch( m_MessageAttenuation )
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{
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case 1: // Medium radius
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m_Radius = ATTN_STATIC;
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break;
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case 2: // Large radius
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m_Radius = ATTN_NORM;
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break;
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case 3: //EVERYWHERE
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m_Radius = ATTN_NONE;
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break;
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default:
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case 0: // Small radius
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m_Radius = SNDLVL_IDLE;
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break;
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}
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m_MessageAttenuation = 0;
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// Remap volume from [0,10] to [0,1].
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m_MessageVolume *= 0.1;
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// No volume, use normal
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if ( m_MessageVolume <= 0 )
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{
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m_MessageVolume = 1.0;
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}
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}
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void CMessage::Precache( void )
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{
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if ( m_sNoise != NULL_STRING )
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{
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PrecacheScriptSound( STRING(m_sNoise) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for showing the message and/or playing the sound.
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//-----------------------------------------------------------------------------
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void CMessage::InputShowMessage( inputdata_t &inputdata )
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{
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CBaseEntity *pPlayer = NULL;
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if ( m_spawnflags & SF_MESSAGE_ALL )
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{
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UTIL_ShowMessageAll( STRING( m_iszMessage ) );
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}
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else
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{
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if ( inputdata.pActivator && inputdata.pActivator->IsPlayer() )
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{
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pPlayer = inputdata.pActivator;
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}
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else
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{
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pPlayer = (gpGlobals->maxClients > 1) ? NULL : UTIL_GetLocalPlayer();
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}
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if ( pPlayer && pPlayer->IsPlayer() )
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{
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UTIL_ShowMessage( STRING( m_iszMessage ), ToBasePlayer( pPlayer ) );
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}
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}
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if ( m_sNoise != NULL_STRING )
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{
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_BODY;
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ep.m_pSoundName = (char*)STRING(m_sNoise);
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ep.m_flVolume = m_MessageVolume;
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ep.m_SoundLevel = ATTN_TO_SNDLVL( m_Radius );
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EmitSound( filter, entindex(), ep );
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}
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if ( m_spawnflags & SF_MESSAGE_ONCE )
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{
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UTIL_Remove( this );
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}
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m_OnShowMessage.FireOutput( inputdata.pActivator, this );
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}
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void CMessage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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inputdata_t inputdata;
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inputdata.pActivator = NULL;
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inputdata.pCaller = NULL;
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InputShowMessage( inputdata );
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}
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class CCredits : public CPointEntity
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{
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public:
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DECLARE_CLASS( CMessage, CPointEntity );
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DECLARE_DATADESC();
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void Spawn( void );
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void InputRollCredits( inputdata_t &inputdata );
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void InputRollOutroCredits( inputdata_t &inputdata );
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void InputShowLogo( inputdata_t &inputdata );
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void InputSetLogoLength( inputdata_t &inputdata );
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COutputEvent m_OnCreditsDone;
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virtual void OnRestore();
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private:
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void RollOutroCredits();
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bool m_bRolledOutroCredits;
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float m_flLogoLength;
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};
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LINK_ENTITY_TO_CLASS( env_credits, CCredits );
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BEGIN_DATADESC( CCredits )
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DEFINE_INPUTFUNC( FIELD_VOID, "RollCredits", InputRollCredits ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RollOutroCredits", InputRollOutroCredits ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ShowLogo", InputShowLogo ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLogoLength", InputSetLogoLength ),
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DEFINE_OUTPUT( m_OnCreditsDone, "OnCreditsDone"),
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DEFINE_FIELD( m_bRolledOutroCredits, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flLogoLength, FIELD_FLOAT )
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END_DATADESC()
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void CCredits::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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}
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static void CreditsDone_f( void )
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{
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CCredits *pCredits = (CCredits*)gEntList.FindEntityByClassname( NULL, "env_credits" );
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if ( pCredits )
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{
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pCredits->m_OnCreditsDone.FireOutput( pCredits, pCredits );
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}
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}
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static ConCommand creditsdone("creditsdone", CreditsDone_f );
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extern ConVar sv_unlockedchapters;
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void CCredits::OnRestore()
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{
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BaseClass::OnRestore();
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if ( m_bRolledOutroCredits )
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{
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// Roll them again so that the client .dll will send the "creditsdone" message and we'll
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// actually get back to the main menu
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RollOutroCredits();
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}
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}
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void CCredits::RollOutroCredits()
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{
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sv_unlockedchapters.SetValue( "15" );
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "CreditsMsg" );
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WRITE_BYTE( 3 );
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MessageEnd();
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}
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void CCredits::InputRollOutroCredits( inputdata_t &inputdata )
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{
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RollOutroCredits();
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// In case we save restore
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m_bRolledOutroCredits = true;
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gamestats->Event_Credits();
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}
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void CCredits::InputShowLogo( inputdata_t &inputdata )
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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if ( m_flLogoLength )
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{
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UserMessageBegin( user, "LogoTimeMsg" );
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WRITE_FLOAT( m_flLogoLength );
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MessageEnd();
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}
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else
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{
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UserMessageBegin( user, "CreditsMsg" );
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WRITE_BYTE( 1 );
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MessageEnd();
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}
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}
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void CCredits::InputSetLogoLength( inputdata_t &inputdata )
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{
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m_flLogoLength = inputdata.value.Float();
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}
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void CCredits::InputRollCredits( inputdata_t &inputdata )
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "CreditsMsg" );
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WRITE_BYTE( 2 );
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MessageEnd();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play the outtro stats at the end of the campaign
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//-----------------------------------------------------------------------------
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class COuttroStats : public CPointEntity
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{
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public:
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DECLARE_CLASS( COuttroStats, CPointEntity );
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DECLARE_DATADESC();
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void Spawn( void );
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void InputRollCredits( inputdata_t &inputdata );
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void InputRollStatsCrawl( inputdata_t &inputdata );
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void InputSkipStateChanged( inputdata_t &inputdata );
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void SkipThink( void );
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void CalcSkipState( int &skippingPlayers, int &totalPlayers );
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COutputEvent m_OnOuttroStatsDone;
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};
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( env_outtro_stats, COuttroStats );
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BEGIN_DATADESC( COuttroStats )
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DEFINE_INPUTFUNC( FIELD_VOID, "RollStatsCrawl", InputRollStatsCrawl ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RollCredits", InputRollCredits ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SkipStateChanged", InputSkipStateChanged ),
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DEFINE_OUTPUT( m_OnOuttroStatsDone, "OnOuttroStatsDone"),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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void COuttroStats::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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}
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//-----------------------------------------------------------------------------
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void COuttroStats::InputRollStatsCrawl( inputdata_t &inputdata )
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{
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CReliableBroadcastRecipientFilter players;
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UserMessageBegin( players, "StatsCrawlMsg" );
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MessageEnd();
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SetThink( &COuttroStats::SkipThink );
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SetNextThink( gpGlobals->curtime + 1.0 );
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}
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//-----------------------------------------------------------------------------
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void COuttroStats::InputRollCredits( inputdata_t &inputdata )
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{
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CReliableBroadcastRecipientFilter players;
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UserMessageBegin( players, "creditsMsg" );
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MessageEnd();
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}
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void COuttroStats::SkipThink( void )
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{
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// if all valid players are skipping, then end
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int iNumSkips = 0;
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int iNumPlayers = 0;
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CalcSkipState( iNumSkips, iNumPlayers );
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if ( iNumSkips >= iNumPlayers )
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{
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// TheDirector->StartScenarioExit();
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}
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else
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SetNextThink( gpGlobals->curtime + 1.0 );
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}
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void COuttroStats::CalcSkipState( int &skippingPlayers, int &totalPlayers )
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{
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// calc skip state
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skippingPlayers = 0;
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totalPlayers = 0;
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}
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void COuttroStats::InputSkipStateChanged( inputdata_t &inputdata )
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{
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int iNumSkips = 0;
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int iNumPlayers = 0;
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CalcSkipState( iNumSkips, iNumPlayers );
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DevMsg( "COuttroStats: Skip state changed. %d players, %d skips\n", iNumPlayers, iNumSkips );
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// Don't send to players in singleplayer
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if ( iNumPlayers > 1 )
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{
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CReliableBroadcastRecipientFilter players;
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UserMessageBegin( players, "StatsSkipState" );
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WRITE_BYTE( iNumSkips );
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WRITE_BYTE( iNumPlayers );
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MessageEnd();
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}
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}
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void CC_Test_Outtro_Stats( const CCommand& args )
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{
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CBaseEntity *pOuttro = gEntList.FindEntityByClassname( NULL, "env_outtro_stats" );
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if ( pOuttro )
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{
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variant_t emptyVariant;
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pOuttro->AcceptInput( "RollStatsCrawl", NULL, NULL, emptyVariant, 0 );
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}
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}
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static ConCommand test_outtro_stats("test_outtro_stats", CC_Test_Outtro_Stats, 0, FCVAR_CHEAT);
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