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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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// $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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#include "te_basebeam.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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extern int g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
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//-----------------------------------------------------------------------------
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// Purpose: Dispatches a beam ring between two entities
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//-----------------------------------------------------------------------------
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class CTEBeamEntPoint : public CTEBaseBeam
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{
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public:
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DECLARE_CLASS( CTEBeamEntPoint, CTEBaseBeam );
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DECLARE_SERVERCLASS();
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CTEBeamEntPoint( const char *name );
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virtual ~CTEBeamEntPoint( void );
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virtual void Test( const Vector& current_origin, const QAngle& current_angles );
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public:
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CNetworkVar( int, m_nStartEntity );
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CNetworkVector( m_vecStartPoint );
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CNetworkVar( int, m_nEndEntity );
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CNetworkVector( m_vecEndPoint );
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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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CTEBeamEntPoint::CTEBeamEntPoint( const char *name ) :
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CTEBaseBeam( name )
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{
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m_nStartEntity = 0;
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m_nEndEntity = 0;
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m_vecStartPoint.Init();
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m_vecEndPoint.Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEBeamEntPoint::~CTEBeamEntPoint( 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 CTEBeamEntPoint::Test( const Vector& current_origin, const QAngle& current_angles )
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{
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m_nStartEntity = 1;
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m_nModelIndex = g_sModelIndexSmoke;
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m_nStartFrame = 0;
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m_nFrameRate = 10;
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m_fLife = 2.0;
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m_fWidth = 1.0;
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m_fAmplitude = 1.0;
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r = 0;
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g = 63;
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b = 127;
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a = 150;
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m_nSpeed = 1;
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m_vecEndPoint = current_origin;
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Vector forward, right;
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m_vecEndPoint += Vector( 0, 0, 24 );
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AngleVectors( current_angles, &forward, &right, 0 );
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forward[2] = 0.0;
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VectorNormalize( forward );
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VectorMA( m_vecEndPoint, 50.0, forward, m_vecEndPoint.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(CTEBeamEntPoint, DT_TEBeamEntPoint)
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SendPropInt( SENDINFO(m_nStartEntity), 24, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nEndEntity), 24, SPROP_UNSIGNED ),
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SendPropVector( SENDINFO(m_vecStartPoint), -1, SPROP_COORD ),
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SendPropVector( SENDINFO(m_vecEndPoint), -1, SPROP_COORD ),
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END_SEND_TABLE()
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// Singleton to fire TEBeamEntPoint objects
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static CTEBeamEntPoint g_TEBeamEntPoint( "BeamEntPoint" );
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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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// int start -
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// *end -
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// modelindex -
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// startframe -
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// framerate -
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// msg_dest -
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// delay -
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// origin -
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// recipient -
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//-----------------------------------------------------------------------------
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void TE_BeamEntPoint( IRecipientFilter& filter, float delay,
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int nStartEntity, const Vector *start, int nEndEntity, const Vector* end,
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int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed )
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{
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g_TEBeamEntPoint.m_nStartEntity = (nStartEntity > 0) ? (nStartEntity & 0x0FFF) | ((1 & 0xF)<<12) : 0;
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g_TEBeamEntPoint.m_nEndEntity = (nEndEntity > 0) ? (nEndEntity & 0x0FFF) | ((1 & 0xF)<<12) : 0;
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g_TEBeamEntPoint.m_vecStartPoint = start ? *start : vec3_origin;
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g_TEBeamEntPoint.m_vecEndPoint = end ? *end : vec3_origin;
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g_TEBeamEntPoint.m_nModelIndex = modelindex;
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g_TEBeamEntPoint.m_nHaloIndex = haloindex;
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g_TEBeamEntPoint.m_nStartFrame = startframe;
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g_TEBeamEntPoint.m_nFrameRate = framerate;
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g_TEBeamEntPoint.m_fLife = life;
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g_TEBeamEntPoint.m_fWidth = width;
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g_TEBeamEntPoint.m_fEndWidth = endWidth;
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g_TEBeamEntPoint.m_nFadeLength = fadeLength;
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g_TEBeamEntPoint.m_fAmplitude = amplitude;
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g_TEBeamEntPoint.m_nSpeed = speed;
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g_TEBeamEntPoint.r = r;
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g_TEBeamEntPoint.g = g;
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g_TEBeamEntPoint.b = b;
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g_TEBeamEntPoint.a = a;
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// Send it over the wire
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g_TEBeamEntPoint.Create( filter, delay );
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}
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