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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 CTEBeamRingPoint : public CTEBaseBeam
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{
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public:
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DECLARE_CLASS( CTEBeamRingPoint, CTEBaseBeam );
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DECLARE_SERVERCLASS();
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CTEBeamRingPoint( const char *name );
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virtual ~CTEBeamRingPoint( 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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CNetworkVector( m_vecCenter );
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CNetworkVar( float, m_flStartRadius );
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CNetworkVar( float, m_flEndRadius );
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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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CTEBeamRingPoint::CTEBeamRingPoint( const char *name ) :
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CTEBaseBeam( name )
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{
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m_vecCenter.Init();
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m_flStartRadius = 0.0f;
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m_flEndRadius = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEBeamRingPoint::~CTEBeamRingPoint( 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 CTEBeamRingPoint::Test( const Vector& current_origin, const QAngle& current_angles )
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{
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m_vecCenter = current_origin;
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m_flEndRadius = 256.0f;
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m_flStartRadius = 16.0f;
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m_nModelIndex = g_sModelIndexSmoke;
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m_nStartFrame = 0;
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m_nFrameRate = 2;
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m_fLife = 10.0;
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m_fWidth = 2.0;
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m_fAmplitude = 1;
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r = 255;
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g = 255;
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b = 0;
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a = 127;
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m_nSpeed = 5;
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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( CTEBeamRingPoint, DT_TEBeamRingPoint)
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SendPropVector( SENDINFO(m_vecCenter), -1, SPROP_COORD ),
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SendPropFloat( SENDINFO(m_flStartRadius), 16, SPROP_ROUNDUP, 0.0f, 4096.0f ),
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SendPropFloat( SENDINFO(m_flEndRadius), 16, SPROP_ROUNDUP, 0.0f, 4096.0f ),
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END_SEND_TABLE()
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// Singleton to fire TEBeamRingPoint objects
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static CTEBeamRingPoint g_TEBeamRingPoint( "BeamRingPoint" );
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void TE_BeamRingPoint( IRecipientFilter& filter, float delay,
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const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags )
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{
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g_TEBeamRingPoint.m_vecCenter = center;
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g_TEBeamRingPoint.m_flStartRadius = start_radius;
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g_TEBeamRingPoint.m_flEndRadius = end_radius;
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g_TEBeamRingPoint.m_nModelIndex = modelindex;
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g_TEBeamRingPoint.m_nHaloIndex = haloindex;
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g_TEBeamRingPoint.m_nStartFrame = startframe;
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g_TEBeamRingPoint.m_nFrameRate = framerate;
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g_TEBeamRingPoint.m_fLife = life;
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g_TEBeamRingPoint.m_fWidth = width;
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g_TEBeamRingPoint.m_fEndWidth = width;
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g_TEBeamRingPoint.m_nFadeLength = 0;
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g_TEBeamRingPoint.m_fAmplitude = amplitude;
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g_TEBeamRingPoint.m_nSpeed = speed;
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g_TEBeamRingPoint.r = r;
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g_TEBeamRingPoint.g = g;
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g_TEBeamRingPoint.b = b;
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g_TEBeamRingPoint.a = a;
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g_TEBeamRingPoint.m_nFlags = flags;
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// Send it over the wire
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g_TEBeamRingPoint.Create( filter, delay );
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}
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