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270 lines
8.0 KiB
270 lines
8.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Namespace for functions dealing with Debug Overlays
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "mathlib/mathlib.h"
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#include "player.h"
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#include "ndebugoverlay.h"
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#include "wcedit.h"
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#ifdef POSIX
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#include "ai_basenpc.h"
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#include "ai_network.h"
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#include "ai_networkmanager.h"
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#endif
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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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#define NUM_DEBUG_OVERLAY_LINES 20
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int m_nDebugOverlayIndex = -1;
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OverlayLine_t* m_debugOverlayLine[NUM_DEBUG_OVERLAY_LINES];
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//-----------------------------------------------------------------------------
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// Purpose: Return the old overlay line from the overlay pool
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//-----------------------------------------------------------------------------
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OverlayLine_t* GetDebugOverlayLine(void)
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{
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// Make casing pool if not initialized
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if (m_nDebugOverlayIndex == -1)
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{
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for (int i=0;i<NUM_DEBUG_OVERLAY_LINES;i++)
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{
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m_debugOverlayLine[i] = new OverlayLine_t;
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m_debugOverlayLine[i]->noDepthTest = true;
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m_debugOverlayLine[i]->draw = false;
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}
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m_nDebugOverlayIndex = 0;
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}
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int id;
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m_nDebugOverlayIndex++;
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if (m_nDebugOverlayIndex == NUM_DEBUG_OVERLAY_LINES)
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{
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m_nDebugOverlayIndex = 0;
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id = NUM_DEBUG_OVERLAY_LINES-1;
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}
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else
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{
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id = m_nDebugOverlayIndex-1;
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}
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return m_debugOverlayLine[id];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a debug line to be drawn on the screen
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// Input : If testLOS is true, color is based on line of sight test
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// Output :
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//-----------------------------------------------------------------------------
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void UTIL_AddDebugLine(const Vector &startPos, const Vector &endPos, bool noDepthTest, bool testLOS)
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{
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OverlayLine_t* debugLine = GetDebugOverlayLine();
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debugLine->origin = startPos;
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debugLine->dest = endPos;
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debugLine->noDepthTest = noDepthTest;
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debugLine->draw = true;
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if (testLOS)
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{
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trace_t tr;
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UTIL_TraceLine ( debugLine->origin, debugLine->dest, MASK_BLOCKLOS, NULL, COLLISION_GROUP_NONE, &tr );
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if (tr.startsolid || tr.fraction < 1.0)
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{
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debugLine->r = 255;
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debugLine->g = 0;
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debugLine->b = 0;
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return;
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}
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}
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debugLine->r = 255;
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debugLine->g = 255;
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debugLine->b = 255;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns z value of floor below given point (up to 384 inches below)
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//-----------------------------------------------------------------------------
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float GetLongFloorZ(const Vector &origin)
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{
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// trace to the ground, then pop up 8 units and place node there to make it
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// easier for them to connect (think stairs, chairs, and bumps in the floor).
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// After the routing is done, push them back down.
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//
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trace_t tr;
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UTIL_TraceLine ( origin,
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origin - Vector ( 0, 0, 2048 ),
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MASK_NPCSOLID_BRUSHONLY,
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NULL,
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COLLISION_GROUP_NONE,
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&tr );
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// This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH
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trace_t trEnt;
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UTIL_TraceLine ( origin,
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origin - Vector ( 0, 0, 2048 ),
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MASK_NPCSOLID,
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NULL,
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COLLISION_GROUP_NONE,
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&trEnt );
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// Did we hit something closer than the floor?
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if ( trEnt.fraction < tr.fraction )
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{
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// If it was a world brush entity, copy the node location
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if ( trEnt.m_pEnt )
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{
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CBaseEntity *e = trEnt.m_pEnt;
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if ( e && (e->GetFlags() & FL_WORLDBRUSH) )
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{
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tr.endpos = trEnt.endpos;
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}
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}
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}
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return tr.endpos.z;
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}
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//------------------------------------------------------------------------------
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// Purpose : Draws a large crosshair at flCrossDistance from the debug player
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// with tick marks
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//------------------------------------------------------------------------------
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void UTIL_DrawPositioningOverlay( float flCrossDistance )
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{
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CBasePlayer* pPlayer = UTIL_PlayerByIndex(CBaseEntity::m_nDebugPlayer);
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if (!pPlayer)
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{
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return;
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}
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Vector pRight;
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pPlayer->EyeVectors( NULL, &pRight, NULL );
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#ifdef _WIN32
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Vector topPos = NWCEdit::AirNodePlacementPosition();
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#else
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Vector pForward;
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pPlayer->EyeVectors( &pForward );
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Vector floorVec = pForward;
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floorVec.z = 0;
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VectorNormalize( floorVec );
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VectorNormalize( pForward );
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float cosAngle = DotProduct(floorVec,pForward);
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float lookDist = g_pAINetworkManager->GetEditOps()->m_flAirEditDistance/cosAngle;
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Vector topPos = pPlayer->EyePosition()+pForward * lookDist;
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#endif
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Vector bottomPos = topPos;
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bottomPos.z = GetLongFloorZ(bottomPos);
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// Make sure we can see the target pos
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trace_t tr;
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Vector endPos;
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UTIL_TraceLine(pPlayer->EyePosition(), topPos, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
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if (tr.fraction == 1.0)
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{
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Vector rightTrace = topPos + pRight*400;
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float traceLen = (topPos - rightTrace).Length();
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UTIL_TraceLine(topPos, rightTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
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endPos = topPos+(pRight*traceLen*tr.fraction);
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NDebugOverlay::DrawTickMarkedLine(topPos, endPos, 24.0, 5, 255,0,0,false,0);
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Vector leftTrace = topPos - pRight*400;
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traceLen = (topPos - leftTrace).Length();
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UTIL_TraceLine(topPos, leftTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
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endPos = topPos-(pRight*traceLen*tr.fraction);
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NDebugOverlay::DrawTickMarkedLine(topPos, endPos, 24.0, 5, 255,0,0,false,0);
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Vector upTrace = topPos + Vector(0,0,1)*400;
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traceLen = (topPos - upTrace).Length();
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UTIL_TraceLine(topPos, upTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
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endPos = topPos+(Vector(0,0,1)*traceLen*tr.fraction);
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NDebugOverlay::DrawTickMarkedLine(bottomPos, endPos, 24.0, 5, 255,0,0,false,0);
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// Draw white cross at center
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NDebugOverlay::Cross3D(topPos, Vector(-2,-2,-2), Vector(2,2,2), 255,255,255, true, 0);
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}
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else
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{
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// Draw warning cross at center
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NDebugOverlay::Cross3D(topPos, Vector(-2,-2,-2), Vector(2,2,2), 255,100,100, true, 0 );
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}
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/* Don't show distance for now.
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char text[25];
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Q_snprintf(text,sizeof(text),"%3.0f",flCrossDistance/12.0);
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Vector textPos = topPos - pRight*16 + Vector(0,0,10);
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NDebugOverlay::Text( textPos, text, true, 0 );
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*/
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}
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//------------------------------------------------------------------------------
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// Purpose : Draw all overlay lines in the list
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//------------------------------------------------------------------------------
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void UTIL_DrawOverlayLines(void)
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{
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if (m_nDebugOverlayIndex != -1)
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{
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for (int i=0;i<NUM_DEBUG_OVERLAY_LINES;i++)
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{
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if (m_debugOverlayLine[i]->draw)
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{
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NDebugOverlay::Line(m_debugOverlayLine[i]->origin,
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m_debugOverlayLine[i]->dest,
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m_debugOverlayLine[i]->r,
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m_debugOverlayLine[i]->g,
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m_debugOverlayLine[i]->b,
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m_debugOverlayLine[i]->noDepthTest,0);
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add an overlay line with padding on the start and end
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//-----------------------------------------------------------------------------
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void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, int g, int b, bool test, float duration )
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{
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NDebugOverlay::Line( vecAbsStart + Vector( 0,0,0.1), vecAbsEnd + Vector( 0,0,0.1), r,g,b, test, duration );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow all debug overlays to be cleared at once
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//-----------------------------------------------------------------------------
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CON_COMMAND( clear_debug_overlays, "clears debug overlays" )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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CBaseEntity *pEntity = gEntList.FirstEnt();
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// Clear all entities of their debug overlays
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while ( pEntity )
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{
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pEntity->m_debugOverlays = 0;
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// UNDONE: Clear out / expire timed overlays?
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pEntity = gEntList.NextEnt( pEntity );
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}
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// Clear all engine overlays
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if ( debugoverlay )
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{
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debugoverlay->ClearAllOverlays();
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}
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}
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