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239 lines
6.0 KiB
239 lines
6.0 KiB
3 years ago
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//========= Copyright 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 "fx.h"
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#include "c_te_effect_dispatch.h"
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#include "c_te_legacytempents.h"
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#include "tempent.h"
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#include "c_te_basebeam.h"
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#include "iviewrender_beams.h"
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#include "c_baseplayer.h"
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#include "beam_shared.h"
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#define GAUSS_GLOW_SPRITE "sprites/hotglow.vmt"
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#define GAUSS_BEAM_SPRITE "sprites/smoke.vmt"
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int m_nGlowIndex;
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int m_nBeamIndex;
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void PrecacheGaussEffects(void *pUser)
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{
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m_nGlowIndex = modelinfo->GetModelIndex( GAUSS_GLOW_SPRITE );
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m_nBeamIndex = modelinfo->GetModelIndex( GAUSS_BEAM_SPRITE );
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}
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PRECACHE_REGISTER_FN(PrecacheGaussEffects);
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void HL1GaussBeam( const CEffectData &data )
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{
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// beam expects ent + attach to be encoded in the entity index (legacy system)
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int nStartEntity = data.entindex() | ((1 & 0xF)<<12);
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C_BaseEntity * pEnt = cl_entitylist->GetEnt( BEAMENT_ENTITY(nStartEntity) );
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if ( !pEnt->IsPlayer() )
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return;
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C_BasePlayer * pPlayer = static_cast<C_BasePlayer*>(pEnt);
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int nStartAttachment = -1;
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if ( pPlayer->IsLocalPlayer() )
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{
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nStartEntity = pPlayer->GetViewModel()->entindex();
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}
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else
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{
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if ( !pPlayer->GetActiveWeapon() ) // TODO : make sure we have the gauss gun
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return;
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nStartEntity = pPlayer->GetActiveWeapon()->entindex();
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nStartAttachment = 2;
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}
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nStartEntity |= ((1 & 0xF)<<12);
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Vector vecEndPoint = data.m_vOrigin;
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bool fIsPrimaryFire = data.m_fFlags;
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float flStartWidth;
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float flEndWidth;
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color32 beamColor;
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if ( fIsPrimaryFire ) // primary attack
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{
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flStartWidth = 1.0;
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flEndWidth = 1.0;
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beamColor.r = 255;
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beamColor.g = 255;
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beamColor.b = 0;
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beamColor.a = 255;
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}
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else // secondary
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{
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flStartWidth = 2.5;
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flEndWidth = 2.5;
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beamColor.r = 255;
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beamColor.g = 255;
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beamColor.b = 255;
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beamColor.a = 255;
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}
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beams->CreateBeamEntPoint(
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nStartEntity, // start ent
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NULL, // start pos
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0, // end ent
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&vecEndPoint, // end pos
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m_nBeamIndex, // model index
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NULL, // halo index
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0.0, // halo scale
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0.1, // life
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flStartWidth, // startwidth
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flEndWidth, // endwidth
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0.0, // fade length
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0, // amplitude
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beamColor.a, // brightness
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0, // speed
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0, // startframe
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0, // framerate
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beamColor.r, // R
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beamColor.g, // G
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beamColor.b // B
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);
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//ADRIANHL1MP
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}
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DECLARE_CLIENT_EFFECT( "HL1GaussBeam", HL1GaussBeam );
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void HL1GaussBeamReflect( const CEffectData &data )
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{
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Vector vecStartPoint = data.m_vStart;
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Vector vecEndPoint = data.m_vOrigin;
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bool fIsPrimaryFire = data.m_fFlags;
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float flStartWidth;
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float flEndWidth;
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color32 beamColor;
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if ( fIsPrimaryFire ) // primary attack
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{
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flStartWidth = 1.0;
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flEndWidth = 1.0;
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beamColor.r = 255;
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beamColor.g = 255;
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beamColor.b = 0;
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beamColor.a = 255;
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}
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else // secondary
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{
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flStartWidth = 2.5;
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flEndWidth = 2.5;
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beamColor.r = 255;
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beamColor.g = 255;
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beamColor.b = 255;
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beamColor.a = 255;
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}
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beams->CreateBeamPoints(
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vecStartPoint, // start pos
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vecEndPoint, // end pos
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m_nBeamIndex, // model index
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NULL, // halo index
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0.0, // halo scale
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0.1, // life
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flStartWidth, // startwidth
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flEndWidth, // endwidth
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0.0, // fade length
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0, // amplitude
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beamColor.a, // brightness
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0, // speed
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0, // startframe
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0, // framerate
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beamColor.r, // R
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beamColor.g, // G
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beamColor.b // B
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);
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}
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DECLARE_CLIENT_EFFECT( "HL1GaussBeamReflect", HL1GaussBeamReflect );
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void HL1GaussReflect( const CEffectData &data )
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{
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Vector vecStart = data.m_vOrigin;
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Vector vecNormal = data.m_vNormal;
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float flMagnitude = data.m_flMagnitude;
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tempents->TempSprite( vecStart, vec3_origin, 0.2, m_nGlowIndex, kRenderGlow, kRenderFxNoDissipation, flMagnitude / 255.0, flMagnitude * 0.05, FTENT_FADEOUT );
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Vector vecForward;
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VectorAdd( vecStart, vecNormal, vecForward );
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tempents->Sprite_Trail( vecStart, vecForward, m_nGlowIndex, 3, 0.1, random->RandomFloat( 0.1, 0.2 ), 100, 255, 100 );
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}
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DECLARE_CLIENT_EFFECT( "HL1GaussReflect", HL1GaussReflect );
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void HL1GaussWallPunchEnter( const CEffectData &data )
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{
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Vector vecStart = data.m_vOrigin;
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Vector vecNormal = data.m_vNormal;
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Vector vecForward;
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VectorSubtract( vecStart, vecNormal, vecForward );
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tempents->Sprite_Trail( vecStart, vecForward, m_nGlowIndex, 3, 0.1, random->RandomFloat( 0.1, 0.2 ), 100, 255, 100 );
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}
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DECLARE_CLIENT_EFFECT( "HL1GaussWallPunchEnter", HL1GaussWallPunchEnter );
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void HL1GaussWallPunchExit( const CEffectData &data )
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{
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Vector vecStart = data.m_vOrigin;
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Vector vecNormal = data.m_vNormal;
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float flMagnitude = data.m_flMagnitude;
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tempents->TempSprite( vecStart, vec3_origin, 0.1, m_nGlowIndex, kRenderGlow, kRenderFxNoDissipation, flMagnitude * 1.2 / 255.0, 6.0, FTENT_FADEOUT );
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Vector vecForward;
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VectorSubtract( vecStart, vecNormal, vecForward );
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tempents->Sprite_Trail( vecStart, vecForward, m_nGlowIndex, flMagnitude * 0.3, 0.1, random->RandomFloat( 0.1, 0.2 ), 200, 255, 40 );
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}
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DECLARE_CLIENT_EFFECT( "HL1GaussWallPunchExit", HL1GaussWallPunchExit );
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void HL1GaussWallImpact1( const CEffectData &data )
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{
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Vector vecStart = data.m_vOrigin;
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float flMagnitude = data.m_flMagnitude;
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tempents->TempSprite( vecStart, vec3_origin, 1, m_nGlowIndex, kRenderGlow, kRenderFxNoDissipation, flMagnitude / 255.0, 6.0, FTENT_FADEOUT );
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}
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DECLARE_CLIENT_EFFECT( "HL1GaussWallImpact1", HL1GaussWallImpact1 );
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void HL1GaussWallImpact2( const CEffectData &data )
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{
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Vector vecStart = data.m_vOrigin;
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Vector vecNormal = data.m_vNormal;
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tempents->TempSprite( vecStart, vec3_origin, 0.2, m_nGlowIndex, kRenderGlow, kRenderFxNoDissipation, 240.0 / 255.0, 0.3, FTENT_FADEOUT );
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Vector vecForward;
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VectorAdd( vecStart, vecNormal, vecForward );
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tempents->Sprite_Trail( vecStart, vecForward, m_nGlowIndex, 8, 0.6, random->RandomFloat( 0.1, 0.2 ), 100, 255, 200 );
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}
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DECLARE_CLIENT_EFFECT( "HL1GaussWallImpact2", HL1GaussWallImpact2 );
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