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266 lines
6.7 KiB
266 lines
6.7 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: spawn and think functions for editor-placed lights
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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 "lights.h"
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#include "world.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( light, CLight );
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BEGIN_DATADESC( CLight )
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DEFINE_FIELD( m_iCurrentFade, FIELD_CHARACTER),
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DEFINE_FIELD( m_iTargetFade, FIELD_CHARACTER),
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DEFINE_KEYFIELD( m_iStyle, FIELD_INTEGER, "style" ),
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DEFINE_KEYFIELD( m_iDefaultStyle, FIELD_INTEGER, "defaultstyle" ),
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DEFINE_KEYFIELD( m_iszPattern, FIELD_STRING, "pattern" ),
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// Fuctions
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DEFINE_FUNCTION( FadeThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_STRING, "SetPattern", InputSetPattern ),
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DEFINE_INPUTFUNC( FIELD_STRING, "FadeToPattern", InputFadeToPattern ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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END_DATADESC()
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//
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// Cache user-entity-field values until spawn is called.
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//
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bool CLight::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "pitch"))
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{
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QAngle angles = GetAbsAngles();
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angles.x = atof(szValue);
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SetAbsAngles( angles );
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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// Light entity
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// If targeted, it will toggle between on or off.
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void CLight::Spawn( void )
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{
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if (!GetEntityName())
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{ // inert light
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UTIL_Remove( this );
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return;
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}
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if (m_iStyle >= 32)
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{
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if ( m_iszPattern == NULL_STRING && m_iDefaultStyle > 0 )
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{
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m_iszPattern = MAKE_STRING(GetDefaultLightstyleString(m_iDefaultStyle));
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}
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if (FBitSet(m_spawnflags, SF_LIGHT_START_OFF))
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engine->LightStyle(m_iStyle, "a");
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else if (m_iszPattern != NULL_STRING)
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engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern ));
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else
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engine->LightStyle(m_iStyle, "m");
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}
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}
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void CLight::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if (m_iStyle >= 32)
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{
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if ( !ShouldToggle( useType, !FBitSet(m_spawnflags, SF_LIGHT_START_OFF) ) )
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return;
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Toggle();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turn the light on
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//-----------------------------------------------------------------------------
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void CLight::TurnOn( void )
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{
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if ( m_iszPattern != NULL_STRING )
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{
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engine->LightStyle( m_iStyle, (char *) STRING( m_iszPattern ) );
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}
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else
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{
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engine->LightStyle( m_iStyle, "m" );
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}
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CLEARBITS( m_spawnflags, SF_LIGHT_START_OFF );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turn the light off
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//-----------------------------------------------------------------------------
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void CLight::TurnOff( void )
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{
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engine->LightStyle( m_iStyle, "a" );
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SETBITS( m_spawnflags, SF_LIGHT_START_OFF );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Toggle the light on/off
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//-----------------------------------------------------------------------------
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void CLight::Toggle( void )
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{
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//Toggle it
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if ( FBitSet( m_spawnflags, SF_LIGHT_START_OFF ) )
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{
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TurnOn();
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}
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else
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{
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TurnOff();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle the "turnon" input handler
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CLight::InputTurnOn( inputdata_t &inputdata )
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{
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TurnOn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle the "turnoff" input handler
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CLight::InputTurnOff( inputdata_t &inputdata )
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{
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TurnOff();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle the "toggle" input handler
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CLight::InputToggle( inputdata_t &inputdata )
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{
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Toggle();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for setting a light pattern
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//-----------------------------------------------------------------------------
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void CLight::InputSetPattern( inputdata_t &inputdata )
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{
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m_iszPattern = inputdata.value.StringID();
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engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern ));
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// Light is on if pattern is set
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CLEARBITS(m_spawnflags, SF_LIGHT_START_OFF);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for fading from first value in old pattern to
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// first value in new pattern
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//-----------------------------------------------------------------------------
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void CLight::InputFadeToPattern( inputdata_t &inputdata )
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{
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m_iCurrentFade = (STRING(m_iszPattern))[0];
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m_iTargetFade = inputdata.value.String()[0];
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m_iszPattern = inputdata.value.StringID();
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SetThink(&CLight::FadeThink);
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SetNextThink( gpGlobals->curtime );
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// Light is on if pattern is set
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CLEARBITS(m_spawnflags, SF_LIGHT_START_OFF);
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}
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//------------------------------------------------------------------------------
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// Purpose : Fade light to new starting pattern value then stop thinking
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//------------------------------------------------------------------------------
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void CLight::FadeThink(void)
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{
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if (m_iCurrentFade < m_iTargetFade)
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{
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m_iCurrentFade++;
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}
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else if (m_iCurrentFade > m_iTargetFade)
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{
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m_iCurrentFade--;
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}
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// If we're done fading instantiate our light pattern and stop thinking
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if (m_iCurrentFade == m_iTargetFade)
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{
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engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern ));
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SetNextThink( TICK_NEVER_THINK );
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}
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// Otherwise instantiate our current fade value and keep thinking
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else
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{
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char sCurString[2];
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sCurString[0] = m_iCurrentFade;
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sCurString[1] = 0;
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engine->LightStyle(m_iStyle, sCurString);
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// UNDONE: Consider making this settable war to control fade speed
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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//
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// shut up spawn functions for new spotlights
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//
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LINK_ENTITY_TO_CLASS( light_spot, CLight );
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LINK_ENTITY_TO_CLASS( light_glspot, CLight );
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class CEnvLight : public CLight
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{
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public:
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DECLARE_CLASS( CEnvLight, CLight );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void Spawn( void );
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};
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LINK_ENTITY_TO_CLASS( light_environment, CEnvLight );
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bool CEnvLight::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "_light"))
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{
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// nothing
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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void CEnvLight::Spawn( void )
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{
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BaseClass::Spawn( );
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}
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