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279 lines
8.1 KiB
279 lines
8.1 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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#ifndef C_WEAPON_PORTALGUN_H
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#define C_WEAPON_PORTALGUN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_portalbasecombatweapon.h"
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#include "c_prop_portal.h"
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#include "fx_interpvalue.h"
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#include "beamdraw.h"
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#include "iviewrender_beams.h"
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//----------------------------------------------------------------------------------------------------------------------------------------------------------
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// CPhysCannonEffect class
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//----------------------------------------------------------------------------------------------------------------------------------------------------------
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class CPortalgunEffect
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{
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public:
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CPortalgunEffect( void )
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: m_vecColor( 255, 255, 255 ),
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m_bVisibleViewModel( true ),
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m_bVisible3rdPerson( true ),
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m_nAttachment( -1 )
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{}
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void SetAttachment( int attachment ) { m_nAttachment = attachment; }
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int GetAttachment( void ) const { return m_nAttachment; }
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void SetVisible( bool visible = true ) { m_bVisibleViewModel = visible; m_bVisible3rdPerson = visible; }
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void SetVisibleViewModel( bool visible = true ) { m_bVisibleViewModel = visible; }
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int IsVisibleViewModel( void ) const { return m_bVisibleViewModel; }
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void SetVisible3rdPerson( bool visible = true ) { m_bVisible3rdPerson = visible; }
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int IsVisible3rdPerson( void ) const { return m_bVisible3rdPerson; }
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void SetColor( const Vector &color ) { m_vecColor = color; }
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const Vector &GetColor( void ) const { return m_vecColor; }
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bool SetMaterial( const char *materialName )
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{
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m_hMaterial.Init( materialName, TEXTURE_GROUP_CLIENT_EFFECTS );
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return ( m_hMaterial != NULL );
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}
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CMaterialReference &GetMaterial( void ) { return m_hMaterial; }
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CInterpolatedValue &GetAlpha( void ) { return m_Alpha; }
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CInterpolatedValue &GetScale( void ) { return m_Scale; }
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virtual PortalWeaponID GetWeaponID( void ) const { return WEAPON_PORTALGUN; }
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private:
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CInterpolatedValue m_Alpha;
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CInterpolatedValue m_Scale;
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Vector m_vecColor;
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bool m_bVisibleViewModel;
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bool m_bVisible3rdPerson;
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int m_nAttachment;
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CMaterialReference m_hMaterial;
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};
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class CPortalgunEffectBeam
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{
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public:
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CPortalgunEffectBeam( void );;
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~CPortalgunEffectBeam( void );
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void Release( void );
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void Init( int startAttachment, int endAttachment, CBaseEntity *pEntity, bool firstPerson );
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void SetVisibleViewModel( bool visible = true );
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int IsVisibleViewModel( void ) const;
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void SetVisible3rdPerson( bool visible = true );
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int SetVisible3rdPerson( void ) const;
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void SetBrightness( float fBrightness );
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void DrawBeam( void );
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private:
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Beam_t *m_pBeam;
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float m_fBrightness;
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};
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class C_WeaponPortalgun : public CBasePortalCombatWeapon
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{
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public:
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DECLARE_CLASS( C_WeaponPortalgun, CBasePortalCombatWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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private:
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CNetworkVar( bool, m_bCanFirePortal1 ); // Is able to use primary fire
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CNetworkVar( bool, m_bCanFirePortal2 ); // Is able to use secondary fire
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CNetworkVar( int, m_iLastFiredPortal ); // Which portal was placed last
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CNetworkVar( bool, m_bOpenProngs ); // Which portal was placed last
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CNetworkVar( float, m_fCanPlacePortal1OnThisSurface ); // Tells the gun if it can place on the surface it's pointing at
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CNetworkVar( float, m_fCanPlacePortal2OnThisSurface ); // Tells the gun if it can place on the surface it's pointing at
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CNetworkVar( float, m_fEffectsMaxSize1 );
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CNetworkVar( float, m_fEffectsMaxSize2 );
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public:
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone = VECTOR_CONE_10DEGREES;
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return cone;
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}
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void Precache ( void );
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virtual void OnRestore( void );
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virtual void UpdateOnRemove( void );
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void Spawn( void );
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void DoEffectCreate( Vector &vDir, Vector &ptStart, Vector &ptEnd, bool bPortal1, bool bPlayer );
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virtual bool ShouldDrawCrosshair( void );
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float GetPortal1Placablity( void ) { return m_fCanPlacePortal1OnThisSurface; }
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float GetPortal2Placablity( void ) { return m_fCanPlacePortal2OnThisSurface; }
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int GetLastFiredPortal( void ) { return m_iLastFiredPortal; }
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bool IsHoldingObject( void ) { return m_bOpenProngs; }
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bool Reload( void );
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void FillClip( void );
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void CheckHolsterReload( void );
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void ItemHolsterFrame( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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bool Deploy( void );
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void SetCanFirePortal1( bool bCanFire = true );
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void SetCanFirePortal2( bool bCanFire = true );
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float CanFirePortal1( void ) { return m_bCanFirePortal1; }
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float CanFirePortal2( void ) { return m_bCanFirePortal2; }
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void DelayAttack( float fDelay );
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void DryFire( void );
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virtual float GetFireRate( void ) { return 0.7; };
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void WeaponIdle( void );
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protected:
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void StartEffects( void ); // Initialize all sprites and beams
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void StopEffects( bool stopSound = true ); // Hide all effects temporarily
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void DestroyEffects( void ); // Destroy all sprites and beams
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// Portalgun effects
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void DoEffect( int effectType, Vector *pos = NULL );
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void DoEffectClosed( void );
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void DoEffectReady( void );
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void DoEffectHolding( void );
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void DoEffectNone( void );
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enum EffectType_t
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{
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PORTALGUN_GRAVLIGHT = 0,
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PORTALGUN_GRAVLIGHT_WORLD,
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PORTALGUN_PORTAL1LIGHT,
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PORTALGUN_PORTAL1LIGHT_WORLD,
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PORTALGUN_PORTAL2LIGHT,
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PORTALGUN_PORTAL2LIGHT_WORLD,
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PORTALGUN_GLOW1, // Must be in order!
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PORTALGUN_GLOW2,
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PORTALGUN_GLOW3,
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PORTALGUN_GLOW4,
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PORTALGUN_GLOW5,
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PORTALGUN_GLOW6,
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PORTALGUN_GLOW1_WORLD,
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PORTALGUN_GLOW2_WORLD,
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PORTALGUN_GLOW3_WORLD,
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PORTALGUN_GLOW4_WORLD,
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PORTALGUN_GLOW5_WORLD,
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PORTALGUN_GLOW6_WORLD,
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PORTALGUN_ENDCAP1, // Must be in order!
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PORTALGUN_ENDCAP2,
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PORTALGUN_ENDCAP3,
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PORTALGUN_ENDCAP1_WORLD,
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PORTALGUN_ENDCAP2_WORLD,
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PORTALGUN_ENDCAP3_WORLD,
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PORTALGUN_MUZZLE_GLOW,
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PORTALGUN_MUZZLE_GLOW_WORLD,
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PORTALGUN_TUBE_BEAM1,
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PORTALGUN_TUBE_BEAM2,
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PORTALGUN_TUBE_BEAM3,
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PORTALGUN_TUBE_BEAM4,
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PORTALGUN_TUBE_BEAM5,
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PORTALGUN_TUBE_BEAM1_WORLD,
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PORTALGUN_TUBE_BEAM2_WORLD,
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PORTALGUN_TUBE_BEAM3_WORLD,
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PORTALGUN_TUBE_BEAM4_WORLD,
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PORTALGUN_TUBE_BEAM5_WORLD,
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NUM_PORTALGUN_PARAMETERS // Must be last!
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};
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#define NUM_GLOW_SPRITES ((C_WeaponPortalgun::PORTALGUN_GLOW6-C_WeaponPortalgun::PORTALGUN_GLOW1)+1)
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#define NUM_GLOW_SPRITES_WORLD ((C_WeaponPortalgun::PORTALGUN_GLOW6_WORLD-C_WeaponPortalgun::PORTALGUN_GLOW1_WORLD)+1)
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#define NUM_ENDCAP_SPRITES ((C_WeaponPortalgun::PORTALGUN_ENDCAP3-C_WeaponPortalgun::PORTALGUN_ENDCAP1)+1)
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#define NUM_ENDCAP_SPRITES_WORLD ((C_WeaponPortalgun::PORTALGUN_ENDCAP3_WORLD-C_WeaponPortalgun::PORTALGUN_ENDCAP1_WORLD)+1)
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#define NUM_TUBE_BEAM_SPRITES ((C_WeaponPortalgun::PORTALGUN_TUBE_BEAM5-C_WeaponPortalgun::PORTALGUN_TUBE_BEAM1)+1)
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#define NUM_TUBE_BEAM_SPRITES_WORLD ((C_WeaponPortalgun::PORTALGUN_TUBE_BEAM5_WORLD-C_WeaponPortalgun::PORTALGUN_TUBE_BEAM1_WORLD)+1)
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#define NUM_PORTALGUN_BEAMS 6
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void DrawEffects( bool b3rdPerson );
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Vector GetEffectColor( int iPalletIndex );
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void GetEffectParameters( EffectType_t effectID, color32 &color, float &scale, IMaterial **pMaterial, Vector &vecAttachment, bool b3rdPerson );
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void DrawEffectSprite( EffectType_t effectID, bool b3rdPerson );
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inline bool IsEffectVisible( EffectType_t effectID, bool b3rdPerson );
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void UpdateElementPosition( void );
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CPortalgunEffect m_Parameters[NUM_PORTALGUN_PARAMETERS]; // Interpolated parameters for the effects
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CPortalgunEffectBeam m_Beams[NUM_PORTALGUN_BEAMS]; // Beams
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int m_nOldEffectState; // Used for parity checks
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bool m_bOldCanFirePortal1;
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bool m_bOldCanFirePortal2;
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bool m_bPulseUp;
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float m_fPulse;
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CNetworkVar( int, m_EffectState ); // Current state of the effects on the gun
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public:
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virtual int DrawModel( int flags );
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virtual void ViewModelDrawn( C_BaseViewModel *pBaseViewModel );
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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void DoEffectIdle( void );
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public:
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DECLARE_ACTTABLE();
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C_WeaponPortalgun(void);
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private:
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C_WeaponPortalgun( const C_WeaponPortalgun & );
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};
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#endif // C_WEAPON_PORTALGUN_H
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