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351 lines
8.4 KiB
351 lines
8.4 KiB
![]()
4 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_gasoline_blob.h"
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#include "gasoline_shared.h"
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#include "engine/IEngineSound.h"
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#include "clienteffectprecachesystem.h"
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static CUtlLinkedList<C_GasolineBlob*, int> g_GasolineBlobs;
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// If multiple blobs are within this distance to each other, then only one will
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// play a sound.
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#define BLOB_SOUND_RELATED_DISTANCE 600
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#define PUDDLE_START_SIZE 35
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#define PUDDLE_END_SIZE 65
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#define PUDDLE_GROW_TIME 0.5
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#define PUDDLE_FADE_TIME 1.0
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheGasolineBlob )
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CLIENTEFFECT_MATERIAL( "decals/puddle" )
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CLIENTEFFECT_REGISTER_END()
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// ------------------------------------------------------------------------------------------------ //
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// CGasolineEmitter.
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// ------------------------------------------------------------------------------------------------ //
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CSmartPtr<CGasolineEmitter> CGasolineEmitter::Create( C_GasolineBlob *pBlob )
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{
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CGasolineEmitter *pEmitter = new CGasolineEmitter;
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pEmitter->m_pBlob = pBlob;
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pEmitter->m_hFireMaterial = pEmitter->GetPMaterial( "particle/fire" );
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pEmitter->m_hUnlitMaterial = pEmitter->GetPMaterial( "sprites/env_particles" );
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pEmitter->m_Timer.Init( 40 );
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return pEmitter;
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}
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void CGasolineEmitter::UpdateFire( float frametime )
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{
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float flLifetime = gpGlobals->curtime - m_pBlob->m_flCreateTime;
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float litPercent = 1;
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if ( m_pBlob->IsLit() )
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{
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litPercent = 1 - (flLifetime / m_pBlob->m_flMaxLifetime);
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if ( litPercent <= 0 )
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return;
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}
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else
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{
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return;
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}
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// Don't show a burn effect for a blob that hasn't hit anything yet.
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// If you do, it tends to make the flamethrower effect look weird.
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if ( !m_pBlob->IsStopped() )
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return;
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// Make a coordinate system in which to spawn the particles. It
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Vector vUp, vRight;
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vUp.Init();
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vRight.Init();
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if ( m_pBlob->IsStopped() )
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{
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QAngle angles;
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VectorAngles( m_pBlob->GetSurfaceNormal(), angles );
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AngleVectors( angles, NULL, &vRight, &vUp );
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}
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PMaterialHandle hMaterial = m_hFireMaterial;
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float flParticleLifetime = 1;
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float flRadius = 7;
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unsigned char uchColor[4] = { 255, 128, 0, 128 };
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float flMaxZVel = 29;
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float curDelta = frametime;
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while ( m_Timer.NextEvent( curDelta ) )
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{
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// Based on how close we are to expiring, show less particles.
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if ( RandomFloat( 0, 1 ) > litPercent )
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continue;
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Vector vPos = m_pBlob->GetAbsOrigin();
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if ( m_pBlob->IsStopped() )
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{
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float flAngle = RandomFloat( 0, M_PI * 2 );
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float flDist = RandomFloat( 0, GASOLINE_BLOB_RADIUS );
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vPos += vRight * (cos( flAngle ) * flDist);
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vPos += vUp * ( sin( flAngle ) * flDist );
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}
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else
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{
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vPos += RandomVector( -GASOLINE_BLOB_RADIUS, GASOLINE_BLOB_RADIUS );
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}
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SimpleParticle *pParticle = AddSimpleParticle( hMaterial, vPos, flParticleLifetime, flRadius );
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if ( pParticle )
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{
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pParticle->m_uchColor[0] = uchColor[0];
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pParticle->m_uchColor[1] = uchColor[1];
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pParticle->m_uchColor[2] = uchColor[2];
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_uchStartAlpha = uchColor[3];
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pParticle->m_vecVelocity.x = RandomFloat( -2, 2 );
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pParticle->m_vecVelocity.y = RandomFloat( -2, 2 );
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pParticle->m_vecVelocity.z = RandomFloat( 3, flMaxZVel );
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}
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}
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}
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// ------------------------------------------------------------------------------------------------ //
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// C_GasolineBlob.
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// ------------------------------------------------------------------------------------------------ //
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IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_GasolineBlob, DT_GasolineBlob, CGasolineBlob )
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RecvPropInt( RECVINFO( m_BlobFlags ) ),
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RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
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RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ),
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RecvPropFloat( RECVINFO( m_flLitStartTime ) ),
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RecvPropFloat( RECVINFO( m_flCreateTime ) ),
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RecvPropFloat( RECVINFO( m_flMaxLifetime ) ),
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RecvPropInt( RECVINFO( m_iTeamNum ) ),
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RecvPropVector( RECVINFO( m_vSurfaceNormal ) )
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END_RECV_TABLE()
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C_GasolineBlob::C_GasolineBlob()
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{
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m_pEmitter = CGasolineEmitter::Create( this );
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m_vSurfaceNormal.Init();
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m_flLitStartTime = 0;
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m_bSoundOn = false;
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g_GasolineBlobs.AddToTail( this );
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m_flPuddleSize = PUDDLE_START_SIZE;
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m_flPuddleFade = 1;
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}
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C_GasolineBlob::~C_GasolineBlob()
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{
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g_GasolineBlobs.FindAndRemove( this );
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StopSound();
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// If a bunch of nearby blobs weren't playing a sound because we were, have them start their sound now.
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FOR_EACH_LL( g_GasolineBlobs, i )
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{
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C_GasolineBlob *pBlob = g_GasolineBlobs[i];
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if ( pBlob->IsSoundRelatedTo( this ) )
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pBlob->CheckStartSound();
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}
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}
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bool C_GasolineBlob::IsLit() const
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{
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return (m_BlobFlags & BLOBFLAG_LIT) != 0;
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}
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bool C_GasolineBlob::IsStopped() const
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{
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return (m_BlobFlags & BLOBFLAG_STOPPED) != 0;
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}
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const Vector& C_GasolineBlob::GetSurfaceNormal() const
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{
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return m_vSurfaceNormal;
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}
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float C_GasolineBlob::GetLitStartTime() const
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{
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return m_flLitStartTime;
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}
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void C_GasolineBlob::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ( type == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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CheckStartSound();
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}
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void C_GasolineBlob::ClientThink()
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{
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if ( m_pEmitter.IsValid() )
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m_pEmitter->UpdateFire( gpGlobals->frametime );
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// Grow the puddle a little.
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if ( IsStopped() )
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{
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if ( IsLit() )
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{
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// Fade out after we get lit.
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m_flPuddleFade -= gpGlobals->frametime / PUDDLE_FADE_TIME;
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m_flPuddleFade = MAX( m_flPuddleFade, 0 );
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}
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else
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{
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// Grow the puddle until it's at its max size.
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m_flPuddleSize += gpGlobals->frametime * ( PUDDLE_END_SIZE - PUDDLE_START_SIZE ) / PUDDLE_GROW_TIME;
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m_flPuddleSize = MIN( m_flPuddleSize, PUDDLE_END_SIZE );
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}
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}
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}
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bool C_GasolineBlob::ShouldDraw()
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{
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return IsStopped() && (m_flPuddleFade > 0);
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}
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int C_GasolineBlob::DrawModel( int flags )
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{
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// Generate a basis.
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QAngle angles;
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VectorAngles( m_vSurfaceNormal, angles );
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Vector vRight, vUp;
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AngleVectors( angles, NULL, &vRight, &vUp );
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float flAlpha = m_flPuddleFade * RemapVal( m_flPuddleSize, PUDDLE_START_SIZE, PUDDLE_END_SIZE, 0, 1 );
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if ( flAlpha <= 0 )
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return 0;
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// Draw the puddle.
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IMaterial *pMat = materials->FindMaterial( "decals/puddle", TEXTURE_GROUP_DECAL );
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IMesh *pMesh = materials->GetDynamicMesh( true, NULL, NULL, pMat );
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CMeshBuilder mb;
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mb.Begin( pMesh, MATERIAL_QUADS, 1 );
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Vector v;
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v = GetAbsOrigin() + m_vSurfaceNormal + vRight*m_flPuddleSize - vUp*m_flPuddleSize;
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mb.Position3f( v.x, v.y, v.z );
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mb.Color4f( 1, 1, 1, flAlpha );
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mb.Normal3f( VectorExpand( m_vSurfaceNormal ) );
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mb.TexCoord2f( 0, 1, 0 );
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mb.AdvanceVertex();
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v = GetAbsOrigin() + m_vSurfaceNormal + vRight*m_flPuddleSize + vUp*m_flPuddleSize;
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mb.Position3f( v.x, v.y, v.z );
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mb.Color4f( 1, 1, 1, flAlpha );
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mb.Normal3f( VectorExpand( m_vSurfaceNormal ) );
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mb.TexCoord2f( 0, 1, 1 );
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mb.AdvanceVertex();
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v = GetAbsOrigin() + m_vSurfaceNormal - vRight*m_flPuddleSize + vUp*m_flPuddleSize;
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mb.Position3f( v.x, v.y, v.z );
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mb.Color4f( 1, 1, 1, flAlpha );
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mb.Normal3f( VectorExpand( m_vSurfaceNormal ) );
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mb.TexCoord2f( 0, 0, 1 );
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mb.AdvanceVertex();
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v = GetAbsOrigin() + m_vSurfaceNormal - vRight*m_flPuddleSize - vUp*m_flPuddleSize;
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mb.Position3f( v.x, v.y, v.z );
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mb.Color4f( 1, 1, 1, flAlpha );
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mb.Normal3f( VectorExpand( m_vSurfaceNormal ) );
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mb.TexCoord2f( 0, 0, 0 );
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mb.AdvanceVertex();
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mb.End( false, true );
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return 0;
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}
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bool C_GasolineBlob::IsSoundRelatedTo( const C_GasolineBlob *pBlob ) const
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{
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return pBlob->GetAbsOrigin().DistTo( GetAbsOrigin() ) < BLOB_SOUND_RELATED_DISTANCE;
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}
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bool C_GasolineBlob::IsPlayingBurningSound() const
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{
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return m_bSoundOn;
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}
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void C_GasolineBlob::CheckStartSound()
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{
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if ( IsPlayingBurningSound() || (m_BlobFlags & BLOBFLAG_STOPPED) == 0 || !IsLit() )
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return;
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// First, make sure no nearby blob is playing the sound.
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FOR_EACH_LL( g_GasolineBlobs, i )
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{
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C_GasolineBlob *pBlob = g_GasolineBlobs[i];
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if ( pBlob != this && pBlob->IsSoundRelatedTo( this ) )
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{
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// If it's already playing a sound, then don't start our sound.
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if ( pBlob->IsPlayingBurningSound() )
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return;
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}
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}
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StartSound();
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}
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void C_GasolineBlob::StartSound()
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{
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if ( !m_bSoundOn )
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{
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EmitSound( "GasolineBlob.FlameSound" );
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m_bSoundOn = true;
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}
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}
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void C_GasolineBlob::StopSound()
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{
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if ( m_bSoundOn )
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{
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BaseClass::StopSound( "GasolineBlob.FlameSound" );
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m_bSoundOn = false;
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}
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}
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