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237 lines
6.3 KiB
237 lines
6.3 KiB
5 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 "shareddefs.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterial.h"
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#include "view.h"
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#include "iviewrender.h"
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#include "view_shared.h"
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#include "texture_group_names.h"
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#include "tier0/icommandline.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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static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
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static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_EnvProjectedTexture : public C_BaseEntity
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{
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DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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void ShutDownLightHandle( void );
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virtual void Simulate();
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void UpdateLight( bool bForceUpdate );
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C_EnvProjectedTexture();
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~C_EnvProjectedTexture();
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private:
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ClientShadowHandle_t m_LightHandle;
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EHANDLE m_hTargetEntity;
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bool m_bState;
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float m_flLightFOV;
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bool m_bEnableShadows;
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bool m_bLightOnlyTarget;
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bool m_bLightWorld;
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bool m_bCameraSpace;
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Vector m_LinearFloatLightColor;
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float m_flAmbient;
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float m_flNearZ;
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float m_flFarZ;
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char m_SpotlightTextureName[ MAX_PATH ];
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int m_nSpotlightTextureFrame;
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int m_nShadowQuality;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_EnvProjectedTexture, DT_EnvProjectedTexture, CEnvProjectedTexture )
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RecvPropEHandle( RECVINFO( m_hTargetEntity ) ),
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RecvPropBool( RECVINFO( m_bState ) ),
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RecvPropFloat( RECVINFO( m_flLightFOV ) ),
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RecvPropBool( RECVINFO( m_bEnableShadows ) ),
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RecvPropBool( RECVINFO( m_bLightOnlyTarget ) ),
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RecvPropBool( RECVINFO( m_bLightWorld ) ),
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RecvPropBool( RECVINFO( m_bCameraSpace ) ),
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RecvPropVector( RECVINFO( m_LinearFloatLightColor ) ),
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RecvPropFloat( RECVINFO( m_flAmbient ) ),
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RecvPropString( RECVINFO( m_SpotlightTextureName ) ),
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RecvPropInt( RECVINFO( m_nSpotlightTextureFrame ) ),
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RecvPropFloat( RECVINFO( m_flNearZ ) ),
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RecvPropFloat( RECVINFO( m_flFarZ ) ),
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RecvPropInt( RECVINFO( m_nShadowQuality ) ),
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END_RECV_TABLE()
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C_EnvProjectedTexture::C_EnvProjectedTexture( void )
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{
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m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
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}
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C_EnvProjectedTexture::~C_EnvProjectedTexture( void )
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{
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ShutDownLightHandle();
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}
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void C_EnvProjectedTexture::ShutDownLightHandle( void )
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{
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// Clear out the light
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if( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
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{
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g_pClientShadowMgr->DestroyFlashlight( m_LightHandle );
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m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void C_EnvProjectedTexture::OnDataChanged( DataUpdateType_t updateType )
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{
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UpdateLight( true );
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BaseClass::OnDataChanged( updateType );
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}
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void C_EnvProjectedTexture::UpdateLight( bool bForceUpdate )
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{
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if ( m_bState == false )
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{
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if ( m_LightHandle != CLIENTSHADOW_INVALID_HANDLE )
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{
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ShutDownLightHandle();
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}
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return;
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}
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Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
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FlashlightState_t state;
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if ( m_hTargetEntity != NULL )
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{
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if ( m_bCameraSpace )
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{
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const QAngle &angles = GetLocalAngles();
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if( pPlayer )
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{
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const QAngle playerAngles = pPlayer->GetAbsAngles();
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Vector vPlayerForward, vPlayerRight, vPlayerUp;
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AngleVectors( playerAngles, &vPlayerForward, &vPlayerRight, &vPlayerUp );
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matrix3x4_t mRotMatrix;
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AngleMatrix( angles, mRotMatrix );
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VectorITransform( vPlayerForward, mRotMatrix, vForward );
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VectorITransform( vPlayerRight, mRotMatrix, vRight );
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VectorITransform( vPlayerUp, mRotMatrix, vUp );
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float dist = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin()).Length();
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vPos = m_hTargetEntity->GetAbsOrigin() - vForward*dist;
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VectorNormalize( vForward );
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VectorNormalize( vRight );
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VectorNormalize( vUp );
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}
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}
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else
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{
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vForward = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
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VectorNormalize( vForward );
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// JasonM - unimplemented
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Assert (0);
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//Quaternion q = DirectionToOrientation( dir );
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//
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// JasonM - set up vRight, vUp
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//
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// VectorNormalize( vRight );
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// VectorNormalize( vUp );
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}
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}
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else
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{
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AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
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}
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state.m_fHorizontalFOVDegrees = m_flLightFOV;
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state.m_fVerticalFOVDegrees = m_flLightFOV;
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state.m_vecLightOrigin = vPos;
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BasisToQuaternion( vForward, vRight, vUp, state.m_quatOrientation );
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state.m_fQuadraticAtten = 0.0;
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state.m_fLinearAtten = 100;
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state.m_fConstantAtten = 0.0f;
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state.m_Color[0] = m_LinearFloatLightColor.x;
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state.m_Color[1] = m_LinearFloatLightColor.y;
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state.m_Color[2] = m_LinearFloatLightColor.z;
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state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
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state.m_NearZ = m_flNearZ;
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state.m_FarZ = m_flFarZ;
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state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
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state.m_bEnableShadows = m_bEnableShadows;
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state.m_pSpotlightTexture = materials->FindTexture( m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false );
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state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
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state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality
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if( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE )
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{
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m_LightHandle = g_pClientShadowMgr->CreateFlashlight( state );
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}
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else
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{
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if ( m_hTargetEntity != NULL || bForceUpdate == true )
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{
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g_pClientShadowMgr->UpdateFlashlightState( m_LightHandle, state );
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}
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}
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if( m_bLightOnlyTarget )
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{
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g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, m_hTargetEntity );
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}
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else
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{
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g_pClientShadowMgr->SetFlashlightTarget( m_LightHandle, NULL );
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}
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g_pClientShadowMgr->SetFlashlightLightWorld( m_LightHandle, m_bLightWorld );
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if ( bForceUpdate == false )
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{
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g_pClientShadowMgr->UpdateProjectedTexture( m_LightHandle, true );
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}
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}
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void C_EnvProjectedTexture::Simulate( void )
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{
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UpdateLight( false );
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BaseClass::Simulate();
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}
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