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463 lines
12 KiB
463 lines
12 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Engineer's Laser Pointer
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_fx_shared.h"
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#include "tf_weapon_laser_pointer.h"
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#include "in_buttons.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "view.h"
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#include "beamdraw.h"
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#include "vgui/ISurface.h"
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#include <vgui/ILocalize.h>
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#include "vgui_controls/Controls.h"
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#include "hud_crosshair.h"
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#include "functionproxy.h"
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#include "materialsystem/imaterialvar.h"
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#include "toolframework_client.h"
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#include "input.h"
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#include "sourcevr/isourcevirtualreality.h"
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// forward declarations
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void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
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#else
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#include "tf_gamerules.h"
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#include "tf_obj_sentrygun.h"
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#endif
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#define TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC 50.0
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#define TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC 75.0
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#define TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN 50
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#define TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX 150
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#define TF_WEAPON_SNIPERRIFLE_RELOAD_TIME 1.5f
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#define TF_WEAPON_SNIPERRIFLE_ZOOM_TIME 0.3f
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#define TF_WEAPON_SNIPERRIFLE_NO_CRIT_AFTER_ZOOM_TIME 0.2f
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#define LASER_DOT_SPRITE_RED "effects/sniperdot_red.vmt"
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#define LASER_DOT_SPRITE_BLUE "effects/sniperdot_blue.vmt"
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//=============================================================================
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//
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// Weapon Laser Pointer tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFLaserPointer, DT_TFLaserPointer )
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BEGIN_NETWORK_TABLE_NOBASE( CTFLaserPointer, DT_LaserPointerLocalData )
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END_NETWORK_TABLE()
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BEGIN_NETWORK_TABLE( CTFLaserPointer, DT_TFLaserPointer )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFLaserPointer )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_laser_pointer, CTFLaserPointer );
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PRECACHE_WEAPON_REGISTER( tf_weapon_laser_pointer );
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//=============================================================================
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//
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// Weapon Laser Pointer functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CTFLaserPointer::CTFLaserPointer()
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{
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#ifdef GAME_DLL
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m_hLaserDot = NULL;
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#endif
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m_flNextAttack = 0.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CTFLaserPointer::~CTFLaserPointer()
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{
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// Server specific.
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#ifdef GAME_DLL
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DestroyLaserDot();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFLaserPointer::Precache()
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{
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BaseClass::Precache();
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PrecacheModel( LASER_DOT_SPRITE_RED );
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PrecacheModel( LASER_DOT_SPRITE_BLUE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFLaserPointer::Deploy( void )
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{
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if ( BaseClass::Deploy() )
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{
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#ifdef GAME_DLL
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SetContextThink( &CTFLaserPointer::CreateLaserDot, gpGlobals->curtime + 0.5f, "CREATE_LASER_DOT" );
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#endif
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m_bDeployed = true;
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFLaserPointer::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( BaseClass::Holster( pSwitchingTo ) )
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{
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#ifdef GAME_DLL
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DestroyLaserDot();
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#endif
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m_bDeployed = false;
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFLaserPointer::ItemPostFrame( void )
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{
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if ( !m_bDeployed )
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return;
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// Get the owning player.
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CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
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if ( !pPlayer )
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return;
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#ifdef GAME_DLL
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if ( m_hLaserDot )
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{
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UpdateLaserDot();
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}
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#endif
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BaseClass::ItemPostFrame();
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// Return to idle.
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if ( GetIdealActivity() == ACT_ITEM1_VM_RELOAD && !( pPlayer->m_nButtons & IN_ATTACK ) )
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{
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SendWeaponAnim( ACT_ITEM1_RELOAD_FINISH );
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if ( gpGlobals->curtime - m_flStartedFiring > 5.f )
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{
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m_bDoHandIdle = true;
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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}
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}
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}
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void CTFLaserPointer::WeaponIdle( void )
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{
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#ifdef GAME_DLL
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if ( m_bDoHandIdle && !WeaponShouldBeLowered() && HasWeaponIdleTimeElapsed() )
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{
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m_bDoHandIdle = false;
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SendWeaponAnim( ACT_ITEM1_VM_IDLE_2 );
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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return;
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}
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#endif
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BaseClass::WeaponIdle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFLaserPointer::PrimaryAttack( void )
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer )
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return;
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if ( !CanAttack() )
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return;
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#ifdef GAME_DLL
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CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
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if ( !pSentry )
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return;
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pSentry->FireNextFrame();
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if ( GetIdealActivity() != ACT_ITEM1_VM_RELOAD )
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{
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m_flStartedFiring = gpGlobals->curtime;
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}
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SendWeaponAnim( ACT_ITEM1_VM_RELOAD );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFLaserPointer::SecondaryAttack( void )
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer )
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return;
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if ( !CanAttack() )
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return;
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#ifdef GAME_DLL
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CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
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if ( !pSentry )
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return;
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if ( pSentry->GetUpgradeLevel() == 3 )
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{
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pSentry->FireRocketNextFrame();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFLaserPointer::CreateLaserDot( void )
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{
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#ifdef GAME_DLL
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if ( !m_bDeployed )
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return;
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if ( m_hLaserDot )
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return;
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CBaseCombatCharacter *pPlayer = GetOwner();
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if ( !pPlayer )
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return;
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m_hLaserDot = CLaserDot::Create( GetAbsOrigin(), pPlayer, true );
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m_hLaserDot->ChangeTeam( pPlayer->GetTeamNumber() );
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UpdateLaserDot();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFLaserPointer::DestroyLaserDot( void )
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{
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#ifdef GAME_DLL
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CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
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if ( pPlayer )
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{
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CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
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if ( pSentry )
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{
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pSentry->ClearTarget();
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}
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}
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if ( m_hLaserDot )
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{
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UTIL_Remove( m_hLaserDot );
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m_hLaserDot = NULL;
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFLaserPointer::UpdateLaserDot( void )
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{
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#ifdef GAME_DLL
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CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
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if ( !pPlayer )
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return;
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Vector vecMuzzlePos = pPlayer->Weapon_ShootPosition();
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Vector forward;
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pPlayer->EyeVectors( &forward );
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Vector vecEndPos = vecMuzzlePos + ( forward * MAX_TRACE_LENGTH );
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trace_t trace;
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CTraceFilterIgnoreTeammatesAndTeamObjects filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
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UTIL_TraceLine( vecMuzzlePos, vecEndPos, MASK_SOLID, &filter, &trace );
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if ( m_hLaserDot )
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{
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CBaseEntity *pEntity = NULL;
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if ( trace.DidHitNonWorldEntity() )
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{
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pEntity = trace.m_pEnt;
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if ( !pEntity || !pEntity->m_takedamage )
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{
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pEntity = NULL;
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}
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else if ( pEntity->IsPlayer() )
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{
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// We lased a player target. We want to auto-aim on this guy for a short period of time.
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CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
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if ( pSentry )
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{
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pSentry->SetAutoAimTarget( ToTFPlayer( pEntity ) );
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}
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}
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}
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m_hLaserDot->Update( pEntity, trace.endpos, trace.plane.normal );
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}
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#endif
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}
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//=============================================================================
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//
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// Laser Dot functions.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( LaserDot, DT_LaserDot )
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BEGIN_NETWORK_TABLE( CLaserDot, DT_LaserDot )
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( env_laserdot, CLaserDot );
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BEGIN_DATADESC( CLaserDot )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CLaserDot::CLaserDot( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CLaserDot::~CLaserDot( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CLaserDot* CLaserDot::Create( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot )
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{
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#ifdef CLIENT_DLL
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return NULL;
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#else
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CLaserDot *pDot = static_cast<CLaserDot*>( CBaseEntity::Create( "env_laserdot", origin, QAngle( 0.0f, 0.0f, 0.0f ) ) );
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if ( !pDot )
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return NULL;
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pDot->SetMoveType( MOVETYPE_NONE );
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pDot->AddSolidFlags( FSOLID_NOT_SOLID );
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pDot->AddEffects( EF_NOSHADOW );
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UTIL_SetSize( pDot, -Vector( 4.0f, 4.0f, 4.0f ), Vector( 4.0f, 4.0f, 4.0f ) );
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pDot->SetOwnerEntity( pOwner );
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pDot->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
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return pDot;
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#endif
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CLaserDot::DrawModel( int flags )
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{
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// Get the owning player.
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C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
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if ( !pPlayer )
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return -1;
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// Get the sprite rendering position.
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Vector vecEndPos;
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float flSize = 6.0;
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if ( !pPlayer->IsDormant() )
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{
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Vector vecAttachment, vecDir;
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float flDist = MAX_TRACE_LENGTH;
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// Always draw the dot in front of our faces when in first-person.
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if ( pPlayer->IsLocalPlayer() )
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{
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// Take our view position and orientation
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vecAttachment = CurrentViewOrigin();
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vecDir = CurrentViewForward();
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if ( UseVR() )
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{
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// It will basically be a copy of CSniperDot::GetRenderingPositions in tf_weapon_sniperrife.cpp
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Assert ( !"Ask Joe Ludwig to fix CLaserDot::DrawModel() for VR." );
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}
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// Clamp the forward distance for the sniper's firstperson
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flDist = 384;
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flSize = 2.0;
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}
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else
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{
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// Take the owning player eye position and direction.
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vecAttachment = pPlayer->EyePosition();
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QAngle angles = pPlayer->EyeAngles();
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AngleVectors( angles, &vecDir );
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}
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trace_t trace;
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CTraceFilterIgnoreTeammatesAndTeamObjects filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
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UTIL_TraceLine( vecAttachment, vecAttachment + ( vecDir * flDist ), MASK_SOLID, &filter, &trace );
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// Backup off the hit plane, towards the source
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vecEndPos = trace.endpos + vecDir * -4;
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}
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else
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{
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// Just use our position if we can't predict it otherwise.
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vecEndPos = GetAbsOrigin();
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}
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// Draw our laser dot in space.
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( m_hSpriteMaterial, this );
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float flLifeTime = gpGlobals->curtime - m_flChargeStartTime;
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float flStrength = RemapValClamped( flLifeTime, 0.0, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX / TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC, 0.1, 1.0 );
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color32 innercolor = { 255, 255, 255, 255 };
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color32 outercolor = { 255, 255, 255, 128 };
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DrawSprite( vecEndPos, flSize, flSize, outercolor );
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DrawSprite( vecEndPos, flSize * flStrength, flSize * flStrength, innercolor );
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// Successful.
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return 1;
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}
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#endif
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