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102 lines
2.5 KiB
102 lines
2.5 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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#include "cbase.h"
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#include "tempentity.h"
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#include "tempent.h"
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#include "c_te_legacytempents.h"
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#define NUM_MUZZLE_SPRITES 3
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class CHL1TempEnts : public CTempEnts
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{
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public:
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CHL1TempEnts( void ) { };
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virtual ~CHL1TempEnts( void ) { };
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public:
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virtual void Init( void );
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virtual void LevelInit();
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void MuzzleFlash( const Vector &pos1, const QAngle &angles, int type, ClientEntityHandle_t hEntity, bool firstPerson = false );
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private:
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CHL1TempEnts( const CHL1TempEnts & );
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private:
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struct model_t *m_pSpriteMuzzleFlash[ NUM_MUZZLE_SPRITES ];
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};
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// Temp entity interface
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static CHL1TempEnts g_TempEnts;
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// Expose to rest of the client .dll
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ITempEnts *tempents = ( ITempEnts * )&g_TempEnts;
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void CHL1TempEnts::LevelInit()
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{
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CTempEnts::LevelInit();
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m_pSpriteMuzzleFlash[0] = (model_t *)engine->LoadModel( "sprites/muzzleflash1.vmt" );
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m_pSpriteMuzzleFlash[1] = (model_t *)engine->LoadModel( "sprites/muzzleflash2.vmt" );
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m_pSpriteMuzzleFlash[2] = (model_t *)engine->LoadModel( "sprites/muzzleflash3.vmt" );
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}
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void CHL1TempEnts::Init( void )
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{
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CTempEnts::Init();
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m_pSpriteMuzzleFlash[0] = (model_t *)engine->LoadModel( "sprites/muzzleflash1.vmt" );
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m_pSpriteMuzzleFlash[1] = (model_t *)engine->LoadModel( "sprites/muzzleflash2.vmt" );
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m_pSpriteMuzzleFlash[2] = (model_t *)engine->LoadModel( "sprites/muzzleflash3.vmt" );
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}
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void CHL1TempEnts::MuzzleFlash( const Vector& pos1, const QAngle& angles, int type, ClientEntityHandle_t hEntity, bool firstPerson )
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{
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C_LocalTempEntity *pTemp;
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int index;
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float scale;
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int frameCount;
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QAngle ang;
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index = type % 10;
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index = index % NUM_MUZZLE_SPRITES;
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scale = ( type / 10 ) * 0.1;
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if ( scale == 0 )
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scale = 0.5;
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frameCount = modelinfo->GetModelFrameCount( m_pSpriteMuzzleFlash[index] );
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// DevMsg( 1,"%d %f\n", index, scale );
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pTemp = TempEntAlloc( pos1, ( model_t * )m_pSpriteMuzzleFlash[index] );
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if (!pTemp)
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return;
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pTemp->SetRenderMode( kRenderTransAdd );
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pTemp->m_nRenderFX = 0;
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pTemp->SetRenderColor( 255, 255, 255, 255 );
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pTemp->m_flSpriteScale = scale;
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pTemp->SetAbsOrigin( pos1 );
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pTemp->die = gpGlobals->curtime + 0.01;
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pTemp->m_flFrame = random->RandomInt( 0, frameCount-1 );
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pTemp->m_flFrameMax = frameCount - 1;
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ang = vec3_angle;
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if (index == 0)
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{
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ang.z = random->RandomInt( 0, 20 );
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}
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else
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{
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ang.z = random->RandomInt( 0, 359 );
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}
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pTemp->SetAbsAngles( ang );
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}
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