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340 lines
9.0 KiB
340 lines
9.0 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 "c_prop_combine_ball.h"
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#include "materialsystem/imaterial.h"
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#include "model_types.h"
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#include "c_physicsprop.h"
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#include "c_te_effect_dispatch.h"
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#include "fx_quad.h"
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#include "fx.h"
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#include "clienteffectprecachesystem.h"
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#include "view.h"
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#include "view_scene.h"
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#include "beamdraw.h"
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// Precache our effects
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectCombineBall )
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CLIENTEFFECT_MATERIAL( "effects/ar2_altfire1" )
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CLIENTEFFECT_MATERIAL( "effects/ar2_altfire1b" )
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle1_nocull" )
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle2_nocull" )
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CLIENTEFFECT_MATERIAL( "effects/combinemuzzle1" )
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CLIENTEFFECT_MATERIAL( "effects/ar2_altfire1" )
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CLIENTEFFECT_MATERIAL( "effects/ar2_altfire1b" )
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CLIENTEFFECT_REGISTER_END()
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IMPLEMENT_CLIENTCLASS_DT( C_PropCombineBall, DT_PropCombineBall, CPropCombineBall )
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RecvPropBool( RECVINFO( m_bEmit ) ),
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RecvPropFloat( RECVINFO( m_flRadius ) ),
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RecvPropBool( RECVINFO( m_bHeld ) ),
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RecvPropBool( RECVINFO( m_bLaunched ) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PropCombineBall::C_PropCombineBall( void )
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{
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m_pFlickerMaterial = NULL;
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m_pBodyMaterial = NULL;
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m_pBlurMaterial = NULL;
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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_PropCombineBall::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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m_vecLastOrigin = GetAbsOrigin();
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InitMaterials();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : RenderGroup_t
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//-----------------------------------------------------------------------------
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RenderGroup_t C_PropCombineBall::GetRenderGroup( void )
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{
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return RENDER_GROUP_TRANSLUCENT_ENTITY;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Cache the material handles
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_PropCombineBall::InitMaterials( void )
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{
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// Motion blur
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if ( m_pBlurMaterial == NULL )
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{
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m_pBlurMaterial = materials->FindMaterial( "effects/ar2_altfire1b", NULL, false );
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if ( m_pBlurMaterial == NULL )
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return false;
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}
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// Main body of the ball
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if ( m_pBodyMaterial == NULL )
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{
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m_pBodyMaterial = materials->FindMaterial( "effects/ar2_altfire1", NULL, false );
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if ( m_pBodyMaterial == NULL )
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return false;
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}
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// Flicker material
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if ( m_pFlickerMaterial == NULL )
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{
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m_pFlickerMaterial = materials->FindMaterial( "effects/combinemuzzle1", NULL, false );
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if ( m_pFlickerMaterial == NULL )
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropCombineBall::DrawMotionBlur( void )
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{
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float color[3];
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Vector vecDir = GetAbsOrigin() - m_vecLastOrigin;
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float speed = VectorNormalize( vecDir );
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speed = clamp( speed, 0, 32 );
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float stepSize = MIN( ( speed * 0.5f ), 4.0f );
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Vector spawnPos = GetAbsOrigin();
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Vector spawnStep = -vecDir * stepSize;
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float base = RemapValClamped( speed, 4, 32, 0.0f, 1.0f );
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( m_pBlurMaterial );
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// Draw the motion blurred trail
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for ( int i = 0; i < 8; i++ )
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{
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spawnPos += spawnStep;
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color[0] = color[1] = color[2] = base * ( 1.0f - ( (float) i / 12.0f ) );
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DrawHalo( m_pBlurMaterial, spawnPos, m_flRadius, color );
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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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void C_PropCombineBall::DrawFlicker( void )
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{
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float rand1 = random->RandomFloat( 0.2f, 0.3f );
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float rand2 = random->RandomFloat( 1.5f, 2.5f );
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if ( gpGlobals->frametime == 0.0f )
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{
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rand1 = 0.2f;
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rand2 = 1.5f;
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}
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float color[3];
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color[0] = color[1] = color[2] = rand1;
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// Draw the flickering glow
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( m_pFlickerMaterial );
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DrawHalo( m_pFlickerMaterial, GetAbsOrigin(), m_flRadius * rand2, color );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pMaterial -
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// source -
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// color -
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//-----------------------------------------------------------------------------
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void DrawHaloOriented( const Vector& source, float scale, float const *color, float roll )
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{
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Vector point, screen;
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CMatRenderContextPtr pRenderContext( materials );
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IMesh* pMesh = pRenderContext->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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// Transform source into screen space
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ScreenTransform( source, screen );
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Vector right, up;
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float sr, cr;
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SinCos( roll, &sr, &cr );
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for ( int i = 0; i < 3; i++ )
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{
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right[i] = CurrentViewRight()[i] * cr + CurrentViewUp()[i] * sr;
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up[i] = CurrentViewRight()[i] * -sr + CurrentViewUp()[i] * cr;
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}
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meshBuilder.Color3fv (color);
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meshBuilder.TexCoord2f (0, 0, 1);
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VectorMA (source, -scale, up, point);
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VectorMA (point, -scale, right, point);
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meshBuilder.Position3fv (point.Base());
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3fv (color);
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meshBuilder.TexCoord2f (0, 0, 0);
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VectorMA (source, scale, up, point);
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VectorMA (point, -scale, right, point);
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meshBuilder.Position3fv (point.Base());
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3fv (color);
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meshBuilder.TexCoord2f (0, 1, 0);
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VectorMA (source, scale, up, point);
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VectorMA (point, scale, right, point);
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meshBuilder.Position3fv (point.Base());
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3fv (color);
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meshBuilder.TexCoord2f (0, 1, 1);
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VectorMA (source, -scale, up, point);
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VectorMA (point, scale, right, point);
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meshBuilder.Position3fv (point.Base());
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : flags -
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// Output : int
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//-----------------------------------------------------------------------------
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int C_PropCombineBall::DrawModel( int flags )
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{
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if ( !m_bEmit )
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return 0;
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// Make sure our materials are cached
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if ( !InitMaterials() )
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{
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//NOTENOTE: This means that a material was not found for the combine ball, so it may not render!
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AssertOnce( 0 );
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return 0;
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}
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// Draw the flickering overlay
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DrawFlicker();
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// Draw the motion blur from movement
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if ( m_bHeld || m_bLaunched )
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{
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DrawMotionBlur();
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}
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// Draw the model if we're being held
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if ( m_bHeld )
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{
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QAngle angles;
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VectorAngles( -CurrentViewForward(), angles );
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// Always orient towards the camera!
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SetAbsAngles( angles );
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BaseClass::DrawModel( flags );
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}
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else
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{
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float color[3];
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color[0] = color[1] = color[2] = 1.0f;
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float sinOffs = 1.0f * sin( gpGlobals->curtime * 25 );
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float roll = SpawnTime();
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// Draw the main ball body
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( m_pBodyMaterial, (C_BaseEntity*) this );
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DrawHaloOriented( GetAbsOrigin(), m_flRadius + sinOffs, color, roll );
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}
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m_vecLastOrigin = GetAbsOrigin();
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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void CombineBallImpactCallback( const CEffectData &data )
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{
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// Quick flash
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FX_AddQuad( data.m_vOrigin,
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data.m_vNormal,
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data.m_flRadius * 10.0f,
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0,
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0.75f,
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1.0f,
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0.0f,
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0.4f,
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random->RandomInt( 0, 360 ),
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0,
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Vector( 1.0f, 1.0f, 1.0f ),
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0.25f,
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"effects/combinemuzzle1_nocull",
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(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
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// Lingering burn
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FX_AddQuad( data.m_vOrigin,
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data.m_vNormal,
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data.m_flRadius * 2.0f,
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data.m_flRadius * 4.0f,
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0.75f,
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1.0f,
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0.0f,
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0.4f,
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random->RandomInt( 0, 360 ),
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0,
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Vector( 1.0f, 1.0f, 1.0f ),
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0.5f,
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"effects/combinemuzzle2_nocull",
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(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) );
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// Throw sparks
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FX_ElectricSpark( data.m_vOrigin, 2, 1, &data.m_vNormal );
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}
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DECLARE_CLIENT_EFFECT( "cball_bounce", CombineBallImpactCallback );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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void CombineBallExplosionCallback( const CEffectData &data )
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{
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Vector normal(0,0,1);
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// Throw sparks
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FX_ElectricSpark( data.m_vOrigin, 4, 1, &normal );
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}
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DECLARE_CLIENT_EFFECT( "cball_explode", CombineBallExplosionCallback );
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