mirror of
https://github.com/nillerusr/source-engine.git
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263 lines
7.0 KiB
C
263 lines
7.0 KiB
C
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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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#ifndef TF_SHIELD_SHARED_H
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#define TF_SHIELD_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/mathlib.h"
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#include "mathlib/vector.h"
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#include "mathlib/vmatrix.h"
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#include "utlvector.h"
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#include "SheetSimulator.h"
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#include "predictable_entity.h"
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//-----------------------------------------------------------------------------
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// Purpose: Shield (mobile version)
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//-----------------------------------------------------------------------------
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enum
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{
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SHIELD_NUM_HORIZONTAL_POINTS = 8,
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SHIELD_NUM_VERTICAL_POINTS = 8,
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SHIELD_NUM_CONTROL_POINTS = SHIELD_NUM_HORIZONTAL_POINTS * SHIELD_NUM_VERTICAL_POINTS,
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SHIELD_INITIAL_THETA = 135,
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SHIELD_INITIAL_PHI = 90,
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SHIELD_HORIZONTAL_PANEL_COUNT = (SHIELD_NUM_HORIZONTAL_POINTS - 1),
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SHIELD_VERTICAL_PANEL_COUNT = (SHIELD_NUM_VERTICAL_POINTS - 1),
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SHIELD_PANELS_COUNT = (SHIELD_HORIZONTAL_PANEL_COUNT * SHIELD_VERTICAL_PANEL_COUNT),
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SHIELD_VERTEX_BYTES = (SHIELD_NUM_CONTROL_POINTS + 7) >> 3,
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SHIELD_TIME_SUBVISIBIONS = 2
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};
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//--------------------------------------------------------------------------
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// Mobile shield state flags
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//--------------------------------------------------------------------------
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enum
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{
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SHIELD_MOBILE_EMP = 0x1
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};
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//--------------------------------------------------------------------------
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// Shield grenade state
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//--------------------------------------------------------------------------
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enum
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{
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SHIELD_FLAT_EMP = 0x1,
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SHIELD_FLAT_INACTIVE = 0x2
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};
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enum
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{
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SHIELD_FLAT_SHUTDOWN_TIME = 1
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};
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enum
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{
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SHIELD_GRENADE_WIDTH = 150,
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SHIELD_GRENADE_HEIGHT = 150,
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};
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#define SHIELD_DAMAGE_CHANGE_TIME 1.5f
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//-----------------------------------------------------------------------------
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// Amount of time it takes to fade the shield in or out due to EMP
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//-----------------------------------------------------------------------------
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#define SHIELD_EMP_FADE_TIME 0.7f
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//-----------------------------------------------------------------------------
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// Amount of time it takes a point to wobble when EMPed
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//-----------------------------------------------------------------------------
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#define SHIELD_EMP_WOBBLE_TIME 0.1f
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//-----------------------------------------------------------------------------
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// Methods we must install into the effect
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//-----------------------------------------------------------------------------
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class IActiveVertList
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{
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public:
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virtual int GetActiveVertState( int iVert ) = 0;
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virtual void SetActiveVertState( int iVert, int bOn ) = 0;
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};
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class CShieldEffect
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{
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DECLARE_CLASS_NOBASE( CShieldEffect );
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DECLARE_PREDICTABLE();
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public:
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CShieldEffect();
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void Precache();
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void Spawn(const Vector& currentPosition, const QAngle& currentAngles);
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// Sets the collision group
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void SetCollisionGroup( int group );
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// Computes the opacity....
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float ComputeOpacity( const Vector& pt, const Vector& center ) const;
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// Computes the bounds
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void ComputeBounds( Vector& mins, Vector& maxs );
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// Simulation
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void Simulate( float dt );
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// Sets desired orientation + position
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void SetDesiredOrigin( const Vector& origin );
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void SetDesiredAngles( const QAngle& angles );
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const QAngle& GetDesiredAngles() const;
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// Hooks in active bits...
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void SetActiveVertexList( IActiveVertList *pActiveVerts );
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// Gets a point...
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const Vector& GetPoint( int x, int y ) const;
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const Vector& GetPoint( int i ) const;
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Vector& GetPoint( int i );
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// Computes control points
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void ComputeControlPoints();
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// The current angles (computed by Simulate on the server)
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const QAngle& GetCurrentAngles() const;
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void SetCurrentAngles( const QAngle& angles);
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// The current position (computed by Simulate on the server)
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const Vector& GetCurrentPosition();
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void SetCurrentPosition( const Vector& pos );
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// Compute vertex activity
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void ComputeVertexActivity();
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// Recompute whether the panels are active or not
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void ComputePanelActivity();
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// Is a particular vertex active?
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bool IsVertexActive( int x, int y ) const;
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// Is a particular panel active?
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bool IsPanelActive( int x, int y ) const;
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// Gets a control point (for collision)
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const Vector& GetControlPoint( int i ) const { return m_pControlPoint[i]; }
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// Returns the panel size (for collision testing)
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void GetPanelSize( Vector& mins, Vector& maxs ) const;
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// Change the angular spring constant. This affects how fast the shield rotates to face the angles
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// given in SetAngles. Higher numbers are more responsive, but if you go too high (around 40), it will
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// jump past the specified angles and wiggle a little bit.
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void SetAngularSpringConstant( float flConstant );
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// Set the shield theta & phi
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void SetThetaPhi( float flTheta, float flPhi );
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// Returns the render bounds
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const Vector& GetRenderMins() const;
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const Vector& GetRenderMaxs() const;
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private:
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// Simulation set up
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void ComputeRestPositions();
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void SetShieldPanelSize( Vector& mins, Vector& maxs );
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void SimulateTranslation( float dt );
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void SimulateRotation( float dt, const Vector& forward );
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void ComputeOrientationMatrix();
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float m_RestLength;
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float m_PlaneDist;
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float m_ShieldTheta;
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float m_ShieldPhi;
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// Spring constants
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float m_SpringConstant;
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float m_DampConstant;
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float m_ViscousDrag;
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float m_Mass;
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float m_AngularSpringConstant;
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float m_AngularViscousDrag;
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// collision group
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int m_CollisionGroup;
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// Directions of the control points in shield space
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Vector m_pFixedDirection[SHIELD_NUM_CONTROL_POINTS];
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// Position of the control points in world space
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Vector m_pControlPoint[SHIELD_NUM_CONTROL_POINTS];
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// Bitfield indicating which vertices are active
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IActiveVertList *m_pActiveVerts;
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// Bitfield indicating which panels are active
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bool m_pActivePanels[SHIELD_PANELS_COUNT];
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// Which point on the shield to test next
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int m_TestPoint;
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int m_PointList[SHIELD_NUM_CONTROL_POINTS];
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// desired position + orientation
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Vector m_vecDesiredOrigin;
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QAngle m_angDesiredAngles;
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// collision box
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Vector m_PanelBoxMin;
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Vector m_PanelBoxMax;
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// Render bounds (shield space)
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Vector m_vecRenderMins;
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Vector m_vecRenderMaxs;
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// Actual center position (relative to m_Origin)
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// + velocity (world space)
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Vector m_Position;
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Vector m_Velocity;
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// our current orientation....
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QAngle m_CurrentAngles;
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VMatrix m_Orientation;
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float m_Theta;
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float m_Phi;
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float m_ThetaVelocity;
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float m_PhiVelocity;
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};
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline const QAngle& CShieldEffect::GetCurrentAngles() const
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{
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return m_CurrentAngles;
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}
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//-----------------------------------------------------------------------------
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// Returns the render bounds
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//-----------------------------------------------------------------------------
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inline const Vector& CShieldEffect::GetRenderMins() const
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{
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return m_vecRenderMins;
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}
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inline const Vector& CShieldEffect::GetRenderMaxs() const
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{
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return m_vecRenderMaxs;
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}
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#endif // TF_SHIELD_SHARED_H
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