mirror of
https://github.com/nillerusr/source-engine.git
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415 lines
11 KiB
C++
415 lines
11 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Flare effects
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "clienteffectprecachesystem.h"
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#include "particles_simple.h"
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#include "iefx.h"
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#include "dlight.h"
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#include "view.h"
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#include "fx.h"
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#include "clientsideeffects.h"
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#include "c_pixel_visibility.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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//Precahce the effects
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectFlares )
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CLIENTEFFECT_MATERIAL( "effects/redflare" )
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CLIENTEFFECT_MATERIAL( "effects/yellowflare" )
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CLIENTEFFECT_MATERIAL( "effects/yellowflare_noz" )
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CLIENTEFFECT_REGISTER_END()
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class C_Flare : public C_BaseCombatCharacter, CSimpleEmitter
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{
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public:
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DECLARE_CLASS( C_Flare, C_BaseCombatCharacter );
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DECLARE_CLIENTCLASS();
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C_Flare();
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void OnDataChanged( DataUpdateType_t updateType );
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void Update( float timeDelta );
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void NotifyDestroyParticle( Particle* pParticle );
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void NotifyShouldTransmit( ShouldTransmitState_t state );
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void RestoreResources( void );
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float m_flTimeBurnOut;
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float m_flScale;
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bool m_bLight;
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bool m_bSmoke;
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bool m_bPropFlare;
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pixelvis_handle_t m_queryHandle;
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private:
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C_Flare( const C_Flare & );
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TimedEvent m_teSmokeSpawn;
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int m_iAttachment;
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SimpleParticle *m_pParticle[2];
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};
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IMPLEMENT_CLIENTCLASS_DT( C_Flare, DT_Flare, CFlare )
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RecvPropFloat( RECVINFO( m_flTimeBurnOut ) ),
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RecvPropFloat( RECVINFO( m_flScale ) ),
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RecvPropInt( RECVINFO( m_bLight ) ),
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RecvPropInt( RECVINFO( m_bSmoke ) ),
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RecvPropInt( RECVINFO( m_bPropFlare ) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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C_Flare::C_Flare() : CSimpleEmitter( "C_Flare" )
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{
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m_pParticle[0] = NULL;
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m_pParticle[1] = NULL;
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m_flTimeBurnOut = 0.0f;
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m_bLight = true;
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m_bSmoke = true;
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m_bPropFlare = false;
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SetDynamicallyAllocated( false );
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m_queryHandle = 0;
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m_iAttachment = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : state -
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//-----------------------------------------------------------------------------
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void C_Flare::NotifyShouldTransmit( ShouldTransmitState_t state )
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{
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if ( state == SHOULDTRANSMIT_END )
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{
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AddEffects( EF_NODRAW );
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}
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else if ( state == SHOULDTRANSMIT_START )
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{
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RemoveEffects( EF_NODRAW );
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}
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BaseClass::NotifyShouldTransmit( state );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bool -
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//-----------------------------------------------------------------------------
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void C_Flare::OnDataChanged( DataUpdateType_t updateType )
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{
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if ( updateType == DATA_UPDATE_CREATED )
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{
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SetSortOrigin( GetAbsOrigin() );
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if ( m_bSmoke )
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{
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m_teSmokeSpawn.Init( 8 );
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}
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}
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BaseClass::OnDataChanged( updateType );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_Flare::RestoreResources( void )
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{
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if ( m_pParticle[0] == NULL )
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{
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m_pParticle[0] = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), GetPMaterial( "effects/redflare" ), GetAbsOrigin() );
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if ( m_pParticle[0] != NULL )
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{
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m_pParticle[0]->m_uchColor[0] = m_pParticle[0]->m_uchColor[1] = m_pParticle[0]->m_uchColor[2] = 0;
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m_pParticle[0]->m_flRoll = random->RandomInt( 0, 360 );
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m_pParticle[0]->m_flRollDelta = random->RandomFloat( 1.0f, 4.0f );
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m_pParticle[0]->m_flLifetime = 0.0f;
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m_pParticle[0]->m_flDieTime = 10.0f;
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}
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else
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{
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Assert(0);
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}
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}
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if ( m_pParticle[1] == NULL )
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{
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m_pParticle[1] = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), GetPMaterial( "effects/yellowflare_noz" ), GetAbsOrigin() );
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if ( m_pParticle[1] != NULL )
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{
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m_pParticle[1]->m_uchColor[0] = m_pParticle[1]->m_uchColor[1] = m_pParticle[1]->m_uchColor[2] = 0;
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m_pParticle[1]->m_flRoll = random->RandomInt( 0, 360 );
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m_pParticle[1]->m_flRollDelta = random->RandomFloat( 1.0f, 4.0f );
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m_pParticle[1]->m_flLifetime = 0.0f;
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m_pParticle[1]->m_flDieTime = 10.0f;
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}
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else
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{
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Assert(0);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pParticle -
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//-----------------------------------------------------------------------------
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void C_Flare::NotifyDestroyParticle( Particle* pParticle )
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{
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if ( pParticle == m_pParticle[0] )
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{
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m_pParticle[0] = NULL;
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}
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if ( pParticle == m_pParticle[1] )
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{
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m_pParticle[1] = NULL;
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}
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CSimpleEmitter::NotifyDestroyParticle( pParticle );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : timeDelta -
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//-----------------------------------------------------------------------------
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void C_Flare::Update( float timeDelta )
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{
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if ( !IsVisible() )
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return;
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CSimpleEmitter::Update( timeDelta );
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//Make sure our stored resources are up to date
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RestoreResources();
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//Don't do this if the console is down
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if ( timeDelta <= 0.0f )
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return;
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//Check for LOS
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pixelvis_queryparams_t params;
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params.Init(GetAbsOrigin());
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params.proxySize = 8.0f; // Inches
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float visible = PixelVisibility_FractionVisible( params, &m_queryHandle );
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float fColor;
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#ifdef HL2_CLIENT_DLL
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float baseScale = m_flScale;
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#else
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// NOTE!!! This is bigger by a factor of 1.2 to deal with fixing a bug from HL2. See dlight_t.h
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float baseScale = m_flScale * 1.2f;
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#endif
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//Account for fading out
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if ( ( m_flTimeBurnOut != -1.0f ) && ( ( m_flTimeBurnOut - gpGlobals->curtime ) <= 10.0f ) )
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{
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baseScale *= ( ( m_flTimeBurnOut - gpGlobals->curtime ) / 10.0f );
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}
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bool bVisible = (baseScale < 0.01f || visible == 0.0f) ? false : true;
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//Clamp the scale if vanished
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if ( !bVisible )
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{
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if ( m_pParticle[0] != NULL )
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{
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m_pParticle[0]->m_flDieTime = gpGlobals->curtime;
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m_pParticle[0]->m_uchStartSize = m_pParticle[0]->m_uchEndSize = 0;
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m_pParticle[0]->m_uchColor[0] = 0;
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m_pParticle[0]->m_uchColor[1] = 0;
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m_pParticle[0]->m_uchColor[2] = 0;
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}
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if ( m_pParticle[1] != NULL )
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{
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m_pParticle[1]->m_flDieTime = gpGlobals->curtime;
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m_pParticle[1]->m_uchStartSize = m_pParticle[1]->m_uchEndSize = 0;
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m_pParticle[1]->m_uchColor[0] = 0;
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m_pParticle[1]->m_uchColor[1] = 0;
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m_pParticle[1]->m_uchColor[2] = 0;
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}
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}
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if ( baseScale < 0.01f )
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return;
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//
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// Dynamic light
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//
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if ( m_bLight )
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{
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dlight_t *dl= effects->CL_AllocDlight( index );
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if ( m_bPropFlare == false )
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{
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dl->origin = GetAbsOrigin();
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dl->color.r = 255;
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dl->die = gpGlobals->curtime + 0.1f;
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dl->radius = baseScale * random->RandomFloat( 110.0f, 128.0f );
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dl->color.g = dl->color.b = random->RandomInt( 32, 64 );
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}
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else
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{
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if ( m_iAttachment == -1 )
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{
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m_iAttachment = LookupAttachment( "fuse" );
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}
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if ( m_iAttachment != -1 )
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{
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Vector effect_origin;
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QAngle effect_angles;
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GetAttachment( m_iAttachment, effect_origin, effect_angles );
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//Raise the light a little bit away from the flare so it lights it up better.
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dl->origin = effect_origin + Vector( 0, 0, 4 );
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dl->color.r = 255;
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dl->die = gpGlobals->curtime + 0.1f;
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dl->radius = baseScale * random->RandomFloat( 245.0f, 256.0f );
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dl->color.g = dl->color.b = random->RandomInt( 95, 128 );
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dlight_t *el= effects->CL_AllocElight( index );
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el->origin = effect_origin;
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el->color.r = 255;
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el->color.g = dl->color.b = random->RandomInt( 95, 128 );
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el->radius = baseScale * random->RandomFloat( 260.0f, 290.0f );
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el->die = gpGlobals->curtime + 0.1f;
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}
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}
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}
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//
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// Smoke
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//
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float dt = timeDelta;
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if ( m_bSmoke )
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{
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while ( m_teSmokeSpawn.NextEvent( dt ) )
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{
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Vector smokeOrg = GetAbsOrigin();
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Vector flareScreenDir = ( smokeOrg - MainViewOrigin() );
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VectorNormalize( flareScreenDir );
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smokeOrg = smokeOrg + ( flareScreenDir * 2.0f );
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smokeOrg[2] += baseScale * 4.0f;
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SimpleParticle *sParticle = (SimpleParticle *) AddParticle( sizeof( SimpleParticle ), g_Mat_DustPuff[1], smokeOrg );
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if ( sParticle == NULL )
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return;
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sParticle->m_flLifetime = 0.0f;
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sParticle->m_flDieTime = 1.0f;
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sParticle->m_vecVelocity = Vector( random->RandomFloat( -16.0f, 16.0f ), random->RandomFloat( -16.0f, 16.0f ), random->RandomFloat( 8.0f, 16.0f ) + 32.0f );
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if ( m_bPropFlare )
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{
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sParticle->m_uchColor[0] = 255;
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sParticle->m_uchColor[1] = 100;
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sParticle->m_uchColor[2] = 100;
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}
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else
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{
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sParticle->m_uchColor[0] = 255;
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sParticle->m_uchColor[1] = 48;
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sParticle->m_uchColor[2] = 48;
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}
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sParticle->m_uchStartAlpha = random->RandomInt( 64, 90 );
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sParticle->m_uchEndAlpha = 0;
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sParticle->m_uchStartSize = random->RandomInt( 2, 4 );
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sParticle->m_uchEndSize = sParticle->m_uchStartSize * 8.0f;
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sParticle->m_flRoll = random->RandomInt( 0, 2*M_PI );
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sParticle->m_flRollDelta = random->RandomFloat( -(M_PI/6.0f), M_PI/6.0f );
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}
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}
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if ( !bVisible )
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return;
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//
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// Outer glow
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//
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Vector offset;
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//Cause the base of the effect to shake
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offset.Random( -0.5f * baseScale, 0.5f * baseScale );
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offset += GetAbsOrigin();
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if ( m_pParticle[0] != NULL )
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{
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m_pParticle[0]->m_Pos = offset;
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m_pParticle[0]->m_flLifetime = 0.0f;
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m_pParticle[0]->m_flDieTime = 2.0f;
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m_pParticle[0]->m_vecVelocity.Init();
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fColor = random->RandomInt( 100.0f, 128.0f ) * visible;
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m_pParticle[0]->m_uchColor[0] = fColor;
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m_pParticle[0]->m_uchColor[1] = fColor;
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m_pParticle[0]->m_uchColor[2] = fColor;
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m_pParticle[0]->m_uchStartAlpha = fColor;
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m_pParticle[0]->m_uchEndAlpha = fColor;
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m_pParticle[0]->m_uchStartSize = baseScale * (float) random->RandomInt( 32, 48 );
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m_pParticle[0]->m_uchEndSize = m_pParticle[0]->m_uchStartSize;
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m_pParticle[0]->m_flRollDelta = 0.0f;
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if ( random->RandomInt( 0, 4 ) == 3 )
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{
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m_pParticle[0]->m_flRoll += random->RandomInt( 2, 8 );
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}
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}
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//
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// Inner core
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//
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//Cause the base of the effect to shake
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offset.Random( -1.0f * baseScale, 1.0f * baseScale );
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offset += GetAbsOrigin();
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if ( m_pParticle[1] != NULL )
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{
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m_pParticle[1]->m_Pos = offset;
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m_pParticle[1]->m_flLifetime = 0.0f;
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m_pParticle[1]->m_flDieTime = 2.0f;
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m_pParticle[1]->m_vecVelocity.Init();
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fColor = 255 * visible;
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m_pParticle[1]->m_uchColor[0] = fColor;
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m_pParticle[1]->m_uchColor[1] = fColor;
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m_pParticle[1]->m_uchColor[2] = fColor;
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m_pParticle[1]->m_uchStartAlpha = fColor;
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m_pParticle[1]->m_uchEndAlpha = fColor;
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m_pParticle[1]->m_uchStartSize = baseScale * (float) random->RandomInt( 2, 4 );
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m_pParticle[1]->m_uchEndSize = m_pParticle[0]->m_uchStartSize;
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m_pParticle[1]->m_flRoll = random->RandomInt( 0, 360 );
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}
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}
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