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add hl1,portal,dod source code
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Game-specific impact effect hooks
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//
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//=============================================================================
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#include "cbase.h"
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#include "decals.h"
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#include "iefx.h"
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#include "fx_impact.h"
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#include "tempent.h"
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#include "c_te_effect_dispatch.h"
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#include "c_te_legacytempents.h"
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void KnifeSlash( const CEffectData &data )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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if( pEntity == NULL )
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return;
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int decalNumber = decalsystem->GetDecalIndexForName( GetImpactDecal( pEntity, iMaterial, iDamageType ) );
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if ( decalNumber == -1 )
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return;
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// vector perpendicular to the slash direction
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// so we can align the slash decal to that
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Vector vecPerp;
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AngleVectors( data.m_vAngles, NULL, &vecPerp, NULL );
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const ConVar *decals =cvar->FindVar( "r_decals" );
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if ( decals && decals->GetInt() )
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{
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if ( (pEntity->entindex() == 0) && (iHitbox != 0) )
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{
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// Setup our shot information
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Vector shotDir = vecOrigin - vecStart;
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float flLength = VectorNormalize( shotDir );
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Vector traceExt;
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VectorMA( vecStart, flLength + 8.0f, shotDir, traceExt );
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// Special case for world entity with hitbox (that's a static prop):
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// In this case, we've hit a static prop. Decal it!
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staticpropmgr->AddDecalToStaticProp( vecStart, traceExt, iHitbox - 1, decalNumber, true, tr );
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}
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else
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{
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effects->DecalShoot( decalNumber,
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pEntity->entindex(),
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pEntity->GetModel(),
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pEntity->GetAbsOrigin(),
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pEntity->GetAbsAngles(),
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vecOrigin,
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&vecPerp,
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0 );
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}
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}
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if( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr, data.m_fFlags ) )
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{
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// Check for custom effects based on the Decal index
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PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
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}
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}
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DECLARE_CLIENT_EFFECT( "KnifeSlash", KnifeSlash );
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