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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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// c_prop_energy_ball.cpp
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//
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// Purpose: Portal version of the combine ball. This client code is needed to provide a different
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// look when the energy ball has infinite life and to have modified client effects.
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//
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//=====================================================================================//
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#include "cbase.h" // precompiled headers
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#include "c_prop_combine_ball.h" // Our parent class
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#include "clienteffectprecachesystem.h" // To precache our new material
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ConVar cl_energy_ball_start_fade_time ( "cl_energy_ball_start_fade_time", "8", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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// Purpose: Portal version of a combine ball
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//-----------------------------------------------------------------------------
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class C_PropEnergyBall : public C_PropCombineBall
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{
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public:
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DECLARE_CLASS( C_PropEnergyBall, C_PropCombineBall );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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C_PropEnergyBall();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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protected:
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bool InitMaterials();
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bool m_bIsInfiniteLife; // if this energy ball is an infinite life variety
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float m_fTimeTillDeath; // If this is a finite life energy ball, the time remaining until detonation
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float m_fCurAlpha; // The amount of alpha to apply at DrawModel, to simulate a decaying energy ball
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};
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LINK_ENTITY_TO_CLASS( prop_energy_ball, C_PropEnergyBall );
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// precache our different materials for the infinite life energy balls
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectEnergyBall )
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CLIENTEFFECT_MATERIAL( "effects/eball_infinite_life" )
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CLIENTEFFECT_MATERIAL( "effects/eball_finite_life" )
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CLIENTEFFECT_REGISTER_END()
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IMPLEMENT_CLIENTCLASS_DT( C_PropEnergyBall, DT_PropEnergyBall, CPropEnergyBall )
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RecvPropBool( RECVINFO( m_bIsInfiniteLife ) ),
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RecvPropFloat( RECVINFO( m_fTimeTillDeath ) ),
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END_RECV_TABLE()
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BEGIN_PREDICTION_DATA( C_PropEnergyBall )
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DEFINE_PRED_FIELD( m_bIsInfiniteLife, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_fTimeTillDeath, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PropEnergyBall::C_PropEnergyBall(): m_bIsInfiniteLife(false), m_fTimeTillDeath(-1), m_fCurAlpha ( 1.0f )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Flag our data as new this frame
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// Input : DataUpdateType_t, either created or updated
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// Output : void
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//-----------------------------------------------------------------------------
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void C_PropEnergyBall::OnDataChanged(DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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// If our data changed this frame, then operate based on it next think
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if ( updateType == DATA_UPDATE_DATATABLE_CHANGED )
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{
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float fStartFadeTime = cl_energy_ball_start_fade_time.GetFloat();
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if ( fStartFadeTime < 1.0f )
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{
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fStartFadeTime = 1.0f;
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}
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// The last x seconds of life, fade
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if ( (m_fTimeTillDeath > 0.0f) )
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{
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float fNewAlpha = m_fTimeTillDeath / fStartFadeTime;
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clamp( fNewAlpha, 0.0f, 1.0f );
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m_fCurAlpha = fNewAlpha;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Use our custom body materials for energy ball, but otherwise use the base class materials (base being C_PropCombineBall)
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// Output : bool
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//-----------------------------------------------------------------------------
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bool C_PropEnergyBall::InitMaterials()
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{
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// Use the same materials as a combine ball
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bool bRetVal = BaseClass::InitMaterials();
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// If we're an infinite life combine ball, swap out the body material (and the base implementation didnt fail)
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IMaterial* pBodyMat;
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if ( m_bIsInfiniteLife )
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{
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pBodyMat = materials->FindMaterial( "effects/eball_infinite_life", NULL, false );
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}
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else
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{
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pBodyMat = materials->FindMaterial( "effects/eball_finite_life", NULL, false );
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}
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// If we can find our custom material, use it.
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if ( pBodyMat == NULL )
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{
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bRetVal = false;
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}
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else
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{
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m_pBodyMaterial = pBodyMat;
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m_pBodyMaterial->AlphaModulate( m_fCurAlpha );
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}
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return bRetVal;
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}
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