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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: Fizzle effects for portal.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "clienteffectprecachesystem.h"
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#include "fx.h"
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#include "fx_sparks.h"
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#include "iefx.h"
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#include "c_te_effect_dispatch.h"
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#include "particles_ez.h"
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#include "decals.h"
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#include "engine/IEngineSound.h"
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#include "fx_quad.h"
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#include "engine/ivdebugoverlay.h"
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#include "shareddefs.h"
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#include "portal_shareddefs.h"
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#include "effect_color_tables.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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class C_PortalBlast : public C_BaseEntity
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{
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DECLARE_CLASS( C_PortalBlast, C_BaseAnimating );
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public:
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static void Create( bool bIsPortal2, PortalPlacedByType ePlacedBy, const Vector &vStart, const Vector &vEnd, const QAngle &qAngles, float fDeathTime );
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void Init( bool bIsPortal2, PortalPlacedByType ePlacedBy, const Vector &vStart, const Vector &vEnd, const QAngle &qAngles, float fDeathTime );
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virtual void ClientThink( void );
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private:
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Vector m_ptCreationPoint;
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Vector m_ptDeathPoint;
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Vector m_ptAimPoint;
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float m_fCreationTime;
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float m_fDeathTime;
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};
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void C_PortalBlast::Create( bool bIsPortal2, PortalPlacedByType ePlacedBy, const Vector &vStart, const Vector &vEnd, const QAngle &qAngles, float fDeathTime )
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{
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C_PortalBlast *pPortalBlast = new C_PortalBlast;
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pPortalBlast->Init( bIsPortal2, ePlacedBy, vStart, vEnd, qAngles, fDeathTime );
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}
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void C_PortalBlast::Init( bool bIsPortal2, PortalPlacedByType ePlacedBy, const Vector &vStart, const Vector &vEnd, const QAngle &qAngles, float fDeathTime )
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{
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ClientEntityList().AddNonNetworkableEntity( this );
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ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
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AddToLeafSystem( RENDER_GROUP_OPAQUE_ENTITY );
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SetThink( &C_PortalBlast::ClientThink );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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m_ptCreationPoint = vStart;
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m_ptDeathPoint = vEnd;
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SetAbsOrigin( m_ptCreationPoint );
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m_fCreationTime = gpGlobals->curtime;
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m_fDeathTime = fDeathTime;
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if ( m_fDeathTime - 0.1f < m_fCreationTime )
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{
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m_fDeathTime = m_fCreationTime + 0.1f;
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}
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Vector vForward;
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AngleVectors( qAngles, &vForward );
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m_ptAimPoint = m_ptCreationPoint + vForward * m_ptCreationPoint.DistTo( m_ptDeathPoint );
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if ( ePlacedBy == PORTAL_PLACED_BY_PLAYER )
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ParticleProp()->Create( ( ( bIsPortal2 ) ? ( "portal_2_projectile_stream" ) : ( "portal_1_projectile_stream" ) ), PATTACH_ABSORIGIN_FOLLOW );
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else
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ParticleProp()->Create( ( ( bIsPortal2 ) ? ( "portal_2_projectile_stream_pedestal" ) : ( "portal_1_projectile_stream_pedestal" ) ), PATTACH_ABSORIGIN_FOLLOW );
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}
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void C_PortalBlast::ClientThink( void )
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{
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if ( m_fCreationTime == 0.0f && m_fDeathTime == 0.0f )
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{
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// Die!
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Remove();
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return;
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}
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float fT = ( gpGlobals->curtime - m_fCreationTime ) / ( m_fDeathTime - m_fCreationTime );
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if ( fT >= 1.0f )
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{
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// Ready to die! But we want one more frame in the final position
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SetAbsOrigin( m_ptDeathPoint );
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m_fCreationTime = 0.0f;
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m_fDeathTime = 0.0f;
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return;
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}
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// Set the interpolated position
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Vector vTarget = m_ptAimPoint * ( 1.0f - fT ) + m_ptDeathPoint * fT;
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SetAbsOrigin( m_ptCreationPoint * ( 1.0f - fT ) + vTarget * fT );
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}
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void PortalBlastCallback( const CEffectData & data )
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{
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C_PortalBlast::Create( ( data.m_nColor == 1 ) ? ( false ) : ( true ), (PortalPlacedByType)data.m_nDamageType, data.m_vOrigin, data.m_vStart, data.m_vAngles, data.m_flScale );
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}
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DECLARE_CLIENT_EFFECT( "PortalBlast", PortalBlastCallback );
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