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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 C_ENVPROJECTEDTEXTURE_H
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#define C_ENVPROJECTEDTEXTURE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseentity.h"
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#include "basetypes.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_EnvProjectedTexture : public C_BaseEntity
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{
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DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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C_EnvProjectedTexture();
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~C_EnvProjectedTexture();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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void ShutDownLightHandle( void );
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virtual void Simulate();
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void UpdateLight( bool bForceUpdate );
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bool ShadowsEnabled();
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float GetFOV();
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private:
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ClientShadowHandle_t m_LightHandle;
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EHANDLE m_hTargetEntity;
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bool m_bState;
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float m_flLightFOV;
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bool m_bEnableShadows;
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bool m_bLightOnlyTarget;
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bool m_bLightWorld;
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bool m_bCameraSpace;
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color32 m_cLightColor;
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float m_flAmbient;
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char m_SpotlightTextureName[ MAX_PATH ];
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int m_nSpotlightTextureFrame;
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int m_nShadowQuality;
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bool m_bCurrentShadow;
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public:
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C_EnvProjectedTexture *m_pNext;
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};
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C_EnvProjectedTexture* GetEnvProjectedTextureList();
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#endif // C_ENVPROJECTEDTEXTURE_H
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