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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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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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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 "c_te_basebeam.h"
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#include "iviewrender_beams.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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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_TEBeamFollow : public C_TEBaseBeam
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{
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public:
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DECLARE_CLASS( C_TEBeamFollow, C_TEBaseBeam );
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DECLARE_CLIENTCLASS();
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C_TEBeamFollow( void );
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virtual ~C_TEBeamFollow( void );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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public:
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int m_iEntIndex;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEBeamFollow::C_TEBeamFollow( void )
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{
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m_iEntIndex = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEBeamFollow::~C_TEBeamFollow( void )
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{
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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_TEBeamFollow::PostDataUpdate( DataUpdateType_t updateType )
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{
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beams->CreateBeamFollow( m_iEntIndex, m_nModelIndex, m_nHaloIndex, 0, m_fLife,
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m_fWidth, m_fEndWidth, m_nFadeLength, r, g, b, a );
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}
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// Expose the TE to the engine.
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IMPLEMENT_CLIENTCLASS_EVENT( C_TEBeamFollow, DT_TEBeamFollow, CTEBeamFollow );
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BEGIN_RECV_TABLE(C_TEBeamFollow, DT_TEBeamFollow)
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RecvPropInt( RECVINFO(m_iEntIndex)),
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END_RECV_TABLE()
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void TE_BeamFollow( IRecipientFilter& filter, float delay,
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int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
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float fadeLength,float r, float g, float b, float a )
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{
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beams->CreateBeamFollow( iEntIndex, modelIndex, haloIndex, 0, life,
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width, endWidth, fadeLength, r, g, b, a );
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}
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