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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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//=============================================================================
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#ifndef EPISODIC_SCREENSPACEEFFECTS_H
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#define EPISODIC_SCREENSPACEEFFECTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ScreenSpaceEffects.h"
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class CStunEffect : public IScreenSpaceEffect
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{
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public:
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CStunEffect( void ) :
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m_flDuration( 0.0f ),
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m_flFinishTime( 0.0f ),
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m_bUpdateView( true ) {}
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virtual void Init( void );
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virtual void Shutdown( void );
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virtual void SetParameters( KeyValues *params );
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virtual void Enable( bool bEnable ) {};
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virtual bool IsEnabled( ) { return true; }
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virtual void Render( int x, int y, int w, int h );
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private:
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CTextureReference m_StunTexture;
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CMaterialReference m_EffectMaterial;
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float m_flDuration;
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float m_flFinishTime;
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bool m_bUpdateView;
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};
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ADD_SCREENSPACE_EFFECT( CStunEffect, episodic_stun );
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//
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// EP1 Intro Blur
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//
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class CEP1IntroEffect : public IScreenSpaceEffect
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{
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public:
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CEP1IntroEffect( void ) :
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m_flDuration( 0.0f ),
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m_flFinishTime( 0.0f ),
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m_bUpdateView( true ),
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m_bEnabled( false ),
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m_bFadeOut( false ) {}
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virtual void Init( void );
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virtual void Shutdown( void );
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virtual void SetParameters( KeyValues *params );
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virtual void Enable( bool bEnable ) { m_bEnabled = bEnable; }
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virtual bool IsEnabled( ) { return m_bEnabled; }
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virtual void Render( int x, int y, int w, int h );
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private:
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inline unsigned char GetFadeAlpha( void );
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CTextureReference m_StunTexture;
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CMaterialReference m_EffectMaterial;
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float m_flDuration;
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float m_flFinishTime;
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bool m_bUpdateView;
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bool m_bEnabled;
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bool m_bFadeOut;
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};
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ADD_SCREENSPACE_EFFECT( CEP1IntroEffect, episodic_intro );
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//
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// EP2 Player Stunned Effect
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//
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//
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// EP1 Intro Blur
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//
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class CEP2StunEffect : public IScreenSpaceEffect
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{
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public:
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CEP2StunEffect( void ) :
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m_flDuration( 0.0f ),
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m_flFinishTime( 0.0f ),
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m_bUpdateView( true ),
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m_bEnabled( false ),
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m_bFadeOut( false ) {}
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virtual void Init( void );
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virtual void Shutdown( void );
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virtual void SetParameters( KeyValues *params );
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virtual void Enable( bool bEnable ) { m_bEnabled = bEnable; }
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virtual bool IsEnabled( ) { return m_bEnabled; }
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virtual void Render( int x, int y, int w, int h );
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private:
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inline unsigned char GetFadeAlpha( void );
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CTextureReference m_StunTexture;
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CMaterialReference m_EffectMaterial;
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float m_flDuration;
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float m_flFinishTime;
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bool m_bUpdateView;
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bool m_bEnabled;
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bool m_bFadeOut;
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};
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ADD_SCREENSPACE_EFFECT( CEP2StunEffect, ep2_groggy );
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#endif // EPISODIC_SCREENSPACEEFFECTS_H
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