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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 FUNC_AREAPORTALBASE_H
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#define FUNC_AREAPORTALBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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#include "utllinkedlist.h"
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// Shared stuff between door portals and window portals.
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class CFuncAreaPortalBase : public CBaseEntity
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{
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DECLARE_CLASS( CFuncAreaPortalBase, CBaseEntity );
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public:
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DECLARE_DATADESC();
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CFuncAreaPortalBase();
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virtual ~CFuncAreaPortalBase();
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// Areaportals must be placed in each map for preprocess, they can't use transitions
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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// This is called each frame for each client to all portals to close
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// when the viewer is far enough away, or on the backside.
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//
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// The default implementation closes the portal if the viewer (plus some padding)
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// is on the backside of the portal. Return false if you close the portal.
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//
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// Returns whether or not the (server part of) the engine was told to shut the
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// portal off for purposes of flowing through portals to determine which areas to
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// send to the client.
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//
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//
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// bIsOpenOnClient is usually the same as the return value but NOT always. Here's why (explained
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// here in depth because this case was discovered in a lengthy debugging session):
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//
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// - Each CFuncAreaPortalBase represents two dareaportal_t's (matched by CFuncAreaPortalBase::m_portalNumber
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// and dareaportal_t::m_PortalKey). Each dareaportal_t leads into one of the connected areas
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// and the dareaportal_t's have opposite-facing planes.
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//
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// - The engine's SetAreaPortalState function takes a portal key and closes BOTH dareaportal_t's associated with it.
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//
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// - UpdateVisibility may decide a portal leading out of the _area you're sitting in_ can be closed
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// for purposes of flowing through areas because you're on the backside of the dareaportal_t that
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// you would flow out of.
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//
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// - At the same time, you might be able to look through the other dareaportal_t attached to
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// that portal key (right back into the area you're standing in).
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//
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// - An illustration:
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//
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// --------------------
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// | |
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// | |--------|aaaaaa|
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// | | |bbbbbb| <---- aaaa and bbbb area both for PortalKey1
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// |**| | |
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// | | | area |
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// |**| | 2 |
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// | | |------|
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// | | | |
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// | ---------- area |
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// | 1 |
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// |------------------|
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//
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// "aaaa" and "bbbb" each represent a different dareaportal_t, (aaa leads into area 2 and
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// bbb leads into area 1). They both represent the same portal key though (call it PortalKey1).
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//
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// When standing in area 1 (where the "area 1" text is), the engine will check aaaa and it'll notice
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// that you're on the wrong side of aaaa to be looking through it, so it'll say that PortalKey1 is closed
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// for purposes of flowing through areas on the server (it turns out you can get to area 2 through
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// the portal right above the "area 1" text).
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//
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// If you told the client that PortalKey1 was closed, then you'd get a pop when moving from area 1
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// to area 2 because the client would think you couldn't see through PortalKey1 into area 1 UNTIL
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// the server transmitted the new updated PortalKey bits, which can be lagged.
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//
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// That's why we have bIsOpenOnClient which doesn't include this backfacing test.
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//
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// .. and they all lived happily ever after.
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// The End
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//
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//
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//
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// Note: when you're standing in the space between the **'s, then the server would stop transmitting
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// the contents of area 2 because there would be no portal you were on the correct side of to
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// see into area 2.
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virtual bool UpdateVisibility( const Vector &vOrigin, float fovDistanceAdjustFactor, bool &bIsOpenOnClient );
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public:
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// This matches two dareaportal_t::m_PortalKeys.
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int m_portalNumber;
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int m_iPortalVersion;
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private:
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unsigned short m_AreaPortalsElement; // link into g_AreaPortals.
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};
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extern CUtlLinkedList<CFuncAreaPortalBase*, unsigned short> g_AreaPortals;
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#endif // FUNC_AREAPORTALBASE_H
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