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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Network data for screen shake and screen fade.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef SHAKE_H
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#define SHAKE_H
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#ifdef _WIN32
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#pragma once
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#endif
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//
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// Commands for the screen shake effect.
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//
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struct ScreenShake_t
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{
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int command;
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float amplitude;
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float frequency;
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float duration;
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};
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enum ShakeCommand_t
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{
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SHAKE_START = 0, // Starts the screen shake for all players within the radius.
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SHAKE_STOP, // Stops the screen shake for all players within the radius.
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SHAKE_AMPLITUDE, // Modifies the amplitude of an active screen shake for all players within the radius.
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SHAKE_FREQUENCY, // Modifies the frequency of an active screen shake for all players within the radius.
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SHAKE_START_RUMBLEONLY, // Starts a shake effect that only rumbles the controller, no screen effect.
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SHAKE_START_NORUMBLE, // Starts a shake that does NOT rumble the controller.
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};
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//
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// Screen shake message.
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//
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extern int gmsgShake;
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// Fade in/out
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extern int gmsgFade;
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#define FFADE_IN 0x0001 // Just here so we don't pass 0 into the function
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#define FFADE_OUT 0x0002 // Fade out (not in)
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#define FFADE_MODULATE 0x0004 // Modulate (don't blend)
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#define FFADE_STAYOUT 0x0008 // ignores the duration, stays faded out until new ScreenFade message received
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#define FFADE_PURGE 0x0010 // Purges all other fades, replacing them with this one
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#define SCREENFADE_FRACBITS 9 // which leaves 16-this for the integer part
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// This structure is sent over the net to describe a screen fade event
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struct ScreenFade_t
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{
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unsigned short duration; // FIXED 16 bit, with SCREENFADE_FRACBITS fractional, seconds duration
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unsigned short holdTime; // FIXED 16 bit, with SCREENFADE_FRACBITS fractional, seconds duration until reset (fade & hold)
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short fadeFlags; // flags
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byte r, g, b, a; // fade to color ( max alpha )
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};
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#endif // SHAKE_H
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