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https://github.com/nillerusr/source-engine.git
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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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#include "DmeVMFEntity.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "toolframework/itoolentity.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialsystem.h"
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#include "engine/iclientleafsystem.h"
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#include "toolutils/enginetools_int.h"
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#include "foundrytool.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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#define SPHERE_RADIUS 16
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeVMFEntity, CDmeVMFEntity );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDmeVMFEntity::OnConstruction()
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{
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m_ClassName.Init( this, "classname" );
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m_TargetName.Init( this, "targetname" );
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m_bIsPlaceholder.InitAndSet( this, "_placeholder", false, FATTRIB_DONTSAVE );
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m_vecLocalOrigin.Init( this, "origin" );
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m_vecLocalAngles.Init( this, "angles" );
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// Used to make sure these aren't saved if they aren't changed
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m_TargetName.GetAttribute()->AddFlag( FATTRIB_DONTSAVE | FATTRIB_HAS_CALLBACK );
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m_vecLocalAngles.GetAttribute()->AddFlag( FATTRIB_DONTSAVE | FATTRIB_HAS_CALLBACK );
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m_hEngineEntity = HTOOLHANDLE_INVALID;
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m_Wireframe.Init( "debug/debugwireframe", "editor" );
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}
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void CDmeVMFEntity::OnDestruction()
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{
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// Unhook it from the engine
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AttachToEngineEntity( false );
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m_Wireframe.Shutdown();
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}
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//-----------------------------------------------------------------------------
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// Called whem attributes change
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//-----------------------------------------------------------------------------
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void CDmeVMFEntity::OnAttributeChanged( CDmAttribute *pAttribute )
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{
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BaseClass::OnAttributeChanged( pAttribute );
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// Once these have changed, then save them out, and don't bother calling back
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if ( pAttribute == m_TargetName.GetAttribute() ||
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pAttribute == m_vecLocalAngles.GetAttribute() )
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{
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pAttribute->RemoveFlag( FATTRIB_DONTSAVE | FATTRIB_HAS_CALLBACK );
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return;
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}
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}
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//-----------------------------------------------------------------------------
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// Returns the entity ID
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//-----------------------------------------------------------------------------
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int CDmeVMFEntity::GetEntityId() const
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{
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return atoi( GetName() );
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}
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//-----------------------------------------------------------------------------
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// Entity Key iteration
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//-----------------------------------------------------------------------------
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bool CDmeVMFEntity::IsEntityKey( CDmAttribute *pEntityKey )
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{
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return pEntityKey->IsFlagSet( FATTRIB_USERDEFINED );
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}
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CDmAttribute *CDmeVMFEntity::FirstEntityKey()
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{
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for ( CDmAttribute *pAttribute = FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
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{
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if ( IsEntityKey( pAttribute ) )
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return pAttribute;
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}
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return NULL;
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}
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CDmAttribute *CDmeVMFEntity::NextEntityKey( CDmAttribute *pEntityKey )
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{
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if ( !pEntityKey )
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return NULL;
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for ( CDmAttribute *pAttribute = pEntityKey->NextAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
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{
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if ( IsEntityKey( pAttribute ) )
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return pAttribute;
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Attach/detach from an engine entity with the same editor index
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//-----------------------------------------------------------------------------
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void CDmeVMFEntity::AttachToEngineEntity( bool bAttach )
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{
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if ( !bAttach )
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{
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m_hEngineEntity = HTOOLHANDLE_INVALID;
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}
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else
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{
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}
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}
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//-----------------------------------------------------------------------------
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// Draws the helper for the entity
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//-----------------------------------------------------------------------------
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int CDmeVMFEntity::DrawModel( int flags )
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{
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Assert( IsDrawingInEngine() );
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matrix3x4_t mat;
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AngleMatrix( m_vecLocalAngles, m_vecLocalOrigin, mat );
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CMatRenderContextPtr rc( g_pMaterialSystem->GetRenderContext() );
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rc->MatrixMode( MATERIAL_MODEL );
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rc->PushMatrix();
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rc->LoadMatrix( mat );
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int nTheta = 20, nPhi = 20;
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float flRadius = SPHERE_RADIUS;
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int nVertices = nTheta * nPhi;
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int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
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rc->FogMode( MATERIAL_FOG_NONE );
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rc->SetNumBoneWeights( 0 );
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rc->Bind( m_Wireframe );
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rc->CullMode( MATERIAL_CULLMODE_CW );
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IMesh* pMesh = rc->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );
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//
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// Build the index buffer.
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//
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int i, j;
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for ( i = 0; i < nPhi; ++i )
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{
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for ( j = 0; j < nTheta; ++j )
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{
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float u = j / ( float )(nTheta - 1);
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float v = i / ( float )(nPhi - 1);
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float theta = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f;
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float phi = M_PI * v;
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Vector vecPos;
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vecPos.x = flRadius * sin(phi) * cos(theta);
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vecPos.y = flRadius * cos(phi);
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vecPos.z = -flRadius * sin(phi) * sin(theta);
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unsigned char red = (int)( u * 255.0f );
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unsigned char green = (int)( v * 255.0f );
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unsigned char blue = (int)( v * 255.0f );
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unsigned char alpha = (int)( v * 255.0f );
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meshBuilder.Position3fv( vecPos.Base() );
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meshBuilder.Color4ub( red, green, blue, alpha );
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meshBuilder.TexCoord2f( 0, u, v );
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meshBuilder.BoneWeight( 0, 1.0f );
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meshBuilder.BoneMatrix( 0, 0 );
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meshBuilder.AdvanceVertex();
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}
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}
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//
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// Emit the triangle strips.
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//
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int idx = 0;
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for ( i = 0; i < nPhi - 1; ++i )
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{
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for ( j = 0; j < nTheta; ++j )
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{
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idx = nTheta * i + j;
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meshBuilder.FastIndex( idx );
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meshBuilder.FastIndex( idx + nTheta );
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}
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//
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// Emit a degenerate triangle to skip to the next row without
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// a connecting triangle.
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//
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if ( i < nPhi - 2 )
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{
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meshBuilder.FastIndex( idx + 1 );
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meshBuilder.FastIndex( idx + 1 + nTheta );
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}
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}
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meshBuilder.End();
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pMesh->Draw();
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rc->CullMode( MATERIAL_CULLMODE_CCW );
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rc->MatrixMode( MATERIAL_MODEL );
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rc->PopMatrix();
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Position and bounds for the model
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//-----------------------------------------------------------------------------
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const Vector &CDmeVMFEntity::GetRenderOrigin( void )
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{
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return m_vecLocalOrigin;
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}
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const QAngle &CDmeVMFEntity::GetRenderAngles( void )
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{
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return m_vecLocalAngles;
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}
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void CDmeVMFEntity::GetRenderBounds( Vector& mins, Vector& maxs )
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{
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mins.Init( -SPHERE_RADIUS, -SPHERE_RADIUS, -SPHERE_RADIUS );
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maxs.Init( SPHERE_RADIUS, SPHERE_RADIUS, SPHERE_RADIUS );
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}
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