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https://github.com/nillerusr/source-engine.git
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upload "kind" alien swarm
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#ifndef ENV_PROJECTEDTEXTURE_H
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#define ENV_PROJECTEDTEXTURE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define ENV_PROJECTEDTEXTURE_STARTON (1<<0)
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#define ENV_PROJECTEDTEXTURE_ALWAYSUPDATE (1<<1)
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CEnvProjectedTexture : public CPointEntity
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{
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DECLARE_CLASS( CEnvProjectedTexture, CPointEntity );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CEnvProjectedTexture();
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bool KeyValue( const char *szKeyName, const char *szValue );
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virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
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// Always transmit to clients
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virtual int UpdateTransmitState();
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virtual void Activate( void );
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputAlwaysUpdateOn( inputdata_t &inputdata );
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void InputAlwaysUpdateOff( inputdata_t &inputdata );
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void InputSetFOV( inputdata_t &inputdata );
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void InputSetTarget( inputdata_t &inputdata );
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void InputSetCameraSpace( inputdata_t &inputdata );
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void InputSetLightOnlyTarget( inputdata_t &inputdata );
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void InputSetLightWorld( inputdata_t &inputdata );
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void InputSetEnableShadows( inputdata_t &inputdata );
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void InputSetLightColor( inputdata_t &inputdata );
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void InputSetSpotlightTexture( inputdata_t &inputdata );
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void InputSetAmbient( inputdata_t &inputdata );
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void InitialThink( void );
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CNetworkHandle( CBaseEntity, m_hTargetEntity );
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private:
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CNetworkVar( bool, m_bState );
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CNetworkVar( bool, m_bAlwaysUpdate );
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CNetworkVar( float, m_flLightFOV );
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CNetworkVar( bool, m_bEnableShadows );
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CNetworkVar( bool, m_bSimpleProjection );
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CNetworkVar( bool, m_bLightOnlyTarget );
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CNetworkVar( bool, m_bLightWorld );
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CNetworkVar( bool, m_bCameraSpace );
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CNetworkVar( float, m_flBrightnessScale );
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CNetworkColor32( m_LightColor );
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CNetworkVar( float, m_flColorTransitionTime );
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CNetworkVar( float, m_flAmbient );
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CNetworkString( m_SpotlightTextureName, MAX_PATH );
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CNetworkVar( int, m_nSpotlightTextureFrame );
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CNetworkVar( float, m_flNearZ );
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CNetworkVar( float, m_flFarZ );
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CNetworkVar( int, m_nShadowQuality );
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CNetworkVar( float, m_flProjectionSize );
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CNetworkVar( float, m_flRotation );
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};
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#endif // ENV_PROJECTEDTEXTURE_H
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