mirror of
https://github.com/nillerusr/source-engine.git
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541 lines
17 KiB
C++
541 lines
17 KiB
C++
//========= 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 "cbase.h"
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#include "flashlighteffect.h"
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#include "dlight.h"
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#include "iefx.h"
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#include "iviewrender.h"
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#include "view.h"
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#include "engine/ivdebugoverlay.h"
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#include "tier0/vprof.h"
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#include "tier1/KeyValues.h"
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#include "toolframework_client.h"
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#ifdef HL2_CLIENT_DLL
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#include "c_basehlplayer.h"
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#endif // HL2_CLIENT_DLL
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#if defined( _X360 )
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extern ConVar r_flashlightdepthres;
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#else
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extern ConVar r_flashlightdepthres;
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#endif
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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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extern ConVar r_flashlightdepthtexture;
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void r_newflashlightCallback_f( IConVar *pConVar, const char *pOldString, float flOldValue );
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static ConVar r_newflashlight( "r_newflashlight", "1", FCVAR_CHEAT, "", r_newflashlightCallback_f );
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static ConVar r_swingflashlight( "r_swingflashlight", "1", FCVAR_CHEAT );
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static ConVar r_flashlightlockposition( "r_flashlightlockposition", "0", FCVAR_CHEAT );
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static ConVar r_flashlightfov( "r_flashlightfov", "45.0", FCVAR_CHEAT );
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static ConVar r_flashlightoffsetx( "r_flashlightoffsetx", "10.0", FCVAR_CHEAT );
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static ConVar r_flashlightoffsety( "r_flashlightoffsety", "-20.0", FCVAR_CHEAT );
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static ConVar r_flashlightoffsetz( "r_flashlightoffsetz", "24.0", FCVAR_CHEAT );
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static ConVar r_flashlightnear( "r_flashlightnear", "4.0", FCVAR_CHEAT );
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static ConVar r_flashlightfar( "r_flashlightfar", "750.0", FCVAR_CHEAT );
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static ConVar r_flashlightconstant( "r_flashlightconstant", "0.0", FCVAR_CHEAT );
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static ConVar r_flashlightlinear( "r_flashlightlinear", "100.0", FCVAR_CHEAT );
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static ConVar r_flashlightquadratic( "r_flashlightquadratic", "0.0", FCVAR_CHEAT );
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static ConVar r_flashlightvisualizetrace( "r_flashlightvisualizetrace", "0", FCVAR_CHEAT );
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static ConVar r_flashlightambient( "r_flashlightambient", "0.0", FCVAR_CHEAT );
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static ConVar r_flashlightshadowatten( "r_flashlightshadowatten", "0.35", FCVAR_CHEAT );
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static ConVar r_flashlightladderdist( "r_flashlightladderdist", "40.0", FCVAR_CHEAT );
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static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
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static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
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void r_newflashlightCallback_f( IConVar *pConVar, const char *pOldString, float flOldValue )
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{
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if( engine->GetDXSupportLevel() < 70 )
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{
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r_newflashlight.SetValue( 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : nEntIndex - The m_nEntIndex of the client entity that is creating us.
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// vecPos - The position of the light emitter.
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// vecDir - The direction of the light emission.
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//-----------------------------------------------------------------------------
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CFlashlightEffect::CFlashlightEffect(int nEntIndex)
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{
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m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
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m_nEntIndex = nEntIndex;
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m_bIsOn = false;
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m_pPointLight = NULL;
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if( engine->GetDXSupportLevel() < 70 )
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{
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r_newflashlight.SetValue( 0 );
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}
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if ( g_pMaterialSystemHardwareConfig->SupportsBorderColor() )
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{
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m_FlashlightTexture.Init( "effects/flashlight_border", TEXTURE_GROUP_OTHER, true );
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}
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else
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{
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m_FlashlightTexture.Init( "effects/flashlight001", TEXTURE_GROUP_OTHER, true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFlashlightEffect::~CFlashlightEffect()
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{
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LightOff();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFlashlightEffect::TurnOn()
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{
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m_bIsOn = true;
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m_flDistMod = 1.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFlashlightEffect::TurnOff()
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{
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if (m_bIsOn)
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{
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m_bIsOn = false;
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LightOff();
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}
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}
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// Custom trace filter that skips the player and the view model.
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// If we don't do this, we'll end up having the light right in front of us all
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// the time.
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class CTraceFilterSkipPlayerAndViewModel : public CTraceFilter
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{
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public:
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virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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// Test against the vehicle too?
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// FLASHLIGHTFIXME: how do you know that you are actually inside of the vehicle?
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C_BaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
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if ( !pEntity )
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return true;
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if ( ( dynamic_cast<C_BaseViewModel *>( pEntity ) != NULL ) ||
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( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL ) ||
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pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS ||
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pEntity->GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS )
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{
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return false;
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}
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return true;
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: Do the headlight
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//-----------------------------------------------------------------------------
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void CFlashlightEffect::UpdateLightNew(const Vector &vecPos, const Vector &vecForward, const Vector &vecRight, const Vector &vecUp )
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{
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VPROF_BUDGET( "CFlashlightEffect::UpdateLightNew", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
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FlashlightState_t state;
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// We will lock some of the flashlight params if player is on a ladder, to prevent oscillations due to the trace-rays
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bool bPlayerOnLadder = ( C_BasePlayer::GetLocalPlayer()->GetMoveType() == MOVETYPE_LADDER );
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const float flEpsilon = 0.1f; // Offset flashlight position along vecUp
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const float flDistCutoff = 128.0f;
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const float flDistDrag = 0.2;
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CTraceFilterSkipPlayerAndViewModel traceFilter;
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float flOffsetY = r_flashlightoffsety.GetFloat();
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if( r_swingflashlight.GetBool() )
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{
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// This projects the view direction backwards, attempting to raise the vertical
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// offset of the flashlight, but only when the player is looking down.
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Vector vecSwingLight = vecPos + vecForward * -12.0f;
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if( vecSwingLight.z > vecPos.z )
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{
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flOffsetY += (vecSwingLight.z - vecPos.z);
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}
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}
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Vector vOrigin = vecPos + flOffsetY * vecUp;
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// Not on ladder...trace a hull
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if ( !bPlayerOnLadder )
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{
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trace_t pmOriginTrace;
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UTIL_TraceHull( vecPos, vOrigin, Vector(-4, -4, -4), Vector(4, 4, 4), MASK_SOLID & ~(CONTENTS_HITBOX), &traceFilter, &pmOriginTrace );
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if ( pmOriginTrace.DidHit() )
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{
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vOrigin = vecPos;
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}
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}
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else // on ladder...skip the above hull trace
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{
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vOrigin = vecPos;
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}
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// Now do a trace along the flashlight direction to ensure there is nothing within range to pull back from
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int iMask = MASK_OPAQUE_AND_NPCS;
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iMask &= ~CONTENTS_HITBOX;
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iMask |= CONTENTS_WINDOW;
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Vector vTarget = vecPos + vecForward * r_flashlightfar.GetFloat();
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// Work with these local copies of the basis for the rest of the function
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Vector vDir = vTarget - vOrigin;
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Vector vRight = vecRight;
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Vector vUp = vecUp;
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VectorNormalize( vDir );
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VectorNormalize( vRight );
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VectorNormalize( vUp );
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// Orthonormalize the basis, since the flashlight texture projection will require this later...
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vUp -= DotProduct( vDir, vUp ) * vDir;
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VectorNormalize( vUp );
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vRight -= DotProduct( vDir, vRight ) * vDir;
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VectorNormalize( vRight );
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vRight -= DotProduct( vUp, vRight ) * vUp;
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VectorNormalize( vRight );
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AssertFloatEquals( DotProduct( vDir, vRight ), 0.0f, 1e-3 );
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AssertFloatEquals( DotProduct( vDir, vUp ), 0.0f, 1e-3 );
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AssertFloatEquals( DotProduct( vRight, vUp ), 0.0f, 1e-3 );
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trace_t pmDirectionTrace;
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UTIL_TraceHull( vOrigin, vTarget, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmDirectionTrace );
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if ( r_flashlightvisualizetrace.GetBool() == true )
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{
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debugoverlay->AddBoxOverlay( pmDirectionTrace.endpos, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), QAngle( 0, 0, 0 ), 0, 0, 255, 16, 0 );
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debugoverlay->AddLineOverlay( vOrigin, pmDirectionTrace.endpos, 255, 0, 0, false, 0 );
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}
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float flDist = (pmDirectionTrace.endpos - vOrigin).Length();
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if ( flDist < flDistCutoff )
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{
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// We have an intersection with our cutoff range
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// Determine how far to pull back, then trace to see if we are clear
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float flPullBackDist = bPlayerOnLadder ? r_flashlightladderdist.GetFloat() : flDistCutoff - flDist; // Fixed pull-back distance if on ladder
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m_flDistMod = Lerp( flDistDrag, m_flDistMod, flPullBackDist );
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if ( !bPlayerOnLadder )
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{
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trace_t pmBackTrace;
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UTIL_TraceHull( vOrigin, vOrigin - vDir*(flPullBackDist-flEpsilon), Vector( -4, -4, -4 ), Vector( 4, 4, 4 ), iMask, &traceFilter, &pmBackTrace );
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if( pmBackTrace.DidHit() )
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{
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// We have an intersection behind us as well, so limit our m_flDistMod
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float flMaxDist = (pmBackTrace.endpos - vOrigin).Length() - flEpsilon;
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if( m_flDistMod > flMaxDist )
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m_flDistMod = flMaxDist;
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}
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}
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}
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else
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{
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m_flDistMod = Lerp( flDistDrag, m_flDistMod, 0.0f );
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}
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vOrigin = vOrigin - vDir * m_flDistMod;
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state.m_vecLightOrigin = vOrigin;
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BasisToQuaternion( vDir, vRight, vUp, state.m_quatOrientation );
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state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat();
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bool bFlicker = false;
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#ifdef HL2_EPISODIC
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C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if ( pPlayer )
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{
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float flBatteryPower = ( pPlayer->m_HL2Local.m_flFlashBattery >= 0.0f ) ? ( pPlayer->m_HL2Local.m_flFlashBattery ) : pPlayer->m_HL2Local.m_flSuitPower;
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if ( flBatteryPower <= 10.0f )
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{
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float flScale;
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if ( flBatteryPower >= 0.0f )
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{
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flScale = ( flBatteryPower <= 4.5f ) ? SimpleSplineRemapVal( flBatteryPower, 4.5f, 0.0f, 1.0f, 0.0f ) : 1.0f;
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}
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else
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{
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flScale = SimpleSplineRemapVal( flBatteryPower, 10.0f, 4.8f, 1.0f, 0.0f );
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}
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flScale = clamp( flScale, 0.0f, 1.0f );
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if ( flScale < 0.35f )
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{
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float flFlicker = cosf( gpGlobals->curtime * 6.0f ) * sinf( gpGlobals->curtime * 15.0f );
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if ( flFlicker > 0.25f && flFlicker < 0.75f )
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{
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// On
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state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale;
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}
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else
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{
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// Off
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state.m_fLinearAtten = 0.0f;
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}
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}
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else
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{
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float flNoise = cosf( gpGlobals->curtime * 7.0f ) * sinf( gpGlobals->curtime * 25.0f );
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state.m_fLinearAtten = r_flashlightlinear.GetFloat() * flScale + 1.5f * flNoise;
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}
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state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) );
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state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat() - ( 16.0f * (1.0f-flScale) );
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bFlicker = true;
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}
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}
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#endif // HL2_EPISODIC
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if ( bFlicker == false )
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{
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state.m_fLinearAtten = r_flashlightlinear.GetFloat();
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state.m_fHorizontalFOVDegrees = r_flashlightfov.GetFloat();
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state.m_fVerticalFOVDegrees = r_flashlightfov.GetFloat();
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}
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state.m_fConstantAtten = r_flashlightconstant.GetFloat();
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state.m_Color[0] = 1.0f;
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state.m_Color[1] = 1.0f;
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state.m_Color[2] = 1.0f;
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state.m_Color[3] = r_flashlightambient.GetFloat();
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state.m_NearZ = r_flashlightnear.GetFloat() + m_flDistMod; // Push near plane out so that we don't clip the world when the flashlight pulls back
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state.m_FarZ = r_flashlightfar.GetFloat();
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state.m_bEnableShadows = r_flashlightdepthtexture.GetBool();
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state.m_flShadowMapResolution = r_flashlightdepthres.GetInt();
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state.m_pSpotlightTexture = m_FlashlightTexture;
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state.m_nSpotlightTextureFrame = 0;
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state.m_flShadowAtten = r_flashlightshadowatten.GetFloat();
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state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
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if( m_FlashlightHandle == CLIENTSHADOW_INVALID_HANDLE )
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{
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m_FlashlightHandle = g_pClientShadowMgr->CreateFlashlight( state );
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}
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else
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{
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if( !r_flashlightlockposition.GetBool() )
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{
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g_pClientShadowMgr->UpdateFlashlightState( m_FlashlightHandle, state );
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}
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}
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g_pClientShadowMgr->UpdateProjectedTexture( m_FlashlightHandle, true );
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// Kill the old flashlight method if we have one.
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LightOffOld();
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#ifndef NO_TOOLFRAMEWORK
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if ( clienttools->IsInRecordingMode() )
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{
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KeyValues *msg = new KeyValues( "FlashlightState" );
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msg->SetFloat( "time", gpGlobals->curtime );
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msg->SetInt( "entindex", m_nEntIndex );
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msg->SetInt( "flashlightHandle", m_FlashlightHandle );
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msg->SetPtr( "flashlightState", &state );
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ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
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msg->deleteThis();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Do the headlight
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//-----------------------------------------------------------------------------
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void CFlashlightEffect::UpdateLightOld(const Vector &vecPos, const Vector &vecDir, int nDistance)
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{
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if ( !m_pPointLight || ( m_pPointLight->key != m_nEntIndex ))
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{
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// Set up the environment light
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m_pPointLight = effects->CL_AllocDlight(m_nEntIndex);
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m_pPointLight->flags = 0.0f;
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m_pPointLight->radius = 80;
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}
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// For bumped lighting
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VectorCopy(vecDir, m_pPointLight->m_Direction);
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Vector end;
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end = vecPos + nDistance * vecDir;
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// Trace a line outward, skipping the player model and the view model.
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trace_t pm;
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CTraceFilterSkipPlayerAndViewModel traceFilter;
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UTIL_TraceLine( vecPos, end, MASK_ALL, &traceFilter, &pm );
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VectorCopy( pm.endpos, m_pPointLight->origin );
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float falloff = pm.fraction * nDistance;
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if ( falloff < 500 )
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falloff = 1.0;
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else
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falloff = 500.0 / falloff;
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falloff *= falloff;
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m_pPointLight->radius = 80;
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m_pPointLight->color.r = m_pPointLight->color.g = m_pPointLight->color.b = 255 * falloff;
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m_pPointLight->color.exponent = 0;
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// Make it live for a bit
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m_pPointLight->die = gpGlobals->curtime + 0.2f;
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// Update list of surfaces we influence
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render->TouchLight( m_pPointLight );
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// kill the new flashlight if we have one
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LightOffNew();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Do the headlight
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//-----------------------------------------------------------------------------
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void CFlashlightEffect::UpdateLight(const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance)
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{
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if ( !m_bIsOn )
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{
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return;
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}
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if( r_newflashlight.GetBool() )
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{
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UpdateLightNew( vecPos, vecDir, vecRight, vecUp );
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}
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else
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{
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UpdateLightOld( vecPos, vecDir, nDistance );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFlashlightEffect::LightOffNew()
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{
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#ifndef NO_TOOLFRAMEWORK
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if ( clienttools->IsInRecordingMode() )
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{
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KeyValues *msg = new KeyValues( "FlashlightState" );
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msg->SetFloat( "time", gpGlobals->curtime );
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msg->SetInt( "entindex", m_nEntIndex );
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msg->SetInt( "flashlightHandle", m_FlashlightHandle );
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msg->SetPtr( "flashlightState", NULL );
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ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
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msg->deleteThis();
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}
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#endif
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// Clear out the light
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if( m_FlashlightHandle != CLIENTSHADOW_INVALID_HANDLE )
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{
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g_pClientShadowMgr->DestroyFlashlight( m_FlashlightHandle );
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m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFlashlightEffect::LightOffOld()
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{
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if ( m_pPointLight && ( m_pPointLight->key == m_nEntIndex ) )
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{
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m_pPointLight->die = gpGlobals->curtime;
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m_pPointLight = NULL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFlashlightEffect::LightOff()
|
|
{
|
|
LightOffOld();
|
|
LightOffNew();
|
|
}
|
|
|
|
CHeadlightEffect::CHeadlightEffect()
|
|
{
|
|
|
|
}
|
|
|
|
CHeadlightEffect::~CHeadlightEffect()
|
|
{
|
|
|
|
}
|
|
|
|
void CHeadlightEffect::UpdateLight( const Vector &vecPos, const Vector &vecDir, const Vector &vecRight, const Vector &vecUp, int nDistance )
|
|
{
|
|
if ( IsOn() == false )
|
|
return;
|
|
|
|
FlashlightState_t state;
|
|
Vector basisX, basisY, basisZ;
|
|
basisX = vecDir;
|
|
basisY = vecRight;
|
|
basisZ = vecUp;
|
|
VectorNormalize(basisX);
|
|
VectorNormalize(basisY);
|
|
VectorNormalize(basisZ);
|
|
|
|
BasisToQuaternion( basisX, basisY, basisZ, state.m_quatOrientation );
|
|
|
|
state.m_vecLightOrigin = vecPos;
|
|
|
|
state.m_fHorizontalFOVDegrees = 45.0f;
|
|
state.m_fVerticalFOVDegrees = 30.0f;
|
|
state.m_fQuadraticAtten = r_flashlightquadratic.GetFloat();
|
|
state.m_fLinearAtten = r_flashlightlinear.GetFloat();
|
|
state.m_fConstantAtten = r_flashlightconstant.GetFloat();
|
|
state.m_Color[0] = 1.0f;
|
|
state.m_Color[1] = 1.0f;
|
|
state.m_Color[2] = 1.0f;
|
|
state.m_Color[3] = r_flashlightambient.GetFloat();
|
|
state.m_NearZ = r_flashlightnear.GetFloat();
|
|
state.m_FarZ = r_flashlightfar.GetFloat();
|
|
state.m_bEnableShadows = true;
|
|
state.m_pSpotlightTexture = m_FlashlightTexture;
|
|
state.m_nSpotlightTextureFrame = 0;
|
|
|
|
if( GetFlashlightHandle() == CLIENTSHADOW_INVALID_HANDLE )
|
|
{
|
|
SetFlashlightHandle( g_pClientShadowMgr->CreateFlashlight( state ) );
|
|
}
|
|
else
|
|
{
|
|
g_pClientShadowMgr->UpdateFlashlightState( GetFlashlightHandle(), state );
|
|
}
|
|
|
|
g_pClientShadowMgr->UpdateProjectedTexture( GetFlashlightHandle(), true );
|
|
}
|
|
|