2020-11-27 10:23:21 -08:00
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED env_projectedtexture (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"target" Name of an entity in the map that light will point at.
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"_light" Color of the spotlight in RGB255 format.
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"brightness" Intensity of the spotlight.
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"_inner_cone" Angles of the inner spotlight beam. 0 = omnidirectional.
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"_cone" Angles of the outer spotlight beam. 0 = omnidirectional.
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"distance" Distance that light is allowed to cast, in inches.
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"spotlight_radius" Radius of the resulting spotlight that's cast at a wall.
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"style" Select one of the hard-coded lightstyles.
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"start_active" Override for if the entity should start on or off.
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Dynamic light entity. Can be parented to things, it even has some inputs that
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may be interesting.
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The 'start_active' is a Nuclide specific one. There is no way in Source engine
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games to tell the entity to start inactive as far as I can tell.
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Trivia:
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This entity was introduced in Half-Life 2 (2004).
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*/
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enumflags
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{
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PRTEXFL_CHANGED_ORIGIN,
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PRTEXFL_CHANGED_ANGLES,
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PRTEXFL_CHANGED_LIGHT,
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PRTEXFL_CHANGED_INTENSITY,
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PRTEXFL_CHANGED_STYLE,
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PRTEXFL_CHANGED_STATE,
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PRTEXFL_CHANGED_TEXTURE,
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PRTEXFL_CHANGED_FOV
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};
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#ifdef CLIENT
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class env_projectedtexture
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#else
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class env_projectedtexture:CBaseTrigger
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#endif
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{
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vector m_vecLight;
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float m_flIntensity;
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float m_flInnerCone;
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float m_flCone;
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float m_flDistance;
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float m_flRadius;
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float m_flStyle;
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string m_strTextureName;
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float m_flFOV;
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int m_iState;
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void(void) env_projectedtexture;
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#ifdef CLIENT
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virtual void(float) ReceiveEntity;
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virtual float(void) predraw;
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#else
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virtual void(entity, int) Trigger;
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virtual void(void) Respawn;
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virtual float(entity, float) SendEntity;
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virtual void(string, string) SpawnKey;
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virtual void(entity, string, string) Input;
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virtual void(void) ParentUpdate;
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#endif
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};
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#ifdef CLIENT
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float
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env_projectedtexture::predraw(void)
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{
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if (!m_iState) {
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return PREDRAW_NEXT;
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}
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/* TODO: We need to handle the second cone light */
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float p = dynamiclight_add(origin, 512, m_vecLight, m_flStyle, m_strTextureName);
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dynamiclight_set(p, LFIELD_ANGLES, angles);
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dynamiclight_set(p, LFIELD_FLAGS, LFLAG_NORMALMODE | LFLAG_REALTIMEMODE | LFLAG_SHADOWMAP);
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if (!m_flStyle)
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dynamiclight_set(p, LFIELD_STYLESTRING, "z");
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addentity(this);
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return PREDRAW_NEXT;
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}
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void
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env_projectedtexture::ReceiveEntity(float flFlags)
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{
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if (flFlags & PRTEXFL_CHANGED_ORIGIN) {
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origin[0] = readcoord();
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origin[1] = readcoord();
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origin[2] = readcoord();
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setorigin(this, origin);
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}
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if (flFlags & PRTEXFL_CHANGED_ANGLES) {
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angles[0] = readfloat();
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angles[1] = readfloat();
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angles[2] = readfloat();
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}
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if (flFlags & PRTEXFL_CHANGED_LIGHT) {
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m_vecLight[0] = readbyte() / 255;
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m_vecLight[1] = readbyte() / 255;
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m_vecLight[2] = readbyte() / 255;
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}
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if (flFlags & PRTEXFL_CHANGED_INTENSITY)
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m_flIntensity = readfloat();
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if (flFlags & PRTEXFL_CHANGED_STYLE)
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m_flStyle = readbyte();
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if (flFlags & PRTEXFL_CHANGED_STATE)
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m_iState = readbyte();
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if (flFlags & PRTEXFL_CHANGED_TEXTURE)
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m_strTextureName = readstring();
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if (flFlags & PRTEXFL_CHANGED_FOV)
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m_flFOV = readfloat();
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classname = "env_projectedtexture";
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}
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#else
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void
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env_projectedtexture::ParentUpdate(void)
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{
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if (net_origin != origin) {
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net_origin = origin;
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SendFlags |= PRTEXFL_CHANGED_ORIGIN;
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}
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if (net_angles != angles) {
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net_angles = angles;
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SendFlags |= PRTEXFL_CHANGED_ANGLES;
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}
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if (m_parent) {
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entity p = find(world, ::targetname, m_parent);
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if (p) {
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CBaseEntity t = (CBaseEntity)p;
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vector ofs = m_oldOrigin - t.m_oldOrigin;
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SetOrigin(p.origin + ofs);
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}
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}
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}
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void
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env_projectedtexture::Trigger(entity act, int state)
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{
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switch (state) {
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case TRIG_OFF:
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m_iState = 0;
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break;
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case TRIG_ON:
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m_iState = 1;
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break;
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default:
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m_iState = 1 - m_iState;
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}
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SendFlags |= PRTEXFL_CHANGED_STATE;
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}
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float
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env_projectedtexture::SendEntity(entity ePVSEnt, float flFlags)
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{
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WriteByte(MSG_ENTITY, ENT_PROJECTEDTEXTURE);
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WriteFloat(MSG_ENTITY, flFlags);
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if (flFlags & PRTEXFL_CHANGED_ORIGIN) {
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WriteCoord(MSG_ENTITY, origin[0]);
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WriteCoord(MSG_ENTITY, origin[1]);
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WriteCoord(MSG_ENTITY, origin[2]);
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}
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if (flFlags & PRTEXFL_CHANGED_ANGLES) {
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WriteFloat(MSG_ENTITY, angles[0]);
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WriteFloat(MSG_ENTITY, angles[1]);
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WriteFloat(MSG_ENTITY, angles[2]);
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}
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if (flFlags & PRTEXFL_CHANGED_LIGHT) {
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WriteByte(MSG_ENTITY, m_vecLight[0]);
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WriteByte(MSG_ENTITY, m_vecLight[1]);
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WriteByte(MSG_ENTITY, m_vecLight[2]);
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}
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if (flFlags & PRTEXFL_CHANGED_INTENSITY)
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WriteFloat(MSG_ENTITY, m_flIntensity);
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if (flFlags & PRTEXFL_CHANGED_STYLE)
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WriteByte(MSG_ENTITY, m_flStyle);
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if (flFlags & PRTEXFL_CHANGED_STATE)
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WriteByte(MSG_ENTITY, m_iState);
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if (flFlags & PRTEXFL_CHANGED_TEXTURE)
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WriteString(MSG_ENTITY, m_strTextureName);
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if (flFlags & PRTEXFL_CHANGED_FOV)
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WriteFloat(MSG_ENTITY, m_flFOV);
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return TRUE;
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}
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void
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env_projectedtexture::Input(entity eAct, string strInput, string strData)
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{
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switch (strInput) {
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case "Color":
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m_vecLight = stov(strData);
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SendFlags |= PRTEXFL_CHANGED_LIGHT;
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break;
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case "brightness":
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m_flIntensity = stof(strData);
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SendFlags |= PRTEXFL_CHANGED_INTENSITY;
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break;
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case "style":
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m_flStyle = stof(strData);
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SendFlags |= PRTEXFL_CHANGED_STYLE;
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break;
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2020-11-27 13:30:29 -08:00
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case "SpotlightTexture":
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m_strTextureName = strData;
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SendFlags |= PRTEXFL_CHANGED_TEXTURE;
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break;
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2020-11-27 10:23:21 -08:00
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case "TurnOn":
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Trigger(eAct, TRIG_ON);
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break;
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case "TurnOff":
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Trigger(eAct, TRIG_OFF);
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break;
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case "Toggle":
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Trigger(eAct, TRIG_TOGGLE);
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break;
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default:
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CBaseTrigger::Input(eAct, strInput, strData);
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}
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}
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void
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env_projectedtexture::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "lightcolor":
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tokenize(strValue);
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m_vecLight[0] = stof(argv(0));
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m_vecLight[1] = stof(argv(1));
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m_vecLight[2] = stof(argv(2));
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m_flIntensity = stof(argv(3));
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break;
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case "style":
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m_flStyle = stof(strValue);
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break;
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case "texturename":
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m_strTextureName = strValue;
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break;
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case "lightfov":
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m_flFOV = stof(strValue);
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break;
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default:
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CBaseTrigger::SpawnKey(strKey, strValue);
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}
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}
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void
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env_projectedtexture::Respawn(void)
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{
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SetSolid(SOLID_NOT);
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SetSize([-16,-16,-16], [16,16,16]);
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SetOrigin(m_oldOrigin);
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SetAngles(m_oldAngle);
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2020-11-27 13:44:11 -08:00
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m_iState = (spawnflags & 1) ? 1 : 0;
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2020-11-27 10:23:21 -08:00
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}
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#endif
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void
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env_projectedtexture::env_projectedtexture(void)
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{
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#ifdef CLIENT
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drawmask = MASK_ENGINE;
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#else
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m_vecLight = [255,255,255];
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m_flIntensity = 512;
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m_strTextureName = "textures/flashlight";
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m_flFOV = 90;
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CBaseTrigger::CBaseTrigger();
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#endif
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}
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