356 lines
9.8 KiB
Plaintext
356 lines
9.8 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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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enumflags
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{
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PNTSPTLGHT_CHANGED_ORIGIN,
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PNTSPTLGHT_CHANGED_ANGLES,
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PNTSPTLGHT_CHANGED_COLOR,
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PNTSPTLGHT_CHANGED_LENGTH,
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PNTSPTLGHT_CHANGED_WIDTH,
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PNTSPTLGHT_CHANGED_STATE,
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};
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/*!QUAKED point_spotlight (1 .5 0) (-8 -8 -8) (8 8 8) PNTSPTLGHT_STARTON PNTSPTLGHT_NOLIGHT
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# OVERVIEW
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An entity that draws a spotlight, with beam. Will also spawn a dynamic light, unless specifically disabled via the spawnflags field.
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# KEYS
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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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- "spotlightlength" : Beam length
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- "spotlightwidth" : Beam width
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- "rendercolor" : Beam color
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- "HDRColorScale" : Multiplier that's active when running in HDR (unused)
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# INPUTS
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- "LightOff" : Turns the entity off.
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- "LightOn" : Turns the entity on.
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# SPAWNFLAGS
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- PNTSPTLGHT_STARTON (1) : Start enabled.
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- PNTSPTLGHT_NOLIGHT (2) : No dynamic light
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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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class point_spotlight:NSPointTrigger
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{
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public:
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void point_spotlight(void);
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#ifdef CLIENT
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vector m_vecBeamEnd;
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float m_flBeamTrace;
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float m_flBeamHalfwidth;
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virtual void ReceiveEntity(float,float);
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virtual float predraw(void);
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nonvirtual void UpdateBeamLength(void);
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nonvirtual float BeamViewDelta(vector);
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nonvirtual float FlareViewDelta(float, vector);
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#else
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virtual void Trigger(entity, triggermode_t);
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virtual void Respawn(void);
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virtual float SendEntity(entity,float);
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virtual void SpawnKey(string,string);
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virtual void EvaluateEntity(void);
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virtual void Input(entity, string, string);
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#endif
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private:
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PREDICTED_VECTOR(m_vecColor)
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PREDICTED_FLOAT(m_flBeamLength)
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PREDICTED_FLOAT(m_flBeamWidth)
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PREDICTED_INT(m_iState)
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};
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#ifdef CLIENT
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void
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point_spotlight::UpdateBeamLength(void)
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{
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traceline(origin, origin - [0, 0, m_flBeamLength], MOVE_NORMAL, this);
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m_flBeamTrace = m_flBeamLength * trace_fraction;
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makevectors(angles);
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m_vecBeamEnd = origin + v_forward * m_flBeamTrace;
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}
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float
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point_spotlight::BeamViewDelta(vector cameraAngle)
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{
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vector v;
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float upDelta;
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float forwardDelta;
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/* depending on whether we're looking 'up' at the spotlight,
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we'll adjust the delta to reflect that */
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v = normalize(origin - m_vecBeamEnd);
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makevectors(cameraAngle);
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upDelta = (v * v_up);
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forwardDelta = (v * v_forward);
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//EntLog("forwardDelta: %f\n", forwardDelta);
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//EntLog("upDelta: %f (%f)\n", upDelta, 1.0 - upDelta);
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if (forwardDelta < 0.0)
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return upDelta * (1.0 - forwardDelta);
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if (upDelta >= 0.0)
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return upDelta;
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else
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return 0.0f;
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}
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float
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point_spotlight::FlareViewDelta(float beamDelta, vector cameraAngle)
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{
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return 1.0 - beamDelta;
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}
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float
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point_spotlight::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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/* beams */
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{
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vector vecPlayer = g_view.GetCameraOrigin();
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vector vecAngle = g_view.GetCameraAngle();
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float coneAlpha = BeamViewDelta(vecAngle);
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//EntLog("coneAlpha: %f\n", coneAlpha);
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/* beam */
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if (coneAlpha > 0.0) {
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vector finalColor = (m_vecColor * (coneAlpha * 0.5f));
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#if 0
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//vecPlayer[2] = origin[2];
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makevectors(vectoangles(origin - vecPlayer));
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R_BeginPolygon("textures/sfx/spot_cone");
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R_PolygonVertex(m_vecBeamEnd + (v_right * m_flBeamHalfwidth),
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[1,1], m_vecColor * coneAlpha, 1.0f);
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R_PolygonVertex(m_vecBeamEnd - (v_right * m_flBeamHalfwidth),
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[0,1], m_vecColor * coneAlpha, 1.0f);
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R_PolygonVertex(origin - (v_right * m_flBeamHalfwidth),
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[0,0], m_vecColor * coneAlpha, 1.0f);
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R_PolygonVertex(origin + (v_right * m_flBeamHalfwidth),
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[1,0], m_vecColor * coneAlpha, 1.0f);
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R_EndPolygon();
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#else
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makevectors(vecAngle);
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setproperty(VF_ORIGIN, vecPlayer);
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R_BeginPolygon("textures/sfx/spot_cone");
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R_PolygonVertex(origin, [1,0], finalColor, 1.0f);
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R_PolygonVertex(m_vecBeamEnd, [1,1], finalColor, 1.0f);
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R_EndPolygonRibbon(m_flBeamWidth, [-1,0]);
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/* debug */
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/*R_BeginPolygon("", 0, 0);
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R_PolygonVertex(origin, [0,1], [0,1,0], 1.0f);
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R_PolygonVertex(m_vecBeamEnd, [1,1], [0,1,0], 1.0f);
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R_EndPolygon();*/
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#endif
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}
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coneAlpha = FlareViewDelta(coneAlpha, vecAngle);
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if (coneAlpha > 0.0) {
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vector flareOrg = origin;
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makevectors(vectoangles(origin - vecPlayer));
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flareOrg += v_forward * - 16.0f;
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R_BeginPolygon("textures/sfx/spot_flare");
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R_PolygonVertex(flareOrg + v_right * m_flBeamHalfwidth - v_up * m_flBeamHalfwidth,
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[1,1], m_vecColor * coneAlpha, 1.0f);
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R_PolygonVertex(flareOrg - v_right * m_flBeamHalfwidth - v_up * m_flBeamHalfwidth,
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[0,1], m_vecColor * coneAlpha, 1.0f);
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R_PolygonVertex(flareOrg - v_right * m_flBeamHalfwidth + v_up * m_flBeamHalfwidth,
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[0,0], m_vecColor * coneAlpha, 1.0f);
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R_PolygonVertex(flareOrg + v_right * m_flBeamHalfwidth + v_up * m_flBeamHalfwidth,
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[1,0], m_vecColor * coneAlpha, 1.0f);
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R_EndPolygon();
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}
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}
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/* skip dlight */
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if (m_iState == 2)
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return (PREDRAW_NEXT);
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makevectors(angles);
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float p = dynamiclight_add(origin, m_flBeamLength, m_vecColor / 255, 0, "textures/flashlight");
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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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return (PREDRAW_NEXT);
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}
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void
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point_spotlight::ReceiveEntity(float flNew, float flChanged)
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{
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READENTITY_COORD(origin[0], PNTSPTLGHT_CHANGED_ORIGIN)
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READENTITY_COORD(origin[1], PNTSPTLGHT_CHANGED_ORIGIN)
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READENTITY_COORD(origin[2], PNTSPTLGHT_CHANGED_ORIGIN)
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READENTITY_ANGLE(angles[0], PNTSPTLGHT_CHANGED_ANGLES)
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READENTITY_ANGLE(angles[1], PNTSPTLGHT_CHANGED_ANGLES)
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READENTITY_ANGLE(angles[2], PNTSPTLGHT_CHANGED_ANGLES)
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READENTITY_COLOR(m_vecColor[0], PNTSPTLGHT_CHANGED_COLOR)
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READENTITY_COLOR(m_vecColor[1], PNTSPTLGHT_CHANGED_COLOR)
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READENTITY_COLOR(m_vecColor[2], PNTSPTLGHT_CHANGED_COLOR)
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READENTITY_FLOAT(m_flBeamLength, PNTSPTLGHT_CHANGED_LENGTH)
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READENTITY_FLOAT(m_flBeamWidth, PNTSPTLGHT_CHANGED_WIDTH)
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READENTITY_BYTE(m_iState, PNTSPTLGHT_CHANGED_STATE)
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if ((flChanged & PNTSPTLGHT_CHANGED_ORIGIN) ||
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(flChanged & PNTSPTLGHT_CHANGED_ANGLES) ||
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(flChanged & PNTSPTLGHT_CHANGED_LENGTH))
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UpdateBeamLength();
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if (flChanged & PNTSPTLGHT_CHANGED_WIDTH) {
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m_flBeamHalfwidth = m_flBeamWidth / 2;
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}
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setorigin(this, origin);
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classname = "point_spotlight";
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drawmask = MASK_ENGINE;
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}
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#else
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void
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point_spotlight::EvaluateEntity(void)
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{
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EVALUATE_VECTOR(origin, 0, PNTSPTLGHT_CHANGED_ORIGIN)
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EVALUATE_VECTOR(origin, 1, PNTSPTLGHT_CHANGED_ORIGIN)
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EVALUATE_VECTOR(origin, 2, PNTSPTLGHT_CHANGED_ORIGIN)
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EVALUATE_VECTOR(angles, 0, PNTSPTLGHT_CHANGED_ANGLES)
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EVALUATE_VECTOR(angles, 1, PNTSPTLGHT_CHANGED_ANGLES)
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EVALUATE_VECTOR(angles, 2, PNTSPTLGHT_CHANGED_ANGLES)
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EVALUATE_VECTOR(m_vecColor, 0, PNTSPTLGHT_CHANGED_COLOR)
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EVALUATE_VECTOR(m_vecColor, 1, PNTSPTLGHT_CHANGED_COLOR)
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EVALUATE_VECTOR(m_vecColor, 2, PNTSPTLGHT_CHANGED_COLOR)
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EVALUATE_FIELD(m_flBeamLength, PNTSPTLGHT_CHANGED_LENGTH)
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EVALUATE_FIELD(m_flBeamWidth, PNTSPTLGHT_CHANGED_WIDTH)
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EVALUATE_FIELD(m_iState, PNTSPTLGHT_CHANGED_STATE)
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}
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void
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point_spotlight::Trigger(entity act, triggermode_t 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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if (m_iState && HasSpawnFlags(2))
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m_iState = 2;
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SendFlags |= PNTSPTLGHT_CHANGED_STATE;
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}
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float
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point_spotlight::SendEntity(entity ePEnt, float flChanged)
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{
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if (clienttype(ePEnt) != CLIENTTYPE_REAL)
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return (0);
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WriteByte(MSG_ENTITY, ENT_SPOTLIGHT);
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WriteFloat(MSG_ENTITY, flChanged);
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SENDENTITY_COORD(origin[0], PNTSPTLGHT_CHANGED_ORIGIN)
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SENDENTITY_COORD(origin[1], PNTSPTLGHT_CHANGED_ORIGIN)
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SENDENTITY_COORD(origin[2], PNTSPTLGHT_CHANGED_ORIGIN)
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SENDENTITY_ANGLE(angles[0], PNTSPTLGHT_CHANGED_ANGLES)
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SENDENTITY_ANGLE(angles[1], PNTSPTLGHT_CHANGED_ANGLES)
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SENDENTITY_ANGLE(angles[2], PNTSPTLGHT_CHANGED_ANGLES)
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SENDENTITY_COLOR(m_vecColor[0], PNTSPTLGHT_CHANGED_COLOR)
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SENDENTITY_COLOR(m_vecColor[1], PNTSPTLGHT_CHANGED_COLOR)
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SENDENTITY_COLOR(m_vecColor[2], PNTSPTLGHT_CHANGED_COLOR)
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SENDENTITY_FLOAT(m_flBeamLength, PNTSPTLGHT_CHANGED_LENGTH)
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SENDENTITY_FLOAT(m_flBeamWidth, PNTSPTLGHT_CHANGED_WIDTH)
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SENDENTITY_BYTE(m_iState, PNTSPTLGHT_CHANGED_STATE)
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return (1);
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}
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void
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point_spotlight::Input(entity eAct, string strInput, string strData)
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{
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switch (strInput) {
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case "LightOn":
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Trigger(eAct, TRIG_ON);
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break;
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case "LightOff":
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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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super::Input(eAct, strInput, strData);
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}
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}
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void
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point_spotlight::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "rendercolor":
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m_vecColor = stov(strValue) / 255;
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break;
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case "spotlightlength":
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m_flBeamLength = stof(strValue);
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break;
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case "spotlightwidth":
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m_flBeamWidth = stof(strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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point_spotlight::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(GetSpawnOrigin());
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SetAngles(GetSpawnAngles());
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m_iState = HasSpawnFlags(1) ? 1 : 0;
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if (m_iState && HasSpawnFlags(2))
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m_iState = 2;
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}
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#endif
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void
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point_spotlight::point_spotlight(void)
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{
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#ifndef CLIENT
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m_flBeamLength = 500.0f;
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m_flBeamWidth = 50.0f;
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m_vecColor = [1.0,1.0,1.0];
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#endif
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} |