409 lines
10 KiB
Plaintext
409 lines
10 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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LASER_CHANGED_SPRITE,
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LASER_CHANGED_STARTPOS_X,
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LASER_CHANGED_STARTPOS_Y,
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LASER_CHANGED_STARTPOS_Z,
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LASER_CHANGED_ENDPOS_X,
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LASER_CHANGED_ENDPOS_Y,
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LASER_CHANGED_ENDPOS_Z,
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LASER_CHANGED_ACTIVE,
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LASER_CHANGED_FLAGS,
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LASER_CHANGED_COLOR,
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LASER_CHANGED_WIDTH,
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LASER_CHANGED_AMPLITUDE
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};
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enumflags
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{
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LASER_STARTON,
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LASER_UNUSED1,
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LASER_UNUSED2,
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LASER_UNUSED3,
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LASER_STARTSPARKS,
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LASER_ENDSPARKS,
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LASER_DECAL
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};
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/*!QUAKED env_laser (1 .5 0) (-8 -8 -8) (8 8 8) LASER_STARTON x x x LASER_STARTSPARKS LASER_ENDSPARKS LASER_DECAL
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# OVERVIEW
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Controllable laser effect. More or less a stripped-down version of env_beam.
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# KEYS
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- "targetname" : Name
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- "LaserTarget" : Targetname of the entity that acts as end point for the laser.
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- "damage" : Damage per second that's dealt when touching the inner laser.
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- "texture" : Path to the sprite to use in place of a texture.
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- "BoltWidth" : Thickness multiplier. 0-255 range.
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- "NoiseAmplitude" : Amplitude multiplier. 0-255 range.
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# SPAWNFLAGS
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- LASER_STARTON (1) : Activate the laser at map start.
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- LASER_STARTSPARKS (16) :Start of the laser will spark when set.
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- LASER_ENDSPARKS (32) : End of the laser will spark when set.
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- LASER_DECAL (64) : TODO: Presumably leaves decals when sparks hit a surface.
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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*/
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class
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env_laser:NSRenderableEntity
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{
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public:
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void env_laser(void);
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#ifdef SERVER
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virtual void Respawn(void);
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virtual void SpawnKey(string,string);
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virtual void EvaluateEntity(void);
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virtual float SendEntity(entity,float);
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virtual void Trigger(entity, triggermode_t);
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nonvirtual void CastLaser(void);
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#else
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virtual float predraw(void);
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virtual void ReceiveEntity(float,float);
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virtual void RendererRestarted(void);
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#endif
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private:
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PREDICTED_VECTOR(m_vecEndPos)
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PREDICTED_INT(m_iActive)
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PREDICTED_INT(m_iBeamFlags)
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PREDICTED_FLOAT(m_flBeamWidth)
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PREDICTED_FLOAT(m_flAmplitude)
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/* visual fluff */
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string m_strTexture;
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PREDICTED_INT(m_iSpriteID)
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#ifdef SERVER
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string m_strEndEnt;
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float m_iDamage;
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float m_flTraceTime;
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#else
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float m_flSparkTime;
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#endif
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};
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void
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env_laser::env_laser(void)
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{
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#ifdef SERVER
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m_strEndEnt = __NULL__;
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m_iDamage = 0i;
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m_iBeamFlags = 0i;
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m_strTexture = __NULL__;
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m_flBeamWidth = 4.0f;
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#else
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m_flSparkTime = 0.0f;
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#endif
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}
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#ifdef SERVER
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void
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env_laser::Respawn(void)
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{
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SetSize([0,0,0], [0,0,0]);
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SetOrigin(GetSpawnOrigin());
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m_iValue = 0;
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/* force us to precache the sprite model... and get a modelindex back */
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m_iSpriteID = getmodelindex(m_strTexture, false);
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if (HasSpawnFlags(LASER_STARTON))
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Trigger(this, TRIG_ON);
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/* keep it simple */
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m_iBeamFlags = spawnflags;
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}
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void
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env_laser::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "LaserTarget":
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m_strEndEnt = ReadString(strValue);
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break;
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case "damage":
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m_iDamage = ReadInt(strValue);
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break;
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case "texture":
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m_strTexture = ReadString(strValue);
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break;
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case "BoltWidth":
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m_flBeamWidth = ReadFloat(strValue);
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break;
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case "NoiseAmplitude":
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m_flAmplitude = ReadFloat(strValue);
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break;
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case "rendercolor":
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m_vecRenderColor = ReadVector(strValue);
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break;
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default:
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super::SpawnKey(strValue, strKey);
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}
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}
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void
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env_laser::CastLaser(void)
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{
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traceline(origin, m_vecEndPos, MOVE_NORMAL, this);
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if (trace_fraction >= 1.0)
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return;
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if (trace_ent.takedamage == DAMAGE_NO)
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return;
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Damage_Apply(trace_ent, this, m_iDamage, 0, DMG_ELECTRO);
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m_flTraceTime = time + 1.0f;
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}
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void
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env_laser::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_iValue = 0;
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break;
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case TRIG_ON:
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m_iValue = 1;
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break;
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default:
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m_iValue = 1 - m_iValue;
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}
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m_iActive = m_iValue;
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}
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void
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env_laser::EvaluateEntity(void)
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{
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entity eFind;
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/* only bother updating our start/end pos if we're running */
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if (m_iActive) {
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m_vecEndPos = origin;
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if (m_strEndEnt) {
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eFind = find(world, ::targetname, m_strEndEnt);
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if (eFind) {
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m_vecEndPos = eFind.origin;
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}
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}
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}
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if (m_flTraceTime < time) {
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CastLaser();
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}
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traceline(origin, m_vecEndPos, MOVE_NORMAL, this);
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m_vecEndPos = trace_endpos;
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EVALUATE_FIELD(m_iSpriteID, LASER_CHANGED_SPRITE)
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EVALUATE_VECTOR(origin, 0, LASER_CHANGED_STARTPOS_X)
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EVALUATE_VECTOR(origin, 1, LASER_CHANGED_STARTPOS_Y)
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EVALUATE_VECTOR(origin, 2, LASER_CHANGED_STARTPOS_Z)
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EVALUATE_VECTOR(m_vecEndPos, 0, LASER_CHANGED_ENDPOS_X)
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EVALUATE_VECTOR(m_vecEndPos, 1, LASER_CHANGED_ENDPOS_Y)
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EVALUATE_VECTOR(m_vecEndPos, 2, LASER_CHANGED_ENDPOS_Z)
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EVALUATE_FIELD(m_iActive, LASER_CHANGED_ACTIVE)
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EVALUATE_FIELD(m_iBeamFlags, LASER_CHANGED_FLAGS)
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EVALUATE_VECTOR(m_vecRenderColor, 0, LASER_CHANGED_COLOR)
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EVALUATE_VECTOR(m_vecRenderColor, 1, LASER_CHANGED_COLOR)
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EVALUATE_VECTOR(m_vecRenderColor, 2, LASER_CHANGED_COLOR)
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EVALUATE_FIELD(m_flBeamWidth, LASER_CHANGED_WIDTH)
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EVALUATE_FIELD(m_flAmplitude, LASER_CHANGED_AMPLITUDE)
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}
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float
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env_laser::SendEntity(entity ePEnt, float flChanged)
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{
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WriteByte(MSG_ENTITY, ENT_LASER);
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WriteFloat(MSG_ENTITY, flChanged);
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SENDENTITY_INT(m_iSpriteID, LASER_CHANGED_SPRITE)
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SENDENTITY_COORD(origin[0], LASER_CHANGED_STARTPOS_X)
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SENDENTITY_COORD(origin[1], LASER_CHANGED_STARTPOS_Y)
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SENDENTITY_COORD(origin[2], LASER_CHANGED_STARTPOS_Z)
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SENDENTITY_COORD(m_vecEndPos[0], LASER_CHANGED_ENDPOS_X)
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SENDENTITY_COORD(m_vecEndPos[1], LASER_CHANGED_ENDPOS_Y)
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SENDENTITY_COORD(m_vecEndPos[2], LASER_CHANGED_ENDPOS_Z)
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SENDENTITY_BYTE(m_iActive, LASER_CHANGED_ACTIVE)
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SENDENTITY_BYTE(m_iBeamFlags, LASER_CHANGED_FLAGS)
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SENDENTITY_BYTE(m_vecRenderColor[0], LASER_CHANGED_COLOR)
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SENDENTITY_BYTE(m_vecRenderColor[1], LASER_CHANGED_COLOR)
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SENDENTITY_BYTE(m_vecRenderColor[2], LASER_CHANGED_COLOR)
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SENDENTITY_BYTE(m_flBeamWidth, LASER_CHANGED_WIDTH)
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SENDENTITY_BYTE(m_flAmplitude, LASER_CHANGED_AMPLITUDE)
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//print(sprintf("S (%x): %v %v %i\n", flChanged, origin, m_vecEndPos, m_iActive));
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return (1);
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}
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#else
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void
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env_laser::ReceiveEntity(float flNew, float flChanged)
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{
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READENTITY_INT(m_iSpriteID, LASER_CHANGED_SPRITE)
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READENTITY_COORD(origin[0], LASER_CHANGED_STARTPOS_X)
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READENTITY_COORD(origin[1], LASER_CHANGED_STARTPOS_Y)
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READENTITY_COORD(origin[2], LASER_CHANGED_STARTPOS_Z)
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READENTITY_COORD(m_vecEndPos[0], LASER_CHANGED_ENDPOS_X)
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READENTITY_COORD(m_vecEndPos[1], LASER_CHANGED_ENDPOS_Y)
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READENTITY_COORD(m_vecEndPos[2], LASER_CHANGED_ENDPOS_Z)
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READENTITY_BYTE(m_iActive, LASER_CHANGED_ACTIVE)
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READENTITY_BYTE(m_iBeamFlags, LASER_CHANGED_FLAGS)
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READENTITY_BYTE(m_vecRenderColor[0], LASER_CHANGED_COLOR)
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READENTITY_BYTE(m_vecRenderColor[1], LASER_CHANGED_COLOR)
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READENTITY_BYTE(m_vecRenderColor[2], LASER_CHANGED_COLOR)
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READENTITY_BYTE(m_flBeamWidth, LASER_CHANGED_WIDTH)
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READENTITY_BYTE(m_flAmplitude, LASER_CHANGED_AMPLITUDE)
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//print(sprintf("R (%x): %v %v %i\n", flChanged, origin, m_vecEndPos, m_iActive));
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drawmask = MASK_ENGINE;
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setsize(this, [0,0,0], [0,0,0]);
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setorigin(this, origin);
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/* the sprite has changed, we need to query a new texture */
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if (flChanged & LASER_CHANGED_SPRITE) {
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RendererRestarted();
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}
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}
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void
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env_laser::RendererRestarted(void)
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{
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m_strTexture = spriteframe(modelnameforindex(m_iSpriteID), 0, 0.0f);
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}
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#define LASER_COUNT 16
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static float env_laser_jitlut[LASER_COUNT] = {
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0.000000,
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0.195090,
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0.382683,
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0.555570,
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0.707106,
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0.831469,
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0.923879,
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0.980785,
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1.000000,
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0.980786,
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0.923880,
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0.831471,
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0.707108,
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0.555572,
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0.382685,
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0.000000,
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};
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float
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env_laser::predraw(void)
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{
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vector vecPlayer;
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NSClientPlayer pl;
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int s = (float)getproperty(VF_ACTIVESEAT);
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pSeat = &g_seats[s];
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pl = (NSClientPlayer)pSeat->m_ePlayer;
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vecPlayer = pl.GetEyePos();
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/* only draw when active. */
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if (!m_iActive)
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return (PREDRAW_NEXT);
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if (autocvar(r_skipBeams, 0))
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return (PREDRAW_NEXT);
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/* primitive representation */
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#if 0
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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_vecEndPos, [1,1], [0,1,0], 1.0f);
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R_EndPolygon();
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#endif
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if (m_strTexture) {
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float last_progression = 0.0f;
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makevectors(g_view.GetCameraAngle());
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setproperty(VF_ORIGIN, vecPlayer);
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R_BeginPolygon(m_strTexture, DRAWFLAG_ADDITIVE, 0);
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for (float i = 0; i < LASER_COUNT; i++) {
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float progression = (i / (LASER_COUNT-1));
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vector point;
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vector jitter;
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float a = 1.0f;
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/* our steps from a - b */
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point = vectorLerp(origin, m_vecEndPos, progression);
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/* get the direction the laser is 'looking' */
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makevectors(vectoangles(m_vecEndPos - origin));
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/* nudge it a lil bit up/down left/right from its trajectory */
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/* these are all randomly chosen constants */
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jitter = v_right * (pseudorand((4 * time) + i + entnum) - 0.5);
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jitter += v_up * (pseudorand((4 * time) + i + 64.12 + entnum) - 0.5);
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jitter += v_right * (pseudorand(100 + (8 * time) + i + entnum) - 0.5);
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jitter += v_up * (pseudorand(100 + (8 * time) + i + 25.4 + entnum) - 0.5);
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jitter *= m_flAmplitude;
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/* start/end points get less jittery the closer we get*/
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jitter *= env_laser_jitlut[i];
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/* apply jitter */
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point += jitter;
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R_PolygonVertex(point, [1, 0], m_vecRenderColor / 255, a);
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if (autocvar(cl_showoff, 0))
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dynamiclight_add(point, 150, m_vecRenderColor/255);
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last_progression = progression;
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}
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R_EndPolygonRibbon(m_flBeamWidth/8, [-1,0]);
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}
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if (m_flSparkTime > time)
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return (PREDRAW_NEXT);
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if (m_iBeamFlags & (LASER_STARTSPARKS)) {
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vector dir = vectoangles(origin - m_vecEndPos);
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makevectors(dir);
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pointparticles(particleeffectnum("fx.spark"), origin, -v_forward, 1);
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}
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if (m_iBeamFlags & (LASER_ENDSPARKS)) {
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vector dir2 = vectoangles(m_vecEndPos - origin);
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makevectors(dir2);
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pointparticles(particleeffectnum("fx.spark"), m_vecEndPos, -v_forward, 1);
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}
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m_flSparkTime = time + 0.25f;
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return (PREDRAW_NEXT);
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}
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#endif |