339 lines
8.5 KiB
Plaintext
339 lines
8.5 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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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_FARZ,
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PRTEXFL_CHANGED_NEARZ,
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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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PRTEXFL_CHANGED_PATTERN
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};
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/*!QUAKED env_projectedtexture (1 .5 0) (-8 -8 -8) (8 8 8) PRTEXSF_STARTON
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# OVERVIEW
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Textured light projected. This is the type of lighting that's used for
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flashlights, lamp spotlights and so on.
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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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- "lightcolor" : Color of the projected texture light + intensity (unused?)
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- "style" : Light appearance style of the projected texture.
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- "texturename" : Name of the texture to be cast as a light.
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- "farz" : Distance to which this projected light will be cast.
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- "nearz" : Clipping distance for near objects that won't get lit.
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- "pattern" : Sets a custom pattern. The "style" key overrides this.
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# INPUTS
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- "TurnOff" : Turns the entity off.
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- "TurnOn" : Turns the entity on.
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- "Toggle" : Toggles the entity to an on/off state.
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- "SpotlightTexture" : Sets the projected texture to a specified path.
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- "LightColor" : Sets the color of the light in RGB255 form.
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- "SetLightStyle" : Sets the light appearance integer.
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- "SetNearZ" : Sets clipping distance for near objects that won't get lit.
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- "SetFarZ" : Sets distance to which this projected light will be cast.
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- "SetPattern" : Sets the style pattern of the light to a custom one.
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# SPAWNFLAGS
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- PRTEXSF_STARTON (1) : Start enabled.
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# TRIVIA
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This entity was introduced in Half-Life 2: Episode One (2006).
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*/
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class env_projectedtexture:NSPointTrigger
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{
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public:
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void env_projectedtexture(void);
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#ifdef CLIENT
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virtual void ReceiveEntity(float,float);
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virtual float predraw(void);
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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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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_flFarZ;
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float m_flNearZ;
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float m_flRadius;
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float m_flStyle;
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string m_strPattern;
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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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};
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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, m_flFarZ, 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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dynamiclight_set(p, LFIELD_NEARCLIP, m_flNearZ);
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dynamiclight_set(p, LFIELD_STYLESTRING, m_strPattern);
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return (PREDRAW_NEXT);
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}
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void
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env_projectedtexture::ReceiveEntity(float flNew, 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_FARZ)
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m_flFarZ = readfloat();
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if (flFlags & PRTEXFL_CHANGED_NEARZ)
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m_flNearZ = 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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if (flFlags & PRTEXFL_CHANGED_PATTERN)
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m_strPattern = readstring();
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classname = "env_projectedtexture";
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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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env_projectedtexture::EvaluateEntity(void)
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{
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if (ATTR_CHANGED(origin)) {
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SetSendFlags(PRTEXFL_CHANGED_ORIGIN);
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}
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if (ATTR_CHANGED(angles)) {
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angles = fixAngle(angles);
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SetSendFlags(PRTEXFL_CHANGED_ANGLES);
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}
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SAVE_STATE(origin)
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SAVE_STATE(angles)
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}
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void
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env_projectedtexture::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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SendFlags |= PRTEXFL_CHANGED_STATE;
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}
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float
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env_projectedtexture::SendEntity(entity ePEnt, float flFlags)
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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_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_FARZ)
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WriteFloat(MSG_ENTITY, m_flFarZ);
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if (flFlags & PRTEXFL_CHANGED_NEARZ)
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WriteFloat(MSG_ENTITY, m_flNearZ);
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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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if (flFlags & PRTEXFL_CHANGED_PATTERN)
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WriteString(MSG_ENTITY, m_strPattern);
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return (1);
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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 "LightColor":
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m_vecLight = stov(strData);
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SetSendFlags(PRTEXFL_CHANGED_LIGHT);
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break;
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case "SetNearZ":
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m_flNearZ = stof(strData);
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SetSendFlags(PRTEXFL_CHANGED_NEARZ);
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break;
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case "SetFarZ":
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m_flFarZ = stof(strData);
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SetSendFlags(PRTEXFL_CHANGED_FARZ);
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break;
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case "SetLightStyle":
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m_flStyle = stof(strData);
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SetSendFlags(PRTEXFL_CHANGED_STYLE);
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break;
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case "SpotlightTexture":
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m_strTextureName = strData;
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SetSendFlags(PRTEXFL_CHANGED_TEXTURE);
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break;
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case "SetPattern":
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m_strPattern = strData;
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SetSendFlags(PRTEXFL_CHANGED_PATTERN);
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break;
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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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super::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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case "farz":
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m_flFarZ = stof(strValue);
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break;
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case "nearz":
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m_flNearZ = stof(strValue);
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break;
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case "pattern":
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m_strPattern = 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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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(GetSpawnOrigin());
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SetAngles(GetSpawnAngles());
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m_iState = HasSpawnFlags(1) ? 1 : 0;
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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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#ifndef CLIENT
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m_strPattern = "z";
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m_vecLight = [255,255,255];
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m_flIntensity = 512;
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m_flFarZ = 512;
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m_flNearZ = 0;
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m_strTextureName = "textures/flashlight";
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m_flFOV = 90;
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if (m_flStyle > 0 && m_flStyle < 12)
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m_strPattern = getlightstyle(m_flStyle);
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#endif
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}
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