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145 lines
4.5 KiB
C
145 lines
4.5 KiB
C
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#if !defined( IVIEWRENDER_BEAMS_H )
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#define IVIEWRENDER_BEAMS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vector.h"
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#include "beam_flags.h"
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#include "tempentity.h"
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extern void SetBeamCreationAllowed(bool state);
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extern bool BeamCreationAllowed(void);
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class C_Beam;
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class Beam_t;
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struct BeamTrail_t
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{
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BeamTrail_t* next;
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float die;
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Vector org;
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Vector vel;
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};
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struct BeamInfo_t
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{
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int m_nType;
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C_BaseEntity* m_pStartEnt;
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int m_nStartAttachment;
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C_BaseEntity* m_pEndEnt;
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int m_nEndAttachment;
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Vector m_vecStart;
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Vector m_vecEnd;
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int m_nModelIndex;
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const char* m_pszModelName;
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int m_nHaloIndex;
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const char* m_pszHaloName;
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float m_flHaloScale;
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float m_flLife;
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float m_flWidth;
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float m_flEndWidth;
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float m_flFadeLength;
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float m_flAmplitude;
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float m_flBrightness;
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float m_flSpeed;
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int m_nStartFrame;
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float m_flFrameRate;
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float m_flRed;
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float m_flGreen;
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float m_flBlue;
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bool m_bRenderable;
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int m_nSegments;
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int m_nFlags;
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Vector m_vecCenter;
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float m_flStartRadius;
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float m_flEndRadius;
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BeamInfo_t()
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{
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m_nType = TE_BEAMPOINTS;
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m_nSegments = -1;
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m_pszModelName = NULL;
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m_pszHaloName = NULL;
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m_nModelIndex = -1;
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m_nHaloIndex = -1;
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m_bRenderable = true;
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m_nFlags = 0;
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}
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};
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abstract_class IViewRenderBeams
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{
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public:
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public:
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public:
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virtual void InitBeams(void) = 0;
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virtual void ShutdownBeams(void) = 0;
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virtual void ClearBeams(void) = 0;
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virtual void UpdateTempEntBeams() = 0;
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virtual void DrawBeam(C_Beam* pbeam, ITraceFilter* pEntityBeamTraceFilter = NULL) = 0;
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virtual void DrawBeam(Beam_t* pbeam) = 0;
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virtual void KillDeadBeams(CBaseEntity* pEnt) = 0;
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virtual Beam_t* CreateBeamEnts(BeamInfo_t& beamInfo) = 0;
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virtual Beam_t* CreateBeamEntPoint(BeamInfo_t& beamInfo) = 0;
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virtual Beam_t* CreateBeamPoints(BeamInfo_t& beamInfo) = 0;
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virtual Beam_t* CreateBeamRing(BeamInfo_t& beamInfo) = 0;
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virtual Beam_t* CreateBeamRingPoint(BeamInfo_t& beamInfo) = 0;
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virtual Beam_t* CreateBeamCirclePoints(BeamInfo_t& beamInfo) = 0;
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virtual Beam_t* CreateBeamFollow(BeamInfo_t& beamInfo) = 0;
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virtual void FreeBeam(Beam_t* pBeam) = 0;
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virtual void UpdateBeamInfo(Beam_t* pBeam, BeamInfo_t& beamInfo) = 0;
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virtual void CreateBeamEnts(int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale,
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float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
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float brightness, float speed, int startFrame,
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float framerate, float r, float g, float b, int type = -1) = 0;
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virtual void CreateBeamEntPoint(int nStartEntity, const Vector* pStart, int nEndEntity, const Vector* pEnd,
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int modelIndex, int haloIndex, float haloScale,
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float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
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float brightness, float speed, int startFrame,
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float framerate, float r, float g, float b) = 0;
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virtual void CreateBeamPoints(Vector& start, Vector& end, int modelIndex, int haloIndex, float haloScale,
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float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
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float brightness, float speed, int startFrame,
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float framerate, float r, float g, float b) = 0;
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virtual void CreateBeamRing(int startEnt, int endEnt, int modelIndex, int haloIndex, float haloScale,
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float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
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float brightness, float speed, int startFrame,
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float framerate, float r, float g, float b, int flags = 0) = 0;
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virtual void CreateBeamRingPoint(const Vector& center, float start_radius, float end_radius, int modelIndex, int haloIndex, float haloScale,
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float life, float width, float m_nEndWidth, float m_nFadeLength, float amplitude,
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float brightness, float speed, int startFrame,
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float framerate, float r, float g, float b, int flags = 0) = 0;
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virtual void CreateBeamCirclePoints(int type, Vector& start, Vector& end,
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int modelIndex, int haloIndex, float haloScale, float life, float width,
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float m_nEndWidth, float m_nFadeLength, float amplitude, float brightness, float speed,
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int startFrame, float framerate, float r, float g, float b) = 0;
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virtual void CreateBeamFollow(int startEnt, int modelIndex, int haloIndex, float haloScale,
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float life, float width, float m_nEndWidth, float m_nFadeLength, float r, float g, float b,
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float brightness) = 0;
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};
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#endif
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