mirror of
https://github.com/alliedmodders/hl2sdk.git
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931 lines
25 KiB
C++
931 lines
25 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include <stdarg.h>
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#include "hud.h"
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#include "itextmessage.h"
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#include "materialsystem/IMaterial.h"
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#include "materialsystem/ITexture.h"
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#include "materialsystem/IMaterialSystem.h"
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#include "imovehelper.h"
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#include "checksum_crc.h"
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#include "decals.h"
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#include "iefx.h"
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#include "view_scene.h"
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#include "filesystem.h"
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#include "model_types.h"
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#include "engine/IEngineTrace.h"
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#include "engine/ivmodelinfo.h"
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#include "c_te_effect_dispatch.h"
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#include <vgui_controls/Controls.h>
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#include <vgui/ISurface.h>
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#include "view.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// ConVars
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//-----------------------------------------------------------------------------
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#ifdef _DEBUG
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ConVar r_FadeProps( "r_FadeProps", "1" );
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#endif
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bool g_MakingDevShots = false;
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extern ConVar cl_leveloverview;
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//-----------------------------------------------------------------------------
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// Purpose: Performs a var args printf into a static return buffer
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// Input : *format -
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// ... -
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// Output : char
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//-----------------------------------------------------------------------------
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char *VarArgs( char *format, ... )
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{
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va_list argptr;
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static char string[1024];
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va_start (argptr, format);
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Q_vsnprintf (string, sizeof( string ), format,argptr);
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va_end (argptr);
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return string;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if the entity index corresponds to a player slot
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// Input : index -
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// Output : bool
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//-----------------------------------------------------------------------------
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bool IsPlayerIndex( int index )
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{
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return ( index >= 1 && index <= gpGlobals->maxClients ) ? true : false;
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}
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int GetLocalPlayerIndex( void )
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{
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C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
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if ( player )
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return player->entindex();
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else
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return 0; // game not started yet
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}
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bool IsLocalPlayerSpectator( void )
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{
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C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
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if ( player )
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return player->IsObserver();
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else
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return false; // game not started yet
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}
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int GetSpectatorMode( void )
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{
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C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
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if ( player )
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return player->GetObserverMode();
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else
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return OBS_MODE_NONE; // game not started yet
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}
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int GetSpectatorTarget( void )
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{
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C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
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if ( player )
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{
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CBaseEntity * target = player->GetObserverTarget();
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if ( target )
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return target->entindex();
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else
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return 0;
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}
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else
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{
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return 0; // game not started yet
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}
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}
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int GetLocalPlayerTeam( void )
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer )
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return pPlayer->GetTeamNumber();
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else
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return TEAM_UNASSIGNED;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Convert angles to -180 t 180 range
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// Input : angles -
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//-----------------------------------------------------------------------------
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void NormalizeAngles( QAngle& angles )
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{
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int i;
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// Normalize angles to -180 to 180 range
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for ( i = 0; i < 3; i++ )
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{
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if ( angles[i] > 180.0 )
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{
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angles[i] -= 360.0;
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}
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else if ( angles[i] < -180.0 )
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{
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angles[i] += 360.0;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Interpolate Euler angles using quaternions to avoid singularities
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// Input : start -
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// end -
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// output -
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// frac -
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//-----------------------------------------------------------------------------
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void InterpolateAngles( const QAngle& start, const QAngle& end, QAngle& output, float frac )
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{
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Quaternion src, dest;
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// Convert to quaternions
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AngleQuaternion( start, src );
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AngleQuaternion( end, dest );
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Quaternion result;
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// Slerp
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QuaternionSlerp( src, dest, frac, result );
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// Convert to euler
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QuaternionAngles( result, output );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Simple linear interpolation
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// Input : frac -
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// src -
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// dest -
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// output -
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//-----------------------------------------------------------------------------
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void InterpolateVector( float frac, const Vector& src, const Vector& dest, Vector& output )
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{
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int i;
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for ( i = 0; i < 3; i++ )
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{
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output[ i ] = src[ i ] + frac * ( dest[ i ] - src[ i ] );
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}
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}
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client_textmessage_t *TextMessageGet( const char *pName )
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{
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return engine->TextMessageGet( pName );
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}
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//-----------------------------------------------------------------------------
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// Purpose: ScreenHeight returns the height of the screen, in pixels
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// Output : int
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//-----------------------------------------------------------------------------
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int ScreenHeight( void )
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{
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int w, h;
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GetHudSize( w, h );
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return h;
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}
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//-----------------------------------------------------------------------------
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// Purpose: ScreenWidth returns the width of the screen, in pixels
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// Output : int
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//-----------------------------------------------------------------------------
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int ScreenWidth( void )
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{
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int w, h;
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GetHudSize( w, h );
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return w;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the difference between two angles
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// Input : destAngle -
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// srcAngle -
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// Output : float
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//-----------------------------------------------------------------------------
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float UTIL_AngleDiff( float destAngle, float srcAngle )
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{
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float delta;
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delta = destAngle - srcAngle;
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if ( destAngle > srcAngle )
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{
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while ( delta >= 180 )
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delta -= 360;
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}
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else
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{
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while ( delta <= -180 )
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delta += 360;
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}
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return delta;
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}
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float UTIL_WaterLevel( const Vector &position, float minz, float maxz )
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{
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Vector midUp = position;
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midUp.z = minz;
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if ( !(UTIL_PointContents(midUp) & MASK_WATER) )
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return minz;
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midUp.z = maxz;
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if ( UTIL_PointContents(midUp) & MASK_WATER )
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return maxz;
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float diff = maxz - minz;
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while (diff > 1.0)
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{
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midUp.z = minz + diff/2.0;
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if ( UTIL_PointContents(midUp) & MASK_WATER )
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{
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minz = midUp.z;
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}
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else
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{
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maxz = midUp.z;
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}
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diff = maxz - minz;
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}
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return midUp.z;
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}
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void UTIL_Bubbles( const Vector& mins, const Vector& maxs, int count )
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{
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Vector mid = (mins + maxs) * 0.5;
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float flHeight = UTIL_WaterLevel( mid, mid.z, mid.z + 1024 );
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flHeight = flHeight - mins.z;
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CPASFilter filter( mid );
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int bubbles = modelinfo->GetModelIndex( "sprites/bubble.vmt" );
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te->Bubbles( filter, 0.0,
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&mins, &maxs, flHeight, bubbles, count, 8.0 );
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}
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void UTIL_ScreenShake( const Vector ¢er, float amplitude, float frequency, float duration, float radius, ShakeCommand_t eCommand, bool bAirShake )
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{
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// Nothing for now
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}
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char TEXTURETYPE_Find( trace_t *ptr )
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{
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surfacedata_t *psurfaceData = physprops->GetSurfaceData( ptr->surface.surfaceProps );
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return psurfaceData->game.material;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make a tracer effect
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//-----------------------------------------------------------------------------
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void UTIL_Tracer( const Vector &vecStart, const Vector &vecEnd, int iEntIndex, int iAttachment, float flVelocity, bool bWhiz, char *pCustomTracerName )
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{
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CEffectData data;
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data.m_vStart = vecStart;
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data.m_vOrigin = vecEnd;
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data.m_hEntity = ClientEntityList().EntIndexToHandle( iEntIndex );
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data.m_flScale = flVelocity;
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// Flags
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if ( bWhiz )
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{
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data.m_fFlags |= TRACER_FLAG_WHIZ;
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}
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if ( iAttachment != TRACER_DONT_USE_ATTACHMENT )
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{
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data.m_fFlags |= TRACER_FLAG_USEATTACHMENT;
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// Stomp the start, since it's not going to be used anyway
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data.m_vStart[0] = iAttachment;
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}
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// Fire it off
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if ( pCustomTracerName )
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{
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DispatchEffect( pCustomTracerName, data );
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}
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else
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{
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DispatchEffect( "Tracer", data );
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}
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}
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//------------------------------------------------------------------------------
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// Purpose : Creates both an decal and any associated impact effects (such
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// as flecks) for the given iDamageType and the trace's end position
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void UTIL_ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName )
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{
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C_BaseEntity *pEntity = pTrace->m_pEnt;
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// Is the entity valid, is the surface sky?
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if ( !pEntity || (pTrace->surface.flags & SURF_SKY) )
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return;
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if (pTrace->fraction == 1.0)
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return;
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// don't decal nodraw surfaces
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if ( pTrace->surface.flags & SURF_NODRAW )
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return;
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pEntity->ImpactTrace( pTrace, iDamageType, pCustomImpactName );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int UTIL_PrecacheDecal( const char *name, bool preload )
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{
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return effects->Draw_DecalIndexFromName( (char*)name );
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}
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extern short g_sModelIndexSmoke;
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void UTIL_Smoke( const Vector &origin, const float scale, const float framerate )
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{
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CPVSFilter filter( origin );
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te->Smoke( filter, 0.0f, &origin, g_sModelIndexSmoke, scale, framerate );
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}
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void UTIL_SetOrigin( C_BaseEntity *entity, const Vector &vecOrigin )
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{
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entity->SetLocalOrigin( vecOrigin );
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}
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//#define PRECACHE_OTHER_ONCE
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// UNDONE: Do we need this to avoid doing too much of this? Measure startup times and see
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#if PRECACHE_OTHER_ONCE
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#include "utlsymbol.h"
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class CPrecacheOtherList : public CAutoServerSystem
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{
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public:
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virtual void LevelInitPreEntity();
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virtual void LevelShutdownPostEntity();
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bool AddOrMarkPrecached( const char *pClassname );
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private:
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CUtlSymbolTable m_list;
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};
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void CPrecacheOtherList::LevelInitPreEntity()
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{
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m_list.RemoveAll();
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}
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void CPrecacheOtherList::LevelShutdownPostEntity()
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{
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m_list.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: mark or add
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// Input : *pEntity -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CPrecacheOtherList::AddOrMarkPrecached( const char *pClassname )
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{
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CUtlSymbol sym = m_list.Find( pClassname );
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if ( sym.IsValid() )
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return false;
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m_list.AddString( pClassname );
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return true;
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}
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CPrecacheOtherList g_PrecacheOtherList;
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#endif
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void UTIL_PrecacheOther( const char *szClassname )
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{
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#if PRECACHE_OTHER_ONCE
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// already done this one?, if not, mark as done
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if ( !g_PrecacheOtherList.AddOrMarkPrecached( szClassname ) )
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return;
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#endif
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// Client should only do this once entities are coming down from server!!!
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// Assert( engine->IsConnected() );
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C_BaseEntity *pEntity = CreateEntityByName( szClassname );
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if ( !pEntity )
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{
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Warning( "NULL Ent in UTIL_PrecacheOther\n" );
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return;
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}
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if (pEntity)
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{
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pEntity->Precache( );
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}
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// Bye bye
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pEntity->Release();
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}
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static csurface_t g_NullSurface = { "**empty**", 0 };
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void UTIL_SetTrace(trace_t& trace, const Ray_t& ray, C_BaseEntity *ent, float fraction, int hitgroup, unsigned int contents, const Vector& normal, float intercept )
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{
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trace.startsolid = (fraction == 0.0f);
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trace.fraction = fraction;
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VectorCopy( ray.m_Start, trace.startpos );
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VectorMA( ray.m_Start, fraction, ray.m_Delta, trace.endpos );
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VectorCopy( normal, trace.plane.normal );
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trace.plane.dist = intercept;
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trace.m_pEnt = C_BaseEntity::Instance( ent );
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trace.hitgroup = hitgroup;
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trace.surface = g_NullSurface;
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trace.contents = contents;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the x & y positions of a world position in screenspace
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// Returns true if it's onscreen
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//-----------------------------------------------------------------------------
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bool GetVectorInScreenSpace( Vector pos, int& iX, int& iY, Vector *vecOffset )
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{
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Vector screen;
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// Apply the offset, if one was specified
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if ( vecOffset != NULL )
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pos += *vecOffset;
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// Transform to screen space
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int iFacing = ScreenTransform( pos, screen );
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iX = 0.5 * screen[0] * ScreenWidth();
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iY = -0.5 * screen[1] * ScreenHeight();
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iX += 0.5 * ScreenWidth();
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iY += 0.5 * ScreenHeight();
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// Make sure the player's facing it
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if ( iFacing )
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{
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// We're actually facing away from the Target. Stomp the screen position.
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iX = -640;
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iY = -640;
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the x & y positions of an entity in screenspace
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// Returns true if it's onscreen
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//-----------------------------------------------------------------------------
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bool GetTargetInScreenSpace( C_BaseEntity *pTargetEntity, int& iX, int& iY, Vector *vecOffset )
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{
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return GetVectorInScreenSpace( pTargetEntity->WorldSpaceCenter(), iX, iY, vecOffset );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *player -
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// msg_dest -
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// *msg_name -
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// *param1 -
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// *param2 -
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// *param3 -
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// *param4 -
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//-----------------------------------------------------------------------------
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void ClientPrint( C_BasePlayer *player, int msg_dest, const char *msg_name, const char *param1 /*= NULL*/, const char *param2 /*= NULL*/, const char *param3 /*= NULL*/, const char *param4 /*= NULL*/ )
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{
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}
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//-----------------------------------------------------------------------------
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// class CFlaggedEntitiesEnum
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//-----------------------------------------------------------------------------
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// enumerate entities that match a set of edict flags into a static array
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class CFlaggedEntitiesEnum : public IPartitionEnumerator
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{
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public:
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CFlaggedEntitiesEnum( C_BaseEntity **pList, int listMax, int flagMask );
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// This gets called by the enumeration methods with each element
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// that passes the test.
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
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int GetCount() { return m_count; }
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bool AddToList( C_BaseEntity *pEntity );
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private:
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C_BaseEntity **m_pList;
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int m_listMax;
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int m_flagMask;
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int m_count;
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};
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CFlaggedEntitiesEnum::CFlaggedEntitiesEnum( C_BaseEntity **pList, int listMax, int flagMask )
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{
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m_pList = pList;
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m_listMax = listMax;
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m_flagMask = flagMask;
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m_count = 0;
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}
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bool CFlaggedEntitiesEnum::AddToList( C_BaseEntity *pEntity )
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{
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if ( m_count >= m_listMax )
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return false;
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m_pList[m_count] = pEntity;
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m_count++;
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return true;
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}
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IterationRetval_t CFlaggedEntitiesEnum::EnumElement( IHandleEntity *pHandleEntity )
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{
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IClientEntity *pClientEntity = cl_entitylist->GetClientEntityFromHandle( pHandleEntity->GetRefEHandle() );
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C_BaseEntity *pEntity = pClientEntity ? pClientEntity->GetBaseEntity() : NULL;
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if ( pEntity )
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{
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if ( m_flagMask && !(pEntity->GetFlags() & m_flagMask) ) // Does it meet the criteria?
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return ITERATION_CONTINUE;
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if ( !AddToList( pEntity ) )
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return ITERATION_STOP;
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}
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return ITERATION_CONTINUE;
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}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pass in an array of pointers and an array size, it fills the array and returns the number inserted
|
|
// Input : **pList -
|
|
// listMax -
|
|
// &mins -
|
|
// &maxs -
|
|
// flagMask -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int UTIL_EntitiesInBox( C_BaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask, int partitionMask )
|
|
{
|
|
CFlaggedEntitiesEnum boxEnum( pList, listMax, flagMask );
|
|
partition->EnumerateElementsInBox( partitionMask, mins, maxs, false, &boxEnum );
|
|
|
|
return boxEnum.GetCount();
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pass in an array of pointers and an array size, it fills the array and returns the number inserted
|
|
// Input : **pList -
|
|
// listMax -
|
|
// ¢er -
|
|
// radius -
|
|
// flagMask -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int UTIL_EntitiesInSphere( C_BaseEntity **pList, int listMax, const Vector ¢er, float radius, int flagMask, int partitionMask )
|
|
{
|
|
CFlaggedEntitiesEnum sphereEnum( pList, listMax, flagMask );
|
|
partition->EnumerateElementsInSphere( partitionMask, center, radius, false, &sphereEnum );
|
|
|
|
return sphereEnum.GetCount();
|
|
|
|
}
|
|
|
|
CEntitySphereQuery::CEntitySphereQuery( const Vector ¢er, float radius, int flagMask, int partitionMask )
|
|
{
|
|
m_listIndex = 0;
|
|
m_listCount = UTIL_EntitiesInSphere( m_pList, ARRAYSIZE(m_pList), center, radius, flagMask, partitionMask );
|
|
}
|
|
|
|
CBaseEntity *CEntitySphereQuery::GetCurrentEntity()
|
|
{
|
|
if ( m_listIndex < m_listCount )
|
|
return m_pList[m_listIndex];
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Slightly modified strtok. Does not modify the input string. Does
|
|
// not skip over more than one separator at a time. This allows parsing
|
|
// strings where tokens between separators may or may not be present:
|
|
//
|
|
// Door01,,,0 would be parsed as "Door01" "" "" "0"
|
|
// Door01,Open,,0 would be parsed as "Door01" "Open" "" "0"
|
|
//
|
|
// Input : token - Returns with a token, or zero length if the token was missing.
|
|
// str - String to parse.
|
|
// sep - Character to use as separator. UNDONE: allow multiple separator chars
|
|
// Output : Returns a pointer to the next token to be parsed.
|
|
//-----------------------------------------------------------------------------
|
|
const char *nexttoken(char *token, const char *str, char sep)
|
|
{
|
|
if ((str == NULL) || (*str == '\0'))
|
|
{
|
|
*token = '\0';
|
|
return(NULL);
|
|
}
|
|
|
|
//
|
|
// Copy everything up to the first separator into the return buffer.
|
|
// Do not include separators in the return buffer.
|
|
//
|
|
while ((*str != sep) && (*str != '\0'))
|
|
{
|
|
*token++ = *str++;
|
|
}
|
|
*token = '\0';
|
|
|
|
//
|
|
// Advance the pointer unless we hit the end of the input string.
|
|
//
|
|
if (*str == '\0')
|
|
{
|
|
return(str);
|
|
}
|
|
|
|
return(++str);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : font -
|
|
// *str -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int UTIL_ComputeStringWidth( vgui::HFont& font, const char *str )
|
|
{
|
|
int pixels = 0;
|
|
char *p = (char *)str;
|
|
while ( *p )
|
|
{
|
|
pixels += vgui::surface()->GetCharacterWidth( font, *p++ );
|
|
}
|
|
return pixels;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : font -
|
|
// *str -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int UTIL_ComputeStringWidth( vgui::HFont& font, const wchar_t *str )
|
|
{
|
|
int pixels = 0;
|
|
wchar_t *p = (wchar_t *)str;
|
|
while ( *p )
|
|
{
|
|
pixels += vgui::surface()->GetCharacterWidth( font, *p++ );
|
|
}
|
|
return pixels;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Scans player names
|
|
//Passes the player name to be checked in a KeyValues pointer
|
|
//with the keyname "name"
|
|
// - replaces '&' with '&&' so they will draw in the scoreboard
|
|
// - replaces '#' at the start of the name with '*'
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void UTIL_MakeSafeName( const char *oldName, char *newName, int newNameBufSize )
|
|
{
|
|
int newpos = 0;
|
|
|
|
for( const char *p=oldName; *p != 0 && newpos < newNameBufSize-1; p++ )
|
|
{
|
|
//check for a '#' char at the beginning
|
|
if( p == oldName && *p == '#' )
|
|
{
|
|
newName[newpos] = '*';
|
|
newpos++;
|
|
}
|
|
else if( *p == '%' )
|
|
{
|
|
// remove % chars
|
|
newName[newpos] = '*';
|
|
newpos++;
|
|
}
|
|
else if( *p == '&' )
|
|
{
|
|
//insert another & after this one
|
|
if ( newpos+2 < newNameBufSize )
|
|
{
|
|
newName[newpos] = '&';
|
|
newName[newpos+1] = '&';
|
|
newpos+=2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
newName[newpos] = *p;
|
|
newpos++;
|
|
}
|
|
}
|
|
newName[newpos] = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Scans player names and replaces characters that vgui won't
|
|
// display properly
|
|
// Input : *oldName - player name to be fixed up
|
|
// Output : *char - static buffer with the safe name
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const char * UTIL_SafeName( const char *oldName )
|
|
{
|
|
static char safeName[ MAX_PLAYER_NAME_LENGTH * 2 + 1 ];
|
|
UTIL_MakeSafeName( oldName, safeName, sizeof( safeName ) );
|
|
|
|
return safeName;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *filename -
|
|
// *pLength -
|
|
// Output : byte
|
|
//-----------------------------------------------------------------------------
|
|
byte *UTIL_LoadFileForMe( const char *filename, int *pLength )
|
|
{
|
|
byte *buffer;
|
|
|
|
FileHandle_t file;
|
|
file = filesystem->Open( filename, "rb", "GAME" );
|
|
if ( FILESYSTEM_INVALID_HANDLE == file )
|
|
{
|
|
if ( pLength ) *pLength = 0;
|
|
return NULL;
|
|
}
|
|
|
|
int size = filesystem->Size( file );
|
|
buffer = new byte[ size + 1 ];
|
|
if ( !buffer )
|
|
{
|
|
Warning( "UTIL_LoadFileForMe: Couldn't allocate buffer of size %i for file %s\n", size + 1, filename );
|
|
filesystem->Close( file );
|
|
return NULL;
|
|
}
|
|
filesystem->Read( buffer, size, file );
|
|
filesystem->Close( file );
|
|
|
|
// Ensure null terminator
|
|
buffer[ size ] =0;
|
|
|
|
if ( pLength )
|
|
{
|
|
*pLength = size;
|
|
}
|
|
|
|
return buffer;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *buffer -
|
|
//-----------------------------------------------------------------------------
|
|
void UTIL_FreeFile( byte *buffer )
|
|
{
|
|
delete[] buffer;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compute distance fade
|
|
//-----------------------------------------------------------------------------
|
|
static unsigned char ComputeDistanceFade( C_BaseEntity *pEntity, float flMinDist, float flMaxDist )
|
|
{
|
|
if ((flMinDist <= 0) && (flMaxDist <= 0))
|
|
return 255;
|
|
|
|
if( flMinDist > flMaxDist )
|
|
{
|
|
V_swap( flMinDist, flMaxDist );
|
|
}
|
|
|
|
// If a negative value is provided for the min fade distance, then base it off the max.
|
|
if( flMinDist < 0 )
|
|
{
|
|
flMinDist = flMaxDist - 400;
|
|
if( flMinDist < 0 )
|
|
{
|
|
flMinDist = 0;
|
|
}
|
|
}
|
|
|
|
flMinDist *= flMinDist;
|
|
flMaxDist *= flMaxDist;
|
|
|
|
float flCurrentDistanceSq = CurrentViewOrigin().DistToSqr( pEntity->WorldSpaceCenter() );
|
|
C_BasePlayer *pLocal = C_BasePlayer::GetLocalPlayer();
|
|
if ( pLocal )
|
|
{
|
|
float flDistFactor = pLocal->GetFOVDistanceAdjustFactor();
|
|
flCurrentDistanceSq *= flDistFactor * flDistFactor;
|
|
}
|
|
|
|
// If I'm inside the minimum range than don't resort to alpha trickery
|
|
if ( flCurrentDistanceSq <= flMinDist )
|
|
return 255;
|
|
|
|
if ( flCurrentDistanceSq >= flMaxDist )
|
|
return 0;
|
|
|
|
// NOTE: Because of the if-checks above, flMinDist != flMinDist here
|
|
float flFalloffFactor = 255.0f / (flMaxDist - flMinDist);
|
|
int nAlpha = flFalloffFactor * (flMaxDist - flCurrentDistanceSq);
|
|
return clamp( nAlpha, 0, 255 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compute fade amount
|
|
//-----------------------------------------------------------------------------
|
|
unsigned char UTIL_ComputeEntityFade( C_BaseEntity *pEntity, float flMinDist, float flMaxDist, float flFadeScale )
|
|
{
|
|
unsigned char nAlpha = 255;
|
|
|
|
// If we're taking devshots, don't fade props at all
|
|
if ( g_MakingDevShots || cl_leveloverview.GetFloat() > 0 )
|
|
return 255;
|
|
|
|
#ifdef _DEBUG
|
|
if ( r_FadeProps.GetBool() )
|
|
#endif
|
|
{
|
|
nAlpha = ComputeDistanceFade( pEntity, flMinDist, flMaxDist );
|
|
|
|
// NOTE: This computation for the center + radius is invalid!
|
|
// The center of the sphere is at the center of the OBB, which is not necessarily
|
|
// at the render origin. But it should be close enough.
|
|
Vector vecMins, vecMaxs;
|
|
pEntity->GetRenderBounds( vecMins, vecMaxs );
|
|
float flRadius = vecMins.DistTo( vecMaxs ) * 0.5f;
|
|
|
|
Vector vecAbsCenter;
|
|
if ( modelinfo->GetModelType( pEntity->GetModel() ) == mod_brush )
|
|
{
|
|
Vector vecRenderMins, vecRenderMaxs;
|
|
pEntity->GetRenderBoundsWorldspace( vecRenderMins, vecRenderMaxs );
|
|
VectorAdd( vecRenderMins, vecRenderMaxs, vecAbsCenter );
|
|
vecAbsCenter *= 0.5f;
|
|
}
|
|
else
|
|
{
|
|
vecAbsCenter = pEntity->GetRenderOrigin();
|
|
}
|
|
|
|
unsigned char nGlobalAlpha = IsXbox() ? 255 : modelinfo->ComputeLevelScreenFade( vecAbsCenter, flRadius, flFadeScale );
|
|
unsigned char nDistAlpha;
|
|
|
|
if ( !engine->IsLevelMainMenuBackground() )
|
|
{
|
|
nDistAlpha = modelinfo->ComputeViewScreenFade( vecAbsCenter, flRadius, flFadeScale );
|
|
}
|
|
else
|
|
{
|
|
nDistAlpha = 255;
|
|
}
|
|
|
|
if ( nDistAlpha < nGlobalAlpha )
|
|
{
|
|
nGlobalAlpha = nDistAlpha;
|
|
}
|
|
|
|
if ( nGlobalAlpha < nAlpha )
|
|
{
|
|
nAlpha = nGlobalAlpha;
|
|
}
|
|
}
|
|
|
|
return nAlpha;
|
|
}
|