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221
game/client/c_te_effect_dispatch.cpp
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221
game/client/c_te_effect_dispatch.cpp
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//========= Copyright 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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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "c_basetempentity.h"
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#include "networkstringtable_clientdll.h"
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#include "effect_dispatch_data.h"
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#include "c_te_effect_dispatch.h"
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#include "tier1/KeyValues.h"
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#include "toolframework_client.h"
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#include "tier0/vprof.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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// CClientEffectRegistration registration
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//-----------------------------------------------------------------------------
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CClientEffectRegistration *CClientEffectRegistration::s_pHead = NULL;
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CClientEffectRegistration::CClientEffectRegistration( const char *pEffectName, ClientEffectCallback fn )
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{
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m_pEffectName = pEffectName;
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m_pFunction = fn;
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m_pNext = s_pHead;
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s_pHead = this;
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}
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//-----------------------------------------------------------------------------
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// Purpose: EffectDispatch TE
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//-----------------------------------------------------------------------------
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class C_TEEffectDispatch : public C_BaseTempEntity
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{
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public:
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DECLARE_CLASS( C_TEEffectDispatch, C_BaseTempEntity );
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DECLARE_CLIENTCLASS();
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C_TEEffectDispatch( void );
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virtual ~C_TEEffectDispatch( void );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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public:
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CEffectData m_EffectData;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEEffectDispatch::C_TEEffectDispatch( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEEffectDispatch::~C_TEEffectDispatch( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData )
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{
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// Look through all the registered callbacks
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for ( CClientEffectRegistration *pReg = CClientEffectRegistration::s_pHead; pReg; pReg = pReg->m_pNext )
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{
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// If the name matches, call it
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if ( Q_stricmp( pReg->m_pEffectName, pEffectName ) == 0 )
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{
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pReg->m_pFunction( m_EffectData );
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return;
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}
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}
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DevMsg("DispatchEffect: effect '%s' not found on client\n", pEffectName );
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}
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//-----------------------------------------------------------------------------
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// Record effects
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//-----------------------------------------------------------------------------
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static void RecordEffect( const char *pEffectName, const CEffectData &data )
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{
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if ( !ToolsEnabled() )
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return;
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if ( clienttools->IsInRecordingMode() && ( (data.m_fFlags & EFFECTDATA_NO_RECORD) == 0 ) )
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{
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KeyValues *msg = new KeyValues( "TempEntity" );
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const char *pSurfacePropName = physprops->GetPropName( data.m_nSurfaceProp );
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char pName[1024];
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Q_snprintf( pName, sizeof(pName), "TE_DispatchEffect %s %s", pEffectName, pSurfacePropName );
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msg->SetInt( "te", TE_DISPATCH_EFFECT );
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msg->SetString( "name", pName );
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msg->SetFloat( "time", gpGlobals->curtime );
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msg->SetFloat( "originx", data.m_vOrigin.x );
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msg->SetFloat( "originy", data.m_vOrigin.y );
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msg->SetFloat( "originz", data.m_vOrigin.z );
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msg->SetFloat( "startx", data.m_vStart.x );
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msg->SetFloat( "starty", data.m_vStart.y );
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msg->SetFloat( "startz", data.m_vStart.z );
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msg->SetFloat( "normalx", data.m_vNormal.x );
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msg->SetFloat( "normaly", data.m_vNormal.y );
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msg->SetFloat( "normalz", data.m_vNormal.z );
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msg->SetFloat( "anglesx", data.m_vAngles.x );
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msg->SetFloat( "anglesy", data.m_vAngles.y );
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msg->SetFloat( "anglesz", data.m_vAngles.z );
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msg->SetInt( "flags", data.m_fFlags );
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msg->SetFloat( "scale", data.m_flScale );
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msg->SetFloat( "magnitude", data.m_flMagnitude );
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msg->SetFloat( "radius", data.m_flRadius );
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msg->SetString( "surfaceprop", pSurfacePropName );
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msg->SetInt( "color", data.m_nColor );
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msg->SetInt( "damagetype", data.m_nDamageType );
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msg->SetInt( "hitbox", data.m_nHitBox );
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msg->SetString( "effectname", pEffectName );
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// FIXME: Need to write the attachment name here
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msg->SetInt( "attachmentindex", data.m_nAttachmentIndex );
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// NOTE: Ptrs are our way of indicating it's an entindex
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msg->SetPtr( "entindex", (void*)data.entindex() );
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ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
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msg->deleteThis();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TEEffectDispatch::PostDataUpdate( DataUpdateType_t updateType )
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{
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VPROF( "C_TEEffectDispatch::PostDataUpdate" );
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// Find the effect name.
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const char *pEffectName = g_StringTableEffectDispatch->GetString( m_EffectData.GetEffectNameIndex() );
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if ( pEffectName )
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{
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DispatchEffectToCallback( pEffectName, m_EffectData );
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RecordEffect( pEffectName, m_EffectData );
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}
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}
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IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEEffectDispatch, DT_TEEffectDispatch, CTEEffectDispatch )
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RecvPropDataTable( RECVINFO_DT( m_EffectData ), 0, &REFERENCE_RECV_TABLE( DT_EffectData ) )
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose: Clientside version
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//-----------------------------------------------------------------------------
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void TE_DispatchEffect( IRecipientFilter& filter, float delay, const Vector &pos, const char *pName, const CEffectData &data )
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{
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DispatchEffectToCallback( pName, data );
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RecordEffect( pName, data );
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}
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// Client version of dispatch effect, for predicted weapons
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void DispatchEffect( const char *pName, const CEffectData &data )
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{
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CPASFilter filter( data.m_vOrigin );
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te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data );
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}
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//-----------------------------------------------------------------------------
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// Playback
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//-----------------------------------------------------------------------------
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void TE_DispatchEffect( IRecipientFilter& filter, float delay, KeyValues *pKeyValues )
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{
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CEffectData data;
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data.m_nMaterial = 0;
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data.m_vOrigin.x = pKeyValues->GetFloat( "originx" );
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data.m_vOrigin.y = pKeyValues->GetFloat( "originy" );
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data.m_vOrigin.z = pKeyValues->GetFloat( "originz" );
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data.m_vStart.x = pKeyValues->GetFloat( "startx" );
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data.m_vStart.y = pKeyValues->GetFloat( "starty" );
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data.m_vStart.z = pKeyValues->GetFloat( "startz" );
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data.m_vNormal.x = pKeyValues->GetFloat( "normalx" );
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data.m_vNormal.y = pKeyValues->GetFloat( "normaly" );
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data.m_vNormal.z = pKeyValues->GetFloat( "normalz" );
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data.m_vAngles.x = pKeyValues->GetFloat( "anglesx" );
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data.m_vAngles.y = pKeyValues->GetFloat( "anglesy" );
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data.m_vAngles.z = pKeyValues->GetFloat( "anglesz" );
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data.m_fFlags = pKeyValues->GetInt( "flags" );
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data.m_flScale = pKeyValues->GetFloat( "scale" );
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data.m_flMagnitude = pKeyValues->GetFloat( "magnitude" );
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data.m_flRadius = pKeyValues->GetFloat( "radius" );
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const char *pSurfaceProp = pKeyValues->GetString( "surfaceprop" );
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data.m_nSurfaceProp = physprops->GetSurfaceIndex( pSurfaceProp );
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data.m_nDamageType = pKeyValues->GetInt( "damagetype" );
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data.m_nHitBox = pKeyValues->GetInt( "hitbox" );
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data.m_nColor = pKeyValues->GetInt( "color" );
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data.m_nAttachmentIndex = pKeyValues->GetInt( "attachmentindex" );
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// NOTE: Ptrs are our way of indicating it's an entindex
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ClientEntityHandle_t hWorld = ClientEntityList().EntIndexToHandle( 0 );
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data.m_hEntity = (int)pKeyValues->GetPtr( "entindex", (void*)hWorld.ToInt() );
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const char *pEffectName = pKeyValues->GetString( "effectname" );
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TE_DispatchEffect( filter, 0.0f, data.m_vOrigin, pEffectName, data );
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}
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