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110
game/client/hl2/shieldproxy.cpp
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110
game/client/hl2/shieldproxy.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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "proxyentity.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imaterialsystem.h"
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#include <KeyValues.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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// $sineVar : name of variable that controls the alpha level (float)
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class CShieldProxy : public CEntityMaterialProxy
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{
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public:
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CShieldProxy();
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virtual ~CShieldProxy();
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virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
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virtual void OnBind( C_BaseEntity *pC_BaseEntity );
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virtual IMaterial *GetMaterial();
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private:
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IMaterialVar *m_AlphaVar;
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IMaterialVar *m_pTextureScrollVar;
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float m_ScrollRate;
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float m_ScrollAngle;
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};
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CShieldProxy::CShieldProxy()
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{
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m_AlphaVar = NULL;
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m_pTextureScrollVar = NULL;
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m_ScrollRate = 0;
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m_ScrollAngle = 0;
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}
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CShieldProxy::~CShieldProxy()
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{
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}
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bool CShieldProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
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{
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bool foundVar;
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m_AlphaVar = pMaterial->FindVar( "$translucency", &foundVar, false );
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if( !foundVar )
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return false;
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char const* pScrollVarName = pKeyValues->GetString( "textureScrollVar" );
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if (!pScrollVarName)
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return false;
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m_pTextureScrollVar = pMaterial->FindVar( pScrollVarName, &foundVar, false );
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if( !foundVar )
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return false;
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m_ScrollRate = pKeyValues->GetFloat( "textureScrollRate", 1 );
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m_ScrollAngle = pKeyValues->GetFloat( "textureScrollAngle", 0 );
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return true;
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}
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void CShieldProxy::OnBind( C_BaseEntity *pEnt )
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{
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if (m_AlphaVar)
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{
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m_AlphaVar->SetFloatValue( pEnt->m_clrRender->a );
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}
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if( !m_pTextureScrollVar )
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{
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return;
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}
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float sOffset, tOffset;
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sOffset = gpGlobals->curtime * sin( m_ScrollAngle * ( M_PI / 180.0f ) ) * m_ScrollRate;
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tOffset = gpGlobals->curtime * cos( m_ScrollAngle * ( M_PI / 180.0f ) ) * m_ScrollRate;
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// make sure that we are positive
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if( sOffset < 0.0f )
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{
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sOffset += 1.0f + -( int )sOffset;
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}
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if( tOffset < 0.0f )
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{
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tOffset += 1.0f + -( int )tOffset;
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}
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// make sure that we are in a [0,1] range
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sOffset = sOffset - ( int )sOffset;
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tOffset = tOffset - ( int )tOffset;
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m_pTextureScrollVar->SetVecValue( sOffset, tOffset, 0.0f );
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}
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IMaterial *CShieldProxy::GetMaterial()
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{
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if ( !m_AlphaVar )
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return NULL;
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return m_AlphaVar->GetOwningMaterial();
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}
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EXPOSE_INTERFACE( CShieldProxy, IMaterialProxy, "Shield" IMATERIAL_PROXY_INTERFACE_VERSION );
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