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https://github.com/celisej567/source-engine.git
synced 2026-09-13 20:13:45 +03:00
upload "kind" alien swarm
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@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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@@ -11,7 +11,6 @@
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#pragma once
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#endif
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#include "particle_parse.h"
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#ifdef CLIENT_DLL
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@@ -34,9 +33,6 @@
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#define MAX_EFFECT_FLAG_BITS 8
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#define CUSTOM_COLOR_CP1 9
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#define CUSTOM_COLOR_CP2 10
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// This is the class that holds whatever data we're sending down to the client to make the effect.
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class CEffectData
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{
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@@ -61,16 +57,11 @@ public:
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int m_nMaterial;
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int m_nDamageType;
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int m_nHitBox;
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int m_nOtherEntIndex;
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unsigned char m_nColor;
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// Color customizability
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bool m_bCustomColors;
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te_tf_particle_effects_colors_t m_CustomColors;
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bool m_bControlPoint1;
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te_tf_particle_effects_control_point_t m_ControlPoint1;
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// Don't mess with stuff below here. DispatchEffect handles all of this.
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public:
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CEffectData()
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@@ -99,13 +90,7 @@ public:
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m_nColor = 0;
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m_bCustomColors = false;
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m_CustomColors.m_vecColor1.Init();
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m_CustomColors.m_vecColor2.Init();
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m_bControlPoint1 = false;
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m_ControlPoint1.m_eParticleAttachment = PATTACH_ABSORIGIN;
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m_ControlPoint1.m_vecOffset.Init();
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m_nOtherEntIndex = 0;
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}
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int GetEffectNameIndex() { return m_iEffectName; }
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