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https://github.com/celisej567/source-engine.git
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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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// Information about algorithmic stuff that can occur on both client + server
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@@ -67,22 +67,41 @@
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#include "cbase.h"
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#include "env_wind_shared.h"
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#include "soundenvelope.h"
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#include "IEffects.h"
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#include "engine/IEngineSound.h"
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#include "sharedInterface.h"
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#include "ieffects.h"
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#include "engine/ienginesound.h"
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#include "sharedinterface.h"
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#include "renderparm.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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#ifdef CLIENT_DLL
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// Test concommand for wind/tree sway. Couldn't think of a better way to put it.
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// Will move it out of this file when we figure out how the weather control will be implemented.
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CON_COMMAND( cl_tree_sway_dir, "sets tree sway wind direction and strength" )
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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if ( args.ArgC() == 3 )
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{
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Vector windDir;
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windDir.x = V_atof( args.Arg( 1 ) );
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windDir.y = V_atof( args.Arg( 2 ) );
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windDir.z = 0;
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pRenderContext->SetVectorRenderingParameter( VECTOR_RENDERPARM_WIND_DIRECTION, windDir );
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// globals
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//-----------------------------------------------------------------------------
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static Vector s_vecWindVelocity( 0, 0, 0 );
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static CUtlLinkedList< CEnvWindShared * > s_windControllers;
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CEnvWindShared::CEnvWindShared() : m_WindAveQueue(10), m_WindVariationQueue(10)
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{
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m_pWindSound = NULL;
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s_windControllers.AddToTail( this );
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}
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CEnvWindShared::~CEnvWindShared()
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@@ -91,6 +110,7 @@ CEnvWindShared::~CEnvWindShared()
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{
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CSoundEnvelopeController::GetController().Shutdown( m_pWindSound );
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}
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s_windControllers.FindAndRemove( this );
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}
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void CEnvWindShared::Init( int nEntIndex, int iRandomSeed, float flTime,
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@@ -103,6 +123,8 @@ void CEnvWindShared::Init( int nEntIndex, int iRandomSeed, float flTime,
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m_Stream.SetSeed( iRandomSeed );
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m_WindVariationStream.SetSeed( iRandomSeed );
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m_iWindDir = m_iInitialWindDir = iInitialWindYaw;
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// Bound it for networking as a postive integer
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m_iInitialWindDir = (int)( anglemod( m_iInitialWindDir ) );
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m_flAveWindSpeed = m_flWindSpeed = m_flInitialWindSpeed = flInitialWindSpeed;
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@@ -162,6 +184,31 @@ void CEnvWindShared::UpdateWindSound( float flTotalWindSpeed )
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}
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}
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//-----------------------------------------------------------------------------
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// Updates the swaying of trees
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//-----------------------------------------------------------------------------
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#define TREE_SWAY_UPDATE_TIME 2.0f
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void CEnvWindShared::UpdateTreeSway( float flTime )
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{
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#ifdef CLIENT_DLL
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while( flTime >= m_flSwayTime )
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{
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// Since the wind is constantly changing, but we need smooth values, we cache them off here.
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m_PrevSwayVector = m_CurrentSwayVector;
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m_CurrentSwayVector = m_currentWindVector;
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m_flSwayTime += TREE_SWAY_UPDATE_TIME;
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}
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// Update vertex shader
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float flPercentage = ( 1 - ( ( m_flSwayTime - flTime ) / TREE_SWAY_UPDATE_TIME ) );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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// Dividing by 2 helps the numbers the shader is expecting stay in line with other expected game values.
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Vector vecWind = Lerp( flPercentage, m_PrevSwayVector, m_CurrentSwayVector ) / 2;
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pRenderContext->SetVectorRenderingParameter( VECTOR_RENDERPARM_WIND_DIRECTION, vecWind );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Updates the wind speed
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@@ -179,6 +226,9 @@ float CEnvWindShared::WindThink( float flTime )
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ComputeWindVariation( flTime );
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// Update Tree Sway
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UpdateTreeSway( flTime );
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while (true)
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{
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// First, simulate up to the next switch time...
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@@ -218,9 +268,9 @@ float CEnvWindShared::WindThink( float flTime )
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// We're about to exit, let's set the wind velocity...
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QAngle vecWindAngle( 0, m_iWindDir + m_flWindAngleVariation, 0 );
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AngleVectors( vecWindAngle, &s_vecWindVelocity );
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AngleVectors( vecWindAngle, &m_currentWindVector );
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float flTotalWindSpeed = m_flWindSpeed * m_flWindSpeedVariation;
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s_vecWindVelocity *= flTotalWindSpeed;
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m_currentWindVector *= flTotalWindSpeed;
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// If we reached a steady state, we don't need to be called until the switch time
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// Otherwise, we should be called immediately
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@@ -274,13 +324,48 @@ float CEnvWindShared::WindThink( float flTime )
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//-----------------------------------------------------------------------------
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// Method to reset windspeed..
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// Method to reset wind speed..
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//-----------------------------------------------------------------------------
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void ResetWindspeed()
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{
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s_vecWindVelocity.Init( 0, 0, 0 );
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FOR_EACH_LL( s_windControllers, it )
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{
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s_windControllers[it]->m_currentWindVector.Init( 0, 0, 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// GetWindspeedAtTime was never finished to actually take time in to consideration. We don't need
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// features that aren't written, but we do need to have multiple wind controllers on a map, so
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// we need to find the one that is affecting the given location and return its speed.
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//-----------------------------------------------------------------------------
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Vector GetWindspeedAtLocation( const Vector &location )
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{
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FOR_EACH_LL( s_windControllers, it )
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{
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CEnvWindShared *thisWindController = s_windControllers[it];
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float distance = (thisWindController->m_location - location).Length();
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if( distance < thisWindController->m_windRadius )
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{
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// This location is within our area of influence, so return our computer wind vector
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return thisWindController->m_currentWindVector;
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}
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}
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FOR_EACH_LL( s_windControllers, it )
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{
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CEnvWindShared *thisWindController = s_windControllers[it];
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if( thisWindController->m_windRadius == -1.0f )
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{
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// We do a second search for a global controller so you don't have to worry about order in the list.
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return thisWindController->m_currentWindVector;
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}
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}
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return Vector(0,0,0);// No wind
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}
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//-----------------------------------------------------------------------------
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// Method to sample the windspeed at a particular time
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@@ -289,5 +374,12 @@ void GetWindspeedAtTime( float flTime, Vector &vecVelocity )
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{
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// For now, ignore history and time.. fix later when we use wind to affect
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// client-side prediction
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VectorCopy( s_vecWindVelocity, vecVelocity );
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if ( s_windControllers.Count() == 0 )
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{
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vecVelocity.Init( 0, 0, 0 );
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}
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else
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{
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VectorCopy( s_windControllers[ s_windControllers.Head() ]->m_currentWindVector, vecVelocity );
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}
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}
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