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https://github.com/celisej567/source-sdk-2013.git
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Initial Mapbase commit (squashed from mapbase-beta)
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93
sp/src/game/client/mapbase/c_func_clientclip.cpp
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93
sp/src/game/client/mapbase/c_func_clientclip.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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//===========================================================================//
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#include "cbase.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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class C_FuncClientClip : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_FuncClientClip, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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void OnDataChanged( DataUpdateType_t type );
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void ClientThink();
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bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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bool m_bDisabled;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_FuncClientClip, DT_FuncClientClip, CFuncClientClip )
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RecvPropBool( RECVINFO( m_bDisabled ) ),
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END_RECV_TABLE()
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void C_FuncClientClip::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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//if ( type == DATA_UPDATE_CREATED )
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//{
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SetSolid(GetMoveParent() ? SOLID_VPHYSICS : SOLID_BSP); // SOLID_VPHYSICS
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//}
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if ( !m_bDisabled )
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{
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VPhysicsDestroyObject();
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VPhysicsInitShadow( true, true );
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// Think constantly updates the shadow
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if (GetMoveParent())
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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else
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{
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// Disabling
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VPhysicsDestroyObject();
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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}
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void C_FuncClientClip::ClientThink()
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{
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// We shouldn't be thinking if we're disabled
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Assert(!m_bDisabled);
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if (VPhysicsGetObject())
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{
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// Constantly updates the shadow.
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// This think function should really only be active when we're parented.
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VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, TICK_INTERVAL );
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}
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else
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{
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// This should never happen...
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VPhysicsInitShadow( true, true );
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}
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BaseClass::ClientThink();
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}
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bool C_FuncClientClip::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
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{
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if ( m_bDisabled )
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return false;
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if ( !VPhysicsGetObject() )
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return false;
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physcollision->TraceBox( ray, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles(), &trace );
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if ( trace.DidHit() )
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{
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trace.surface.surfaceProps = VPhysicsGetObject()->GetMaterialIndex();
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return true;
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}
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return false;
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}
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