Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ====
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//
// An entity that allows level designer control over the fog parameters.
//
//=============================================================================
#include "cbase.h"
#include "c_env_fog_controller.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( FogController, DT_FogController )
//-----------------------------------------------------------------------------
// Datatable
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CFogController, DT_FogController )
// fog data
RecvPropInt( RECVINFO( m_fog.enable ) ),
RecvPropInt( RECVINFO( m_fog.blend ) ),
RecvPropVector( RECVINFO( m_fog.dirPrimary ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimary ), 0, RecvProxy_Int32ToColor32 ),
RecvPropInt( RECVINFO( m_fog.colorSecondary ), 0, RecvProxy_Int32ToColor32 ),
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RecvPropFloat( RECVINFO( m_fog.start ) ),
RecvPropFloat( RECVINFO( m_fog.end ) ),
RecvPropFloat( RECVINFO( m_fog.farz ) ),
RecvPropFloat( RECVINFO( m_fog.maxdensity ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimaryLerpTo ), 0, RecvProxy_Int32ToColor32 ),
RecvPropInt( RECVINFO( m_fog.colorSecondaryLerpTo ), 0, RecvProxy_Int32ToColor32 ),
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RecvPropFloat( RECVINFO( m_fog.startLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.endLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.maxdensityLerpTo ) ),
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RecvPropFloat( RECVINFO( m_fog.lerptime ) ),
RecvPropFloat( RECVINFO( m_fog.duration ) ),
RecvPropFloat( RECVINFO( m_fog.HDRColorScale ) ),
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END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_FogController::C_FogController()
{
// Make sure that old maps without fog fields don't get wacked out fog values.
m_fog.enable = false;
m_fog.maxdensity = 1.0f;
m_fog.HDRColorScale = 1.0f;
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}