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//========= Copyright (c) 1996-2005, 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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#ifndef FOGCONTROLLER_H
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#define FOGCONTROLLER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "playernet_vars.h"
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#include "igamesystem.h"
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#include "GameEventListener.h"
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bool GetWorldFogParams( CBaseCombatCharacter *character, fogparams_t &fog );
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// Spawn Flags
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#define SF_FOG_MASTER 0x0001
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//=============================================================================
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//
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// Class Fog Controller:
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// Compares a set of integer inputs to the one main input
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// Outputs true if they are all equivalant, false otherwise
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//
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class CFogController : public CBaseEntity
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{
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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DECLARE_CLASS( CFogController, CBaseEntity );
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CFogController();
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~CFogController();
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// Parse data from a map file
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virtual void Activate();
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virtual int UpdateTransmitState();
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// Input handlers
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void InputSetStartDist(inputdata_t &data);
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void InputSetEndDist(inputdata_t &data);
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void InputTurnOn(inputdata_t &data);
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void InputTurnOff(inputdata_t &data);
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void InputSetColor(inputdata_t &data);
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void InputSetColorSecondary(inputdata_t &data);
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void InputSetFarZ( inputdata_t &data );
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void InputSetAngles( inputdata_t &inputdata );
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void InputSetMaxDensity( inputdata_t &inputdata );
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void InputSetColorLerpTo(inputdata_t &data);
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void InputSetColorSecondaryLerpTo(inputdata_t &data);
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void InputSetStartDistLerpTo(inputdata_t &data);
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void InputSetEndDistLerpTo(inputdata_t &data);
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void InputSetMaxDensityLerpTo(inputdata_t &data);
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void InputStartFogTransition(inputdata_t &data);
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int DrawDebugTextOverlays(void);
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void SetLerpValues( void );
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void Spawn( void );
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bool IsMaster( void ) { return HasSpawnFlags( SF_FOG_MASTER ); }
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public:
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CNetworkVarEmbedded( fogparams_t, m_fog );
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bool m_bUseAngles;
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int m_iChangedVariables;
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};
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//=============================================================================
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//
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// Fog Controller System.
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//
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class CFogSystem : public CAutoGameSystem, public CGameEventListener
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{
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public:
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// Creation/Init.
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CFogSystem( char const *name ) : CAutoGameSystem( name )
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{
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m_hMasterController = NULL;
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}
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~CFogSystem()
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{
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m_hMasterController = NULL;
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}
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virtual void LevelInitPreEntity();
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virtual void LevelInitPostEntity();
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virtual void FireGameEvent( IGameEvent *pEvent );
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CFogController *GetMasterFogController( void ) { return m_hMasterController; }
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private:
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void InitMasterController( void );
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CHandle< CFogController > m_hMasterController;
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};
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CFogSystem *FogSystem( void );
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#endif // FOGCONTROLLER_H
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