Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
class C_TFGlow : public C_BaseEntity
{
public:
DECLARE_CLASS( C_TFGlow, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_TFGlow();
virtual ~C_TFGlow();
virtual void PostDataUpdate( DataUpdateType_t updateType ) OVERRIDE;
private:
void CreateGlow();
CGlowObject *pGlow;
CNetworkVar( int, m_iMode );
CNetworkVar( color32, m_glowColor );
CNetworkVar( bool, m_bDisabled );
CNetworkHandle( CBaseEntity, m_hTarget );
};
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_TFGlow, DT_TFGlow, CTFGlow )
RecvPropInt(RECVINFO( m_iMode ) ),
RecvPropInt( RECVINFO( m_glowColor ), 0, RecvProxy_IntToColor32 ),
RecvPropBool( RECVINFO( m_bDisabled ) ),
RecvPropEHandle( RECVINFO( m_hTarget ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
C_TFGlow::C_TFGlow()
{
}
//-----------------------------------------------------------------------------
C_TFGlow::~C_TFGlow()
{
delete pGlow;
}
//-----------------------------------------------------------------------------
void C_TFGlow::CreateGlow()
{
if ( pGlow )
{
delete pGlow;
pGlow = nullptr;
}
if ( m_bDisabled || !m_hTarget )
{
return;
}
Vector cvec;
color32 c = m_glowColor.Get();
cvec[0] = c.r * (1.0f/255.0f);
cvec[1] = c.g * (1.0f/255.0f);
cvec[2] = c.b * (1.0f/255.0f);
float a = c.a * (1.0f/255.0f);
int iMode = m_iMode.Get();
bool bDrawWhenOccluded = ( iMode == 0 ) || ( iMode == 1 );
bool bDrawWhenVisible = ( iMode == 0 ) || ( iMode == 2 );
Assert( bDrawWhenOccluded || bDrawWhenVisible );
pGlow = new CGlowObject( m_hTarget, cvec, a, bDrawWhenOccluded, bDrawWhenVisible );
}
//-----------------------------------------------------------------------------
void C_TFGlow::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate( updateType );
// this could avoid recreating the glow object on every update, but it
// wouldn't be noticeably more efficient and it would add a ton of code here.
CreateGlow();
}