#ifndef ENV_PROJECTEDTEXTURE_H #define ENV_PROJECTEDTEXTURE_H #ifdef _WIN32 #pragma once #endif #define ENV_PROJECTEDTEXTURE_STARTON (1<<0) #define ENV_PROJECTEDTEXTURE_ALWAYSUPDATE (1<<1) //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CEnvProjectedTexture : public CPointEntity { DECLARE_CLASS( CEnvProjectedTexture, CPointEntity ); public: DECLARE_DATADESC(); DECLARE_SERVERCLASS(); CEnvProjectedTexture(); bool KeyValue( const char *szKeyName, const char *szValue ); virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen ); // Always transmit to clients virtual int UpdateTransmitState(); virtual void Activate( void ); void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata ); void InputAlwaysUpdateOn( inputdata_t &inputdata ); void InputAlwaysUpdateOff( inputdata_t &inputdata ); void InputSetFOV( inputdata_t &inputdata ); void InputSetTarget( inputdata_t &inputdata ); void InputSetCameraSpace( inputdata_t &inputdata ); void InputSetLightOnlyTarget( inputdata_t &inputdata ); void InputSetLightWorld( inputdata_t &inputdata ); void InputSetEnableShadows( inputdata_t &inputdata ); void InputSetLightColor( inputdata_t &inputdata ); void InputSetSpotlightTexture( inputdata_t &inputdata ); void InputSetAmbient( inputdata_t &inputdata ); void InitialThink( void ); CNetworkHandle( CBaseEntity, m_hTargetEntity ); private: CNetworkVar( bool, m_bState ); CNetworkVar( bool, m_bAlwaysUpdate ); CNetworkVar( float, m_flLightFOV ); CNetworkVar( bool, m_bEnableShadows ); CNetworkVar( bool, m_bSimpleProjection ); CNetworkVar( bool, m_bLightOnlyTarget ); CNetworkVar( bool, m_bLightWorld ); CNetworkVar( bool, m_bCameraSpace ); CNetworkVar( float, m_flBrightnessScale ); CNetworkColor32( m_LightColor ); CNetworkVar( float, m_flColorTransitionTime ); CNetworkVar( float, m_flAmbient ); CNetworkString( m_SpotlightTextureName, MAX_PATH ); CNetworkVar( int, m_nSpotlightTextureFrame ); CNetworkVar( float, m_flNearZ ); CNetworkVar( float, m_flFarZ ); CNetworkVar( int, m_nShadowQuality ); CNetworkVar( float, m_flProjectionSize ); CNetworkVar( float, m_flRotation ); }; #endif // ENV_PROJECTEDTEXTURE_H