//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Shadow control entity. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //------------------------------------------------------------------------------ // FIXME: This really should inherit from something more lightweight //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // Purpose : Shadow control entity //------------------------------------------------------------------------------ class CShadowControl : public CBaseEntity { public: DECLARE_CLASS( CShadowControl, CBaseEntity ); CShadowControl(); void Spawn( void ); bool KeyValue( const char *szKeyName, const char *szValue ); int UpdateTransmitState(); void InputSetAngles( inputdata_t &inputdata ); virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } DECLARE_SERVERCLASS(); DECLARE_DATADESC(); private: CNetworkVector( m_shadowDirection ); CNetworkColor32( m_shadowColor ); CNetworkVar( float, m_flShadowMaxDist ); CNetworkVar( bool, m_bDisableShadows ); }; LINK_ENTITY_TO_CLASS(shadow_control, CShadowControl); BEGIN_DATADESC( CShadowControl ) DEFINE_KEYFIELD( m_flShadowMaxDist, FIELD_FLOAT, "distance" ), DEFINE_KEYFIELD( m_bDisableShadows, FIELD_BOOLEAN, "disableallshadows" ), // Inputs DEFINE_INPUT( m_shadowColor, FIELD_COLOR32, "color" ), DEFINE_INPUT( m_shadowDirection, FIELD_VECTOR, "direction" ), DEFINE_INPUT( m_flShadowMaxDist, FIELD_FLOAT, "SetDistance" ), DEFINE_INPUT( m_bDisableShadows, FIELD_BOOLEAN, "SetShadowsDisabled" ), DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST_NOBASE(CShadowControl, DT_ShadowControl) SendPropVector(SENDINFO(m_shadowDirection), -1, SPROP_NOSCALE ), SendPropInt(SENDINFO(m_shadowColor), 32, SPROP_UNSIGNED), SendPropFloat(SENDINFO(m_flShadowMaxDist), 0, SPROP_NOSCALE ), SendPropBool(SENDINFO(m_bDisableShadows)), END_SEND_TABLE() CShadowControl::CShadowControl() { m_shadowDirection.Init( 0.2, 0.2, -2 ); m_flShadowMaxDist = 50.0f; m_shadowColor.Init( 64, 64, 64, 0 ); m_bDisableShadows = false; } //------------------------------------------------------------------------------ // Purpose : Send even though we don't have a model //------------------------------------------------------------------------------ int CShadowControl::UpdateTransmitState() { // ALWAYS transmit to all clients. return SetTransmitState( FL_EDICT_ALWAYS ); } bool CShadowControl::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq( szKeyName, "color" ) ) { color32 tmp; UTIL_StringToColor32( &tmp, szValue ); m_shadowColor = tmp; return true; } if ( FStrEq( szKeyName, "angles" ) ) { QAngle angles; UTIL_StringToVector( angles.Base(), szValue ); if (angles == vec3_angle) { angles.Init( 80, 30, 0 ); } Vector vForward; AngleVectors( angles, &vForward ); m_shadowDirection = vForward; return true; } // For backward compatibility... if ( FStrEq( szKeyName, "direction" ) ) { // Only use this if angles haven't been set... if ( fabs(m_shadowDirection->LengthSqr() - 1.0f) > 1e-3 ) { Vector vTemp; UTIL_StringToVector( vTemp.Base(), szValue ); m_shadowDirection = vTemp; } return true; } return BaseClass::KeyValue( szKeyName, szValue ); } //------------------------------------------------------------------------------ // Purpose : //------------------------------------------------------------------------------ void CShadowControl::Spawn( void ) { Precache(); SetSolid( SOLID_NONE ); } //------------------------------------------------------------------------------ // Input values //------------------------------------------------------------------------------ void CShadowControl::InputSetAngles( inputdata_t &inputdata ) { const char *pAngles = inputdata.value.String(); QAngle angles; UTIL_StringToVector( angles.Base(), pAngles ); Vector vTemp; AngleVectors( angles, &vTemp ); m_shadowDirection = vTemp; }