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