//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: The worldspawn entity. This spawns first when each level begins. // // $NoKeywords: $ //=============================================================================// #ifndef WORLD_H #define WORLD_H #ifdef _WIN32 #pragma once #endif class CWorld : public CBaseEntity { public: DECLARE_CLASS( CWorld, CBaseEntity ); CWorld(); ~CWorld(); DECLARE_SERVERCLASS(); virtual int RequiredEdictIndex( void ) { return 0; } // the world always needs to be in slot 0 static void RegisterSharedActivities( void ); static void RegisterSharedEvents( void ); virtual void Spawn( void ); virtual void Precache( void ); virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual void DecalTrace( trace_t *pTrace, char const *decalName ); virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) {} virtual void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit ) {} inline void GetWorldBounds( Vector &vecMins, Vector &vecMaxs ) { VectorCopy( m_WorldMins, vecMins ); VectorCopy( m_WorldMaxs, vecMaxs ); } inline float GetWaveHeight() const { return (float)m_flWaveHeight; } bool GetDisplayTitle() const; bool GetStartDark() const; void SetDisplayTitle( bool display ); void SetStartDark( bool startdark ); bool IsColdWorld( void ); private: DECLARE_DATADESC(); string_t m_iszChapterTitle; CNetworkVar( float, m_flWaveHeight ); CNetworkVector( m_WorldMins ); CNetworkVector( m_WorldMaxs ); CNetworkVar( float, m_flMaxOccludeeArea ); CNetworkVar( float, m_flMinOccluderArea ); CNetworkVar( float, m_flMinPropScreenSpaceWidth ); CNetworkVar( float, m_flMaxPropScreenSpaceWidth ); CNetworkVar( string_t, m_iszDetailSpriteMaterial ); // start flags CNetworkVar( bool, m_bStartDark ); CNetworkVar( bool, m_bColdWorld ); bool m_bDisplayTitle; }; CWorld* GetWorldEntity(); extern const char *GetDefaultLightstyleString( int styleIndex ); #endif // WORLD_H