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