Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FOGCONTROLLER_H
#define FOGCONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
#include "playernet_vars.h"
#include "igamesystem.h"
// 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 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:
// Creation/Init.
CFogSystem( char const *name ) : CAutoGameSystem( name )
{
m_pMasterController = NULL;
}
~CFogSystem()
{
m_pMasterController = NULL;
}
virtual void LevelInitPreEntity();
virtual void LevelInitPostEntity();
CFogController *GetMasterFogController( void ) { return m_pMasterController; }
private:
CFogController *m_pMasterController;
};
CFogSystem *FogSystem( void );
#endif // FOGCONTROLLER_H