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 SCRIPT_INTRO_H
#define SCRIPT_INTRO_H
#ifdef _WIN32
#pragma once
#endif
class CPointCamera;
//-----------------------------------------------------------------------------
// Purpose: An entity that's used to control the intro sequence
//-----------------------------------------------------------------------------
class CScriptIntro : public CBaseEntity
{
DECLARE_CLASS(CScriptIntro, CBaseEntity);
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn( void );
virtual void Precache();
virtual void Activate( void );
virtual int UpdateTransmitState(void);
// Inputs
void InputSetPlayerViewEntity( inputdata_t &inputdata );
void InputSetCameraViewEntity( inputdata_t &inputdata );
void InputSetBlendMode( inputdata_t &inputdata );
void InputSetNextBlendMode( inputdata_t &inputdata );
void InputSetNextFOV( inputdata_t &inputdata );
void InputSetFOVBlendTime( inputdata_t &inputdata );
void InputSetFOV( inputdata_t &inputdata );
void InputSetNextBlendTime( inputdata_t &inputdata );
void InputActivate( inputdata_t &inputdata );
void InputDeactivate( inputdata_t &inputdata );
void InputFadeTo( inputdata_t &inputdata );
void InputSetFadeColor( inputdata_t &inputdata );
bool GetIncludedPVSOrigin( Vector *pOrigin, CBaseEntity **ppCamera );
private:
// Think func used to finish the blend off
void BlendComplete( );
private:
CNetworkVar( Vector, m_vecPlayerView );
CNetworkVar( QAngle, m_vecPlayerViewAngles );
CNetworkVar( Vector, m_vecCameraView );
CNetworkVar( QAngle, m_vecCameraViewAngles );
CNetworkVar( int, m_iBlendMode );
CNetworkVar( int, m_iNextBlendMode );
CNetworkVar( float, m_flNextBlendTime );
CNetworkVar( float, m_flBlendStartTime );
CNetworkVar( int, m_iStartFOV );
CNetworkVar( bool, m_bActive );
// Fov & fov blends
CNetworkVar( int, m_iNextFOV );
CNetworkVar( float, m_flNextFOVBlendTime );
CNetworkVar( float, m_flFOVBlendStartTime );
CNetworkVar( int, m_iFOV );
CNetworkVar( bool, m_bAlternateFOV );
// Fades
CNetworkArray( float, m_flFadeColor, 3 );
CNetworkVar( float, m_flFadeAlpha);
CNetworkVar( float, m_flFadeDuration );
CNetworkVar( EHANDLE, m_hCameraEntity );
int m_iQueuedBlendMode;
int m_iQueuedNextBlendMode;
};
extern CHandle<CScriptIntro> g_hIntroScript;
#endif // SCRIPT_INTRO_H