mirror of
https://github.com/Gigaslav/HL2Overcharged.git
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83 lines
2.7 KiB
C++
83 lines
2.7 KiB
C++
#if !defined( VIEWRENDER_H )
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#define VIEWRENDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#include "datamap.h"
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//------------------------------------------------------------------------------
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// Purpose : Sunlight shadow control entity
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//------------------------------------------------------------------------------
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class CGlobalLight : public CBaseEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS(CGlobalLight, CBaseEntity);
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CGlobalLight();
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virtual void Activate();
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void EnableFromMapAdd();
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void Spawn(void);
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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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int UpdateTransmitState();
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void SetDirection(const QAngle &angle);
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// Inputs
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void InputSetAngles(inputdata_t &inputdata);
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void InputEnable(inputdata_t &inputdata);
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void InputDisable(inputdata_t &inputdata);
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void InputSetTexture(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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#ifdef MAPBASE
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void InputSetBrightness(inputdata_t &inputdata);
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void InputSetBrightness(float value);
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void InputSetColorTransitionTime(inputdata_t &inputdata);
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void InputSetXOffset(inputdata_t &inputdata) { m_flEastOffset = inputdata.value.Float(); }
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void InputSetYOffset(inputdata_t &inputdata) { m_flForwardOffset = inputdata.value.Float(); }
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void InputSetOrthoSize(inputdata_t &inputdata) { m_flOrthoSize = inputdata.value.Float(); }
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void InputSetDistance(inputdata_t &inputdata) { m_flSunDistance = inputdata.value.Float(); }
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void InputSetFOV(inputdata_t &inputdata) { m_flFOV = inputdata.value.Float(); }
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void InputSetNearZDistance(inputdata_t &inputdata) { m_flNearZ = inputdata.value.Float(); }
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void InputSetNorthOffset(inputdata_t &inputdata) { m_flNorthOffset = inputdata.value.Float(); }
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#endif
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virtual int ObjectCaps(void) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int Restore(IRestore &restore);
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DECLARE_SERVERCLASS();
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private:
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CNetworkVector(m_shadowDirection);
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Vector m_shadowDirectionInternal;
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CNetworkVar(bool, m_bEnabled);
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bool m_bStartDisabled;
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CNetworkString(m_TextureName, MAX_PATH);
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#ifdef MAPBASE
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CNetworkVar(int, m_nSpotlightTextureFrame);
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#endif
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CNetworkColor32(m_LightColor);
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#ifdef MAPBASE
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CNetworkVar(float, m_flBrightnessScale);
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#endif
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CNetworkVar(float, m_flColorTransitionTime);
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CNetworkVar(float, m_flSunDistance);
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CNetworkVar(float, m_flFOV);
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CNetworkVar(float, m_flNearZ);
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CNetworkVar(float, m_flNorthOffset);
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CNetworkVar(int, m_iShadowQuality);
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#ifdef MAPBASE
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CNetworkVar(float, m_flEastOffset); // xoffset
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CNetworkVar(float, m_flForwardOffset); // yoffset
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CNetworkVar(float, m_flOrthoSize);
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#endif
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CNetworkVar(bool, m_bEnableShadows);
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};
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#endif |