source-engine/game/client/c_env_fog_controller.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// An entity that allows level designer control over the fog parameters.
//
//=============================================================================
#include "cbase.h"
#include "c_env_fog_controller.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( FogController, DT_FogController )
//-----------------------------------------------------------------------------
// Datatable
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CFogController, DT_FogController )
// fog data
RecvPropInt( RECVINFO( m_fog.enable ) ),
RecvPropInt( RECVINFO( m_fog.blend ) ),
RecvPropVector( RECVINFO( m_fog.dirPrimary ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimary ) ),
RecvPropInt( RECVINFO( m_fog.colorSecondary ) ),
RecvPropFloat( RECVINFO( m_fog.start ) ),
RecvPropFloat( RECVINFO( m_fog.end ) ),
RecvPropFloat( RECVINFO( m_fog.farz ) ),
RecvPropFloat( RECVINFO( m_fog.maxdensity ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimaryLerpTo ) ),
RecvPropInt( RECVINFO( m_fog.colorSecondaryLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.startLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.endLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.lerptime ) ),
RecvPropFloat( RECVINFO( m_fog.duration ) ),
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_FogController::C_FogController()
{
// Make sure that old maps without fog fields don't get wacked out fog values.
m_fog.enable = false;
m_fog.maxdensity = 1.0f;
}