source-engine/game/server/te_dynamiclight.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Displays a dynamic light
//-----------------------------------------------------------------------------
class CTEDynamicLight : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEDynamicLight, CBaseTempEntity );
CTEDynamicLight( const char *name );
virtual ~CTEDynamicLight( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecOrigin );
CNetworkVar( float, m_fRadius );
CNetworkVar( int, r );
CNetworkVar( int, g );
CNetworkVar( int, b );
CNetworkVar( int, exponent );
CNetworkVar( float, m_fTime );
CNetworkVar( float, m_fDecay );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEDynamicLight::CTEDynamicLight( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
r = 0;
g = 0;
b = 0;
exponent = 0;
m_fRadius = 0.0;
m_fTime = 0.0;
m_fDecay = 0.0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEDynamicLight::~CTEDynamicLight( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEDynamicLight::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
r = 255;
g = 255;
b = 63;
m_vecOrigin = current_origin;
m_fRadius = 200;
m_fTime = 2.0;
m_fDecay = 0.0;
Vector forward;
m_vecOrigin.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEDynamicLight, DT_TEDynamicLight)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropInt( SENDINFO(r), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(g), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(b), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(exponent), 8, 0 ),
SendPropFloat( SENDINFO(m_fRadius), 8, SPROP_ROUNDUP, 0, 2560.0 ),
SendPropFloat( SENDINFO(m_fTime), 8, SPROP_ROUNDDOWN, 0, 25.6 ),
SendPropFloat( SENDINFO(m_fDecay), 8, SPROP_ROUNDDOWN, 0, 2560.0 ),
END_SEND_TABLE()
// Singleton
static CTEDynamicLight g_TEDynamicLight( "Dynamic Light" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *org -
// r -
// g -
// b -
// radius -
// time -
// decay -
//-----------------------------------------------------------------------------
void TE_DynamicLight( IRecipientFilter& filter, float delay,
const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay )
{
// Set up parameters
g_TEDynamicLight.m_vecOrigin = *org;
g_TEDynamicLight.r = r;
g_TEDynamicLight.g = g;
g_TEDynamicLight.b = b;
g_TEDynamicLight.exponent = exponent;
g_TEDynamicLight.m_fRadius = radius;
g_TEDynamicLight.m_fTime = time;
g_TEDynamicLight.m_fDecay = decay;
// Create it
g_TEDynamicLight.Create( filter, delay );
}