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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The worldspawn entity. This spawns first when each level begins.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef WORLD_H
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#define WORLD_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CWorld : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CWorld, CBaseEntity );
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CWorld();
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~CWorld();
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DECLARE_SERVERCLASS();
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virtual int RequiredEdictIndex( void ) { return 0; } // the world always needs to be in slot 0
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static void RegisterSharedActivities( void );
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static void RegisterSharedEvents( void );
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual void DecalTrace( trace_t *pTrace, char const *decalName );
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) {}
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virtual void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit ) {}
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inline void GetWorldBounds( Vector &vecMins, Vector &vecMaxs )
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{
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VectorCopy( m_WorldMins, vecMins );
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VectorCopy( m_WorldMaxs, vecMaxs );
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}
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inline float GetWaveHeight() const
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{
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return (float)m_flWaveHeight;
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}
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bool GetDisplayTitle() const;
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bool GetStartDark() const;
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void SetDisplayTitle( bool display );
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void SetStartDark( bool startdark );
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bool IsColdWorld( void );
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private:
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DECLARE_DATADESC();
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string_t m_iszChapterTitle;
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CNetworkVar( float, m_flWaveHeight );
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CNetworkVector( m_WorldMins );
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CNetworkVector( m_WorldMaxs );
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CNetworkVar( float, m_flMaxOccludeeArea );
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CNetworkVar( float, m_flMinOccluderArea );
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CNetworkVar( float, m_flMinPropScreenSpaceWidth );
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CNetworkVar( float, m_flMaxPropScreenSpaceWidth );
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CNetworkVar( string_t, m_iszDetailSpriteMaterial );
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// start flags
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CNetworkVar( bool, m_bStartDark );
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CNetworkVar( bool, m_bColdWorld );
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bool m_bDisplayTitle;
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};
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CWorld* GetWorldEntity();
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extern const char *GetDefaultLightstyleString( int styleIndex );
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#endif // WORLD_H
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