upload "kind" alien swarm

This commit is contained in:
nillerusr
2023-10-03 17:23:56 +03:00
parent b7bd94c52e
commit 7d3c0d8b5a
4229 changed files with 462900 additions and 495155 deletions
+86 -79
View File
@@ -1,74 +1,25 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
//
// Purpose: Entity to control screen overlays on a player
// Purpose: Projects a texture into the world (like the flashlight)
//
//=============================================================================
#include "cbase.h"
#include "shareddefs.h"
#include "env_projectedtexture.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ENV_PROJECTEDTEXTURE_STARTON (1<<0)
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEnvProjectedTexture : public CPointEntity
{
DECLARE_CLASS( CEnvProjectedTexture, CPointEntity );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CEnvProjectedTexture();
bool KeyValue( const char *szKeyName, const char *szValue );
// Always transmit to clients
virtual int UpdateTransmitState();
virtual void Activate( void );
void InputTurnOn( inputdata_t &inputdata );
void InputTurnOff( inputdata_t &inputdata );
void InputSetFOV( inputdata_t &inputdata );
void InputSetTarget( inputdata_t &inputdata );
void InputSetCameraSpace( inputdata_t &inputdata );
void InputSetLightOnlyTarget( inputdata_t &inputdata );
void InputSetLightWorld( inputdata_t &inputdata );
void InputSetEnableShadows( inputdata_t &inputdata );
// void InputSetLightColor( inputdata_t &inputdata );
void InputSetSpotlightTexture( inputdata_t &inputdata );
void InputSetAmbient( inputdata_t &inputdata );
void InitialThink( void );
CNetworkHandle( CBaseEntity, m_hTargetEntity );
private:
CNetworkVar( bool, m_bState );
CNetworkVar( float, m_flLightFOV );
CNetworkVar( bool, m_bEnableShadows );
CNetworkVar( bool, m_bLightOnlyTarget );
CNetworkVar( bool, m_bLightWorld );
CNetworkVar( bool, m_bCameraSpace );
CNetworkVector( m_LinearFloatLightColor );
CNetworkVar( float, m_flAmbient );
CNetworkString( m_SpotlightTextureName, MAX_PATH );
CNetworkVar( int, m_nSpotlightTextureFrame );
CNetworkVar( float, m_flNearZ );
CNetworkVar( float, m_flFarZ );
CNetworkVar( int, m_nShadowQuality );
};
LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture );
BEGIN_DATADESC( CEnvProjectedTexture )
DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_bState, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bSimpleProjection, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ),
DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ),
DEFINE_KEYFIELD( m_bSimpleProjection, FIELD_BOOLEAN, "simpleprojection" ),
DEFINE_KEYFIELD( m_bLightOnlyTarget, FIELD_BOOLEAN, "lightonlytarget" ),
DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ),
DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ),
@@ -78,18 +29,23 @@ BEGIN_DATADESC( CEnvProjectedTexture )
DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ),
DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ),
DEFINE_KEYFIELD( m_nShadowQuality, FIELD_INTEGER, "shadowquality" ),
DEFINE_FIELD( m_LinearFloatLightColor, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_flBrightnessScale, FIELD_FLOAT, "brightnessscale" ),
DEFINE_FIELD( m_LightColor, FIELD_COLOR32 ),
DEFINE_KEYFIELD( m_flColorTransitionTime, FIELD_FLOAT, "colortransitiontime" ),
DEFINE_KEYFIELD( m_flProjectionSize, FIELD_FLOAT, "projection_size" ),
DEFINE_KEYFIELD( m_flRotation, FIELD_FLOAT, "projection_rotation" ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOn", InputAlwaysUpdateOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysUpdateOff", InputAlwaysUpdateOff ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "FOV", InputSetFOV ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "Target", InputSetTarget ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "CameraSpace", InputSetCameraSpace ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightOnlyTarget", InputSetLightOnlyTarget ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightWorld", InputSetLightWorld ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ),
// this is broken . . need to be able to set color and intensity like light_dynamic
// DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ),
DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ),
DEFINE_THINKFUNC( InitialThink ),
@@ -98,18 +54,24 @@ END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture )
SendPropEHandle( SENDINFO( m_hTargetEntity ) ),
SendPropBool( SENDINFO( m_bState ) ),
SendPropBool( SENDINFO( m_bAlwaysUpdate ) ),
SendPropFloat( SENDINFO( m_flLightFOV ) ),
SendPropBool( SENDINFO( m_bEnableShadows ) ),
SendPropBool( SENDINFO( m_bSimpleProjection ) ),
SendPropBool( SENDINFO( m_bLightOnlyTarget ) ),
SendPropBool( SENDINFO( m_bLightWorld ) ),
SendPropBool( SENDINFO( m_bCameraSpace ) ),
SendPropVector( SENDINFO( m_LinearFloatLightColor ) ),
SendPropFloat( SENDINFO( m_flBrightnessScale ) ),
SendPropInt( SENDINFO ( m_LightColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt32 ),
SendPropFloat( SENDINFO( m_flColorTransitionTime ) ),
SendPropFloat( SENDINFO( m_flAmbient ) ),
SendPropString( SENDINFO( m_SpotlightTextureName ) ),
SendPropInt( SENDINFO( m_nSpotlightTextureFrame ) ),
SendPropFloat( SENDINFO( m_flNearZ ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f ),
SendPropFloat( SENDINFO( m_flFarZ ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f ),
SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now
SendPropFloat( SENDINFO( m_flProjectionSize ) ),
SendPropFloat( SENDINFO( m_flRotation ) ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
@@ -118,25 +80,27 @@ END_SEND_TABLE()
CEnvProjectedTexture::CEnvProjectedTexture( void )
{
m_bState = true;
m_bAlwaysUpdate = false;
m_flLightFOV = 45.0f;
m_bEnableShadows = false;
m_bSimpleProjection = false;
m_bLightOnlyTarget = false;
m_bLightWorld = true;
m_bCameraSpace = false;
// if ( g_pHardwareConfig->SupportsBorderColor() )
#if defined( _X360 )
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" );
#else
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" );
#endif
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" );
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" );
m_nSpotlightTextureFrame = 0;
m_LinearFloatLightColor.Init( 1.0f, 1.0f, 1.0f );
m_flBrightnessScale = 1.0f;
m_LightColor.Init( 255, 255, 255, 255 );
m_flColorTransitionTime = 0.5f;
m_flAmbient = 0.0f;
m_flNearZ = 4.0f;
m_flFarZ = 750.0f;
m_nShadowQuality = 0;
m_flProjectionSize = 500.0f;
m_flRotation = 0.0f;
}
void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString )
@@ -148,18 +112,38 @@ void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString )
tmp[3] = 255.0f;
}
tmp[3] *= ( 1.0f / 255.0f );
color.x = GammaToLinear( tmp[0] * ( 1.0f / 255.0f ) ) * tmp[3];
color.y = GammaToLinear( tmp[1] * ( 1.0f / 255.0f ) ) * tmp[3];
color.z = GammaToLinear( tmp[2] * ( 1.0f / 255.0f ) ) * tmp[3];
color.x = tmp[0] * ( 1.0f / 255.0f ) * tmp[3];
color.y = tmp[1] * ( 1.0f / 255.0f ) * tmp[3];
color.z = tmp[2] * ( 1.0f / 255.0f ) * tmp[3];
}
bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "lightcolor" ) )
{
Vector tmp;
UTIL_ColorStringToLinearFloatColor( tmp, szValue );
m_LinearFloatLightColor = tmp;
float tmp[4];
UTIL_StringToFloatArray( tmp, 4, szValue );
m_LightColor.SetR( tmp[0] );
m_LightColor.SetG( tmp[1] );
m_LightColor.SetB( tmp[2] );
m_LightColor.SetA( tmp[3] );
}
else if ( FStrEq( szKeyName, "texturename" ) )
{
#if defined( _X360 )
if ( Q_strcmp( szValue, "effects/flashlight001" ) == 0 )
{
// Use this as the default for Xbox
Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" );
}
else
{
Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue );
}
#else
Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue );
#endif
}
else
{
@@ -169,6 +153,21 @@ bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue
return true;
}
bool CEnvProjectedTexture::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen )
{
if ( FStrEq( szKeyName, "lightcolor" ) )
{
Q_snprintf( szValue, iMaxLen, "%d %d %d %d", m_LightColor.GetR(), m_LightColor.GetG(), m_LightColor.GetB(), m_LightColor.GetA() );
return true;
}
else if ( FStrEq( szKeyName, "texturename" ) )
{
Q_snprintf( szValue, iMaxLen, "%s", m_SpotlightTextureName.Get() );
return true;
}
return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen );
}
void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata )
{
m_bState = true;
@@ -179,6 +178,16 @@ void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata )
m_bState = false;
}
void CEnvProjectedTexture::InputAlwaysUpdateOn( inputdata_t &inputdata )
{
m_bAlwaysUpdate = true;
}
void CEnvProjectedTexture::InputAlwaysUpdateOff( inputdata_t &inputdata )
{
m_bAlwaysUpdate = false;
}
void CEnvProjectedTexture::InputSetFOV( inputdata_t &inputdata )
{
m_flLightFOV = inputdata.value.Float();
@@ -209,10 +218,10 @@ void CEnvProjectedTexture::InputSetEnableShadows( inputdata_t &inputdata )
m_bEnableShadows = inputdata.value.Bool();
}
//void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata )
//{
// m_cLightColor = inputdata.value.Color32();
//}
void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata )
{
m_LightColor = inputdata.value.Color32();
}
void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata )
{
@@ -226,10 +235,8 @@ void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata )
void CEnvProjectedTexture::Activate( void )
{
if ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON )
{
m_bState = true;
}
m_bState = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) != 0 );
m_bAlwaysUpdate = ( ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_ALWAYSUPDATE ) != 0 );
SetThink( &CEnvProjectedTexture::InitialThink );
SetNextThink( gpGlobals->curtime + 0.1f );