csgo-2018-source/game/server/func_lod.cpp
2021-07-24 21:11:47 -07:00

121 lines
2.7 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CFunc_LOD : public CBaseEntity
{
DECLARE_DATADESC();
DECLARE_CLASS( CFunc_LOD, CBaseEntity );
public:
DECLARE_SERVERCLASS();
CFunc_LOD();
virtual ~CFunc_LOD();
// When the viewer is between:
// (0 and m_fNonintrusiveDist): the bmodel is forced to be visible
// (m_fNonintrusiveDist and m_fDisappearDist): the bmodel is trying to appear or disappear nonintrusively
// (waits until it's out of the view frustrum or until there's a lot of motion)
// (m_fDisappearDist+): the bmodel is forced to be invisible
CNetworkVar( int, m_nDisappearMinDist );
CNetworkVar( int, m_nDisappearMaxDist );
// CBaseEntity overrides.
public:
virtual void Spawn();
bool CreateVPhysics();
virtual void Activate();
virtual bool KeyValue( const char *szKeyName, const char *szValue );
};
IMPLEMENT_SERVERCLASS_ST(CFunc_LOD, DT_Func_LOD)
SendPropInt( SENDINFO(m_nDisappearMinDist), 16, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nDisappearMaxDist), 16, SPROP_UNSIGNED ),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(func_lod, CFunc_LOD);
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CFunc_LOD )
DEFINE_KEYFIELD( m_nDisappearMinDist, FIELD_INTEGER, "DisappearMinDist" ),
DEFINE_KEYFIELD( m_nDisappearMaxDist, FIELD_INTEGER, "DisappearMaxDist" ),
END_DATADESC()
// ------------------------------------------------------------------------------------- //
// CFunc_LOD implementation.
// ------------------------------------------------------------------------------------- //
CFunc_LOD::CFunc_LOD()
{
}
CFunc_LOD::~CFunc_LOD()
{
}
void CFunc_LOD::Spawn()
{
// Bind to our bmodel.
SetModel( STRING( GetModelName() ) );
SetSolid( SOLID_BSP );
BaseClass::Spawn();
CreateVPhysics();
}
bool CFunc_LOD::CreateVPhysics()
{
VPhysicsInitStatic();
return true;
}
void CFunc_LOD::Activate()
{
BaseClass::Activate();
}
bool CFunc_LOD::KeyValue( const char *szKeyName, const char *szValue )
{
// NOTE: Backward compat
if ( FStrEq(szKeyName, "DisappearDist") )
{
m_nDisappearMinDist = atoi(szValue);
m_nDisappearMaxDist = m_nDisappearMinDist + 800;
}
else if (FStrEq(szKeyName, "Solid"))
{
if (atoi(szValue) != 0)
{
AddSolidFlags( FSOLID_NOT_SOLID );
}
}
else
{
return BaseClass::KeyValue(szKeyName, szValue);
}
return true;
}