mirror of
https://github.com/alliedmodders/hl2sdk.git
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145 lines
4.2 KiB
C++
145 lines
4.2 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "igamesystem.h"
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#include "entitylist.h"
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#include "SkyCamera.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// automatically hooks in the system's callbacks
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CEntityClassList<CSkyCamera> g_SkyList;
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template <> CSkyCamera *CEntityClassList<CSkyCamera>::m_pClassList = NULL;
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//-----------------------------------------------------------------------------
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// Retrives the current skycamera
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//-----------------------------------------------------------------------------
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CSkyCamera* GetCurrentSkyCamera()
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{
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return g_SkyList.m_pClassList;
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}
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CSkyCamera* GetSkyCameraList()
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{
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return g_SkyList.m_pClassList;
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}
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//=============================================================================
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LINK_ENTITY_TO_CLASS( sky_camera, CSkyCamera );
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BEGIN_DATADESC( CSkyCamera )
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DEFINE_KEYFIELD( m_skyboxData.scale, FIELD_INTEGER, "scale" ),
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DEFINE_FIELD( m_skyboxData.origin, FIELD_VECTOR ),
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DEFINE_FIELD( m_skyboxData.area, FIELD_INTEGER ),
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// Quiet down classcheck
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// DEFINE_FIELD( m_skyboxData, sky3dparams_t ),
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// This is re-set up in the constructor
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// DEFINE_FIELD( m_pNext, CSkyCamera ),
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// fog data for 3d skybox
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DEFINE_KEYFIELD( m_bUseAngles, FIELD_BOOLEAN, "use_angles" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.enable, FIELD_BOOLEAN, "fogenable" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.blend, FIELD_BOOLEAN, "fogblend" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.dirPrimary, FIELD_VECTOR, "fogdir" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.colorPrimary, FIELD_COLOR32, "fogcolor" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.colorSecondary, FIELD_COLOR32, "fogcolor2" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.start, FIELD_FLOAT, "fogstart" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.end, FIELD_FLOAT, "fogend" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// List of maps in HL2 that we must apply our skybox fog fixup hack to
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//-----------------------------------------------------------------------------
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#ifdef HL2_DLL
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static const char *s_pBogusFogMaps[] =
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{
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"d1_canals_01",
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"d1_canals_01a",
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"d1_canals_02",
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"d1_canals_03",
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"d1_canals_09",
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"d1_canals_10",
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"d1_canals_11",
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"d1_canals_12",
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"d1_canals_13",
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"d1_eli_01",
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"d1_trainstation_01",
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"d1_trainstation_03",
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"d1_trainstation_04",
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"d1_trainstation_05",
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"d1_trainstation_06",
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"d3_c17_04",
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"d3_c17_11",
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"d3_c17_12",
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"d3_citadel_01",
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NULL
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};
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#endif
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CSkyCamera::CSkyCamera()
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{
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g_SkyList.Insert( this );
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}
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CSkyCamera::~CSkyCamera()
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{
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g_SkyList.Remove( this );
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}
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void CSkyCamera::Spawn( void )
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{
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m_skyboxData.origin = GetLocalOrigin();
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m_skyboxData.area = engine->GetArea( m_skyboxData.origin );
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Precache();
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}
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//-----------------------------------------------------------------------------
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// Activate!
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//-----------------------------------------------------------------------------
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void CSkyCamera::Activate( )
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{
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BaseClass::Activate();
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if ( m_bUseAngles )
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{
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AngleVectors( GetAbsAngles(), &m_skyboxData.fog.dirPrimary.GetForModify() );
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m_skyboxData.fog.dirPrimary.GetForModify() *= -1.0f;
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}
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#ifdef HL2_DLL
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// NOTE! This is a hack. There was a bug in the skybox fog computation
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// on the client DLL that caused it--usually--to use the secondary fog color
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// when blending was enabled. The bug is fixed, but to make the maps look
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// the same as before the bug fix without having to download new maps,
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// I have to cheat here and slam the primary color to match the secondary color
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if ( m_skyboxData.fog.blend )
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{
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for ( int i = 0; s_pBogusFogMaps[i]; ++i )
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{
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if ( !Q_stricmp( s_pBogusFogMaps[i], STRING(gpGlobals->mapname) ) )
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{
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m_skyboxData.fog.colorPrimary = m_skyboxData.fog.colorSecondary;
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}
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}
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}
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#endif
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}
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