mirror of
https://github.com/alliedmodders/hl2sdk.git
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128 lines
3.8 KiB
C++
128 lines
3.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "func_areaportalwindow.h"
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#include "entitylist.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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// The server will still send entities through a window even after it opaque
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// to allow for net lag.
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#define FADE_DIST_BUFFER 10
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LINK_ENTITY_TO_CLASS( func_areaportalwindow, CFuncAreaPortalWindow );
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IMPLEMENT_SERVERCLASS_ST( CFuncAreaPortalWindow, DT_FuncAreaPortalWindow )
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SendPropFloat( SENDINFO(m_flFadeDist), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flFadeStartDist), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flTranslucencyLimit), 0, SPROP_NOSCALE ),
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SendPropModelIndex(SENDINFO(m_iBackgroundModelIndex) ),
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END_SEND_TABLE()
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BEGIN_DATADESC( CFuncAreaPortalWindow )
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DEFINE_KEYFIELD( m_portalNumber, FIELD_INTEGER, "portalnumber" ),
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DEFINE_KEYFIELD( m_flFadeStartDist, FIELD_FLOAT, "FadeStartDist" ),
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DEFINE_KEYFIELD( m_flFadeDist, FIELD_FLOAT, "FadeDist" ),
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DEFINE_KEYFIELD( m_flTranslucencyLimit, FIELD_FLOAT, "TranslucencyLimit" ),
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DEFINE_KEYFIELD( m_iBackgroundBModelName,FIELD_STRING, "BackgroundBModel" ),
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// DEFINE_KEYFIELD( m_iBackgroundModelIndex,FIELD_INTEGER ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFadeStartDistance", InputSetFadeStartDistance ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFadeEndDistance", InputSetFadeEndDistance ),
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END_DATADESC()
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CFuncAreaPortalWindow::CFuncAreaPortalWindow()
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{
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m_iBackgroundModelIndex = -1;
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}
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CFuncAreaPortalWindow::~CFuncAreaPortalWindow()
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{
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}
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void CFuncAreaPortalWindow::Spawn()
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{
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Precache();
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engine->SetAreaPortalState( m_portalNumber, 1 );
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}
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void CFuncAreaPortalWindow::Activate()
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{
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BaseClass::Activate();
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// Find our background model.
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CBaseEntity *pBackground = gEntList.FindEntityByName( NULL, m_iBackgroundBModelName );
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if( pBackground )
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{
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m_iBackgroundModelIndex = modelinfo->GetModelIndex( STRING( pBackground->GetModelName() ) );
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pBackground->AddEffects( EF_NODRAW ); // we will draw for it.
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}
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// Find our target and steal its bmodel.
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CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target );
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if( pTarget )
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{
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SetModel( STRING(pTarget->GetModelName()) );
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SetAbsOrigin( pTarget->GetAbsOrigin() );
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pTarget->AddEffects( EF_NODRAW ); // we will draw for it.
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}
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}
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bool CFuncAreaPortalWindow::IsWindowOpen( const Vector &vOrigin, float fovDistanceAdjustFactor )
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{
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float flDist = CollisionProp()->CalcDistanceFromPoint( vOrigin );
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flDist *= fovDistanceAdjustFactor;
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return ( flDist <= (m_flFadeDist + FADE_DIST_BUFFER) );
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}
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bool CFuncAreaPortalWindow::UpdateVisibility( const Vector &vOrigin, float fovDistanceAdjustFactor, bool &bIsOpenOnClient )
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{
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if ( IsWindowOpen( vOrigin, fovDistanceAdjustFactor ) )
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{
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return BaseClass::UpdateVisibility( vOrigin, fovDistanceAdjustFactor, bIsOpenOnClient );
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}
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else
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{
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bIsOpenOnClient = false;
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return false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Changes the fade start distance
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// Input: float distance in inches
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//-----------------------------------------------------------------------------
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void CFuncAreaPortalWindow::InputSetFadeStartDistance( inputdata_t &inputdata )
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{
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m_flFadeStartDist = inputdata.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Changes the fade end distance
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// Input: float distance in inches
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//-----------------------------------------------------------------------------
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void CFuncAreaPortalWindow::InputSetFadeEndDistance( inputdata_t &inputdata )
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{
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m_flFadeDist = inputdata.value.Float();
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} |