Counter Strike : Global Offensive Source Code
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#ifndef ENV_CASCADE_LIGHT_H
#define ENV_CASCADE_LIGHT_H
#ifdef _WIN32
#pragma once
#endif
//------------------------------------------------------------------------------
// Purpose : Sunlight shadow control entity
//------------------------------------------------------------------------------
class CCascadeLight : public CBaseEntity { public: DECLARE_CLASS( CCascadeLight, CBaseEntity );
CCascadeLight(); virtual ~CCascadeLight();
void Spawn( void ); void Release( void ); void OnActivate(); void OnDeactivate();
bool KeyValue( const char *szKeyName, const char *szValue ); virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen ); int UpdateTransmitState();
inline const Vector &GetShadowDirection() const { return m_shadowDirection; } inline const Vector &GetEnvLightShadowDirection() const { return m_envLightShadowDirection; } // Inputs
void InputSetAngles( inputdata_t &inputdata ); void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); void InputSetLightColor( inputdata_t &inputdata ); void InputSetLightColorScale( inputdata_t &inputdata );
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
DECLARE_SERVERCLASS(); DECLARE_DATADESC();
static void SetEnvLightShadowPitch( float flPitch ); static void SetEnvLightShadowAngles( const QAngle &angles ); static void SetLightColor( int r, int g, int b, int a ); void SetEnabled( bool bEnable );
private: CNetworkVector( m_shadowDirection ); CNetworkVector( m_envLightShadowDirection );
CNetworkVar( bool, m_bEnabled ); bool m_bStartDisabled; CNetworkVar( bool, m_bUseLightEnvAngles );
CNetworkColor32( m_LightColor ); CNetworkVar( int, m_LightColorScale ); CNetworkVar( float, m_flMaxShadowDist );
void UpdateEnvLight();
static float m_flEnvLightShadowPitch; static QAngle m_EnvLightShadowAngles; static bool m_bEnvLightShadowValid; static color32 m_EnvLightColor; static int m_EnvLightColorScale; };
extern CCascadeLight *g_pCascadeLight;
#endif // #ifndef ENV_CASCADE_LIGHT_H
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