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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_world.h"
#include "ivmodemanager.h"
#include "decals.h"
#include "engine/ivmodelinfo.h"
#include "ivieweffects.h"
#include "shake.h"
#include "precache_register.h"
#ifdef PORTAL2
#include "paint_stream_manager.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CWorld
#undef CWorld
#endif
C_GameRules *g_pGameRules = NULL; static C_World *g_pClientWorld;
void ClientWorldFactoryInit() { g_pClientWorld = new C_World; }
void ClientWorldFactoryShutdown() { delete g_pClientWorld; g_pClientWorld = NULL; }
static IClientNetworkable* ClientWorldFactory( int entnum, int serialNum ) { Assert( g_pClientWorld != NULL );
g_pClientWorld->Init( entnum, serialNum ); return g_pClientWorld; }
IMPLEMENT_CLIENTCLASS_FACTORY( C_World, DT_World, CWorld, ClientWorldFactory );
BEGIN_RECV_TABLE( C_World, DT_World ) RecvPropFloat(RECVINFO(m_flWaveHeight)), RecvPropVector(RECVINFO(m_WorldMins)), RecvPropVector(RECVINFO(m_WorldMaxs)), RecvPropInt(RECVINFO(m_bStartDark)), RecvPropFloat(RECVINFO(m_flMaxOccludeeArea)), RecvPropFloat(RECVINFO(m_flMinOccluderArea)), RecvPropFloat(RECVINFO(m_flMaxPropScreenSpaceWidth)), RecvPropFloat(RECVINFO(m_flMinPropScreenSpaceWidth)), RecvPropString(RECVINFO(m_iszDetailSpriteMaterial)), RecvPropInt(RECVINFO(m_bColdWorld)), RecvPropInt(RECVINFO(m_iTimeOfDay)), #ifdef PORTAL2
RecvPropInt(RECVINFO(m_nMaxBlobCount)), #endif
END_RECV_TABLE()
C_World::C_World( void ) { }
C_World::~C_World( void ) { }
bool C_World::Init( int entnum, int iSerialNum ) { m_flWaveHeight = 0.0f;
return BaseClass::Init( entnum, iSerialNum ); }
void C_World::Release() { Term(); }
void C_World::PreDataUpdate( DataUpdateType_t updateType ) { BaseClass::PreDataUpdate( updateType ); }
void C_World::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
// Always force reset to normal mode upon receipt of world in new map
if ( updateType == DATA_UPDATE_CREATED ) { modemanager->SwitchMode( false, true );
if ( m_bStartDark ) { ScreenFade_t sf; memset( &sf, 0, sizeof( sf ) ); sf.a = 255; sf.r = 0; sf.g = 0; sf.b = 0; sf.duration = (float)(1<<SCREENFADE_FRACBITS) * 5.0f; sf.holdTime = (float)(1<<SCREENFADE_FRACBITS) * 1.0f; sf.fadeFlags = FFADE_IN | FFADE_PURGE; FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh ); GetViewEffects()->Fade( sf ); } }
OcclusionParams_t params; params.m_flMaxOccludeeArea = m_flMaxOccludeeArea; params.m_flMinOccluderArea = m_flMinOccluderArea; engine->SetOcclusionParameters( params );
modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth );
#ifdef PORTAL2
PaintStreamManager.AllocatePaintBlobPool( m_nMaxBlobCount ); #endif
} }
// -----------------------------------------
// Sprite Index info
// -----------------------------------------
#if !defined( TF_DLL ) && !defined ( DOTA_DLL ) && !defined ( PORTAL2 )
int g_sModelIndexLaser; // holds the index for the laser beam
int g_sModelIndexLaserDot; // holds the index for the laser beam dot
int g_sModelIndexFireball; // holds the index for the fireball
int g_sModelIndexWExplosion; // holds the index for the underwater explosion
int g_sModelIndexBubbles; // holds the index for the bubbles model
#endif
int g_sModelIndexSmoke; // holds the index for the smoke cloud
int g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
int g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
//-----------------------------------------------------------------------------
// Purpose: Precache global weapon resources
//-----------------------------------------------------------------------------
PRECACHE_REGISTER_BEGIN( GLOBAL, WeaponSprites ) #if !defined( TF_DLL ) && !defined ( DOTA_DLL ) && !defined ( PORTAL2 )
PRECACHE_INDEX( MODEL, "sprites/zerogxplode.vmt", g_sModelIndexFireball ) PRECACHE_INDEX( MODEL, "sprites/WXplo1.vmt", g_sModelIndexWExplosion ) PRECACHE_INDEX( MODEL, "sprites/steam1.vmt", g_sModelIndexSmoke ) PRECACHE_INDEX( MODEL, "sprites/bubble.vmt", g_sModelIndexBubbles ) PRECACHE_INDEX( MODEL, "sprites/bloodspray.vmt", g_sModelIndexBloodSpray ) PRECACHE_INDEX( MODEL, "sprites/blood.vmt", g_sModelIndexBloodDrop ) PRECACHE_INDEX( MODEL, "sprites/laserbeam.vmt", g_sModelIndexLaser ) PRECACHE_INDEX( MODEL, "sprites/laserdot.vmt", g_sModelIndexLaserDot ) #endif
PRECACHE_REGISTER_END()
void W_Precache(void) { PrecacheFileWeaponInfoDatabase(); }
void C_World::Precache( void ) { // Get weapon precaches
W_Precache(); }
void C_World::Spawn( void ) { Precache(); }
C_World *GetClientWorldEntity() { Assert( g_pClientWorld != NULL ); return g_pClientWorld; }
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