Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef FUNC_AREAPORTALWINDOW_H
#define FUNC_AREAPORTALWINDOW_H
#ifdef _WIN32
#pragma once
#endif
#include "baseentity.h"
#include "utllinkedlist.h"
#include "func_areaportalbase.h"
class CFuncAreaPortalWindow : public CFuncAreaPortalBase { public: DECLARE_CLASS( CFuncAreaPortalWindow, CFuncAreaPortalBase ); DECLARE_SERVERCLASS(); DECLARE_DATADESC();
CFuncAreaPortalWindow(); ~CFuncAreaPortalWindow();
// Overrides.
public:
virtual void Spawn(); virtual void Activate();
// CFuncAreaPortalBase stuff.
public:
virtual bool UpdateVisibility( const CUtlVector< Vector > &vecOrigins, float fovDistanceAdjustFactor, bool &bIsOpenOnClient );
public: // Returns false if the viewer is past the fadeout distance.
bool IsWindowOpen( const CUtlVector< Vector > &vecOrigins, float fovDistanceAdjustFactor );
public: CNetworkVar( float, m_flFadeStartDist ); // Distance at which it starts fading (when <= this, alpha=m_flTranslucencyLimit).
CNetworkVar( float, m_flFadeDist ); // Distance at which it becomes solid.
// 0-1 value - minimum translucency it's allowed to get to.
CNetworkVar( float, m_flTranslucencyLimit );
string_t m_iBackgroundBModelName; // string name of background bmodel
CNetworkVar( int, m_iBackgroundModelIndex );
//Input handlers
void InputSetFadeStartDistance( inputdata_t &inputdata ); void InputSetFadeEndDistance( inputdata_t &inputdata ); };
#endif // FUNC_AREAPORTALWINDOW_H
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