Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A special kind of beam effect that traces from its start position to
// its end position and stops if it hits anything.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "EnvLaser.h"
#include "Sprite.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Spawnflags
enum BeamSpotlightSpawnFlags_t
{
SF_BEAM_SPOTLIGHT_START_LIGHT_ON = 1,
SF_BEAM_SPOTLIGHT_NO_DYNAMIC_LIGHT = 2,
SF_BEAM_SPOTLIGHT_START_ROTATE_ON = 4,
SF_BEAM_SPOTLIGHT_REVERSE_DIRECTION = 8,
SF_BEAM_SPOTLIGHT_X_AXIS = 16,
SF_BEAM_SPOTLIGHT_Y_AXIS = 32,
};
class CBeamSpotlight : public CBaseEntity
{
DECLARE_CLASS( CBeamSpotlight, CBaseEntity );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CBeamSpotlight();
void Spawn( void );
void Precache( void );
void InputTurnOn( inputdata_t &inputdata );
void InputTurnOff( inputdata_t &inputdata );
void InputStart( inputdata_t &inputdata );
void InputStop( inputdata_t &inputdata );
void InputReverse( inputdata_t &inputdata );
protected:
bool KeyValue( const char *szKeyName, const char *szValue );
private:
int UpdateTransmitState();
void RecalcRotation( void );
CNetworkVar( int, m_nHaloIndex );
CNetworkVar( bool, m_bSpotlightOn );
CNetworkVar( bool, m_bHasDynamicLight );
CNetworkVar( float, m_flSpotlightMaxLength );
CNetworkVar( float, m_flSpotlightGoalWidth );
CNetworkVar( float, m_flHDRColorScale );
CNetworkVar( int, m_nMinDXLevel );
CNetworkVar( int, m_nRotationAxis );
CNetworkVar( float, m_flRotationSpeed );
float m_flmaxSpeed;
bool m_isRotating;
bool m_isReversed;
public:
COutputEvent m_OnOn, m_OnOff; ///< output fires when turned on, off
};
LINK_ENTITY_TO_CLASS( beam_spotlight, CBeamSpotlight );
BEGIN_DATADESC( CBeamSpotlight )
DEFINE_FIELD( m_nHaloIndex, FIELD_MODELINDEX ),
DEFINE_FIELD( m_bSpotlightOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bHasDynamicLight, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flRotationSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_isRotating, FIELD_BOOLEAN ),
DEFINE_FIELD( m_isReversed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nRotationAxis, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_flmaxSpeed, FIELD_FLOAT, "maxspeed" ),
DEFINE_KEYFIELD( m_flSpotlightMaxLength,FIELD_FLOAT, "SpotlightLength"),
DEFINE_KEYFIELD( m_flSpotlightGoalWidth,FIELD_FLOAT, "SpotlightWidth"),
DEFINE_KEYFIELD( m_flHDRColorScale, FIELD_FLOAT, "HDRColorScale" ),
DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ),
DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ),
DEFINE_INPUTFUNC( FIELD_VOID, "Reverse", InputReverse ),
DEFINE_OUTPUT( m_OnOn, "OnLightOn" ),
DEFINE_OUTPUT( m_OnOff, "OnLightOff" ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CBeamSpotlight, DT_BeamSpotlight)
SendPropInt( SENDINFO(m_nHaloIndex), 16, SPROP_UNSIGNED ),
SendPropBool( SENDINFO(m_bSpotlightOn) ),
SendPropBool( SENDINFO(m_bHasDynamicLight) ),
SendPropFloat( SENDINFO(m_flSpotlightMaxLength), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flSpotlightGoalWidth), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flHDRColorScale), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flRotationSpeed), 0, SPROP_NOSCALE ),
SendPropInt( SENDINFO(m_nRotationAxis), 2, SPROP_UNSIGNED ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBeamSpotlight::CBeamSpotlight()
: m_bSpotlightOn( false )
, m_bHasDynamicLight( true )
, m_flSpotlightMaxLength( 500.0f )
, m_flSpotlightGoalWidth( 50.0f )
, m_flHDRColorScale( 0.7f )
, m_isRotating( false )
, m_isReversed( false )
, m_flmaxSpeed( 100.0f )
, m_flRotationSpeed(0.0f)
, m_nRotationAxis(0)
{
}
bool CBeamSpotlight::KeyValue( const char *szKeyName, const char *szValue )
{
if ( !Q_stricmp( szKeyName, "SpotlightWidth" ) )
{
m_flSpotlightGoalWidth = Q_atof(szValue);
if ( m_flSpotlightGoalWidth > MAX_BEAM_WIDTH )
{
Warning( "Map Bug: %s has SpotLightWidth %f > %f, clamping value\n",
STRING( GetEntityName()), m_flSpotlightGoalWidth.m_Value, (float)MAX_BEAM_WIDTH );
m_flSpotlightGoalWidth = Min( MAX_BEAM_WIDTH, m_flSpotlightGoalWidth.Get() );
}
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBeamSpotlight::Precache( void )
{
BaseClass::Precache();
// Sprites.
m_nHaloIndex = PrecacheModel("sprites/light_glow03.vmt");
PrecacheModel( "sprites/glow_test02.vmt" );
}
//-----------------------------------------------------------------------------
void CBeamSpotlight::RecalcRotation( void )
{
if ( !m_isRotating || m_flmaxSpeed == 0.0f )
{
m_flRotationSpeed = 0.0f;
return;
}
//
// Build the axis of rotation based on spawnflags.
//
// Pitch Yaw Roll -> Y Z X
m_nRotationAxis = 1;
if ( HasSpawnFlags(SF_BEAM_SPOTLIGHT_Y_AXIS) )
{
m_nRotationAxis = 0;
}
else if ( HasSpawnFlags(SF_BEAM_SPOTLIGHT_X_AXIS) )
{
m_nRotationAxis = 2;
}
m_flRotationSpeed = m_flmaxSpeed;
if ( m_isReversed )
{
m_flRotationSpeed *= -1.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBeamSpotlight::Spawn( void )
{
Precache();
UTIL_SetSize( this,vec3_origin,vec3_origin );
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
m_bHasDynamicLight = !HasSpawnFlags( SF_BEAM_SPOTLIGHT_NO_DYNAMIC_LIGHT);
m_bSpotlightOn = HasSpawnFlags( SF_BEAM_SPOTLIGHT_START_LIGHT_ON );
m_isRotating = HasSpawnFlags( SF_BEAM_SPOTLIGHT_START_ROTATE_ON );
m_isReversed = HasSpawnFlags( SF_BEAM_SPOTLIGHT_REVERSE_DIRECTION );
RecalcRotation();
}
//-----------------------------------------------------------------------------
void CBeamSpotlight::InputTurnOn( inputdata_t &inputdata )
{
if ( !m_bSpotlightOn )
{
m_bSpotlightOn = true;
}
}
//-----------------------------------------------------------------------------
void CBeamSpotlight::InputTurnOff( inputdata_t &inputdata )
{
if ( m_bSpotlightOn )
{
m_bSpotlightOn = false;
}
}
//-----------------------------------------------------------------------------
void CBeamSpotlight::InputStart( inputdata_t &inputdata )
{
if ( !m_isRotating )
{
m_isRotating = true;
RecalcRotation();
}
}
//-----------------------------------------------------------------------------
void CBeamSpotlight::InputStop( inputdata_t &inputdata )
{
if ( m_isRotating )
{
m_isRotating = false;
RecalcRotation();
}
}
//-----------------------------------------------------------------------------
void CBeamSpotlight::InputReverse( inputdata_t &inputdata )
{
m_isReversed = !m_isReversed;
RecalcRotation();
}
//-------------------------------------------------------------------------------------
// Purpose : Send even though we don't have a model so spotlight gets proper position
//-------------------------------------------------------------------------------------
int CBeamSpotlight::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_PVSCHECK );
}