Counter Strike : Global Offensive Source Code
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#ifndef ENV_PROJECTEDTEXTURE_H
#define ENV_PROJECTEDTEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#define ENV_PROJECTEDTEXTURE_STARTON (1<<0)
#define ENV_PROJECTEDTEXTURE_ALWAYSUPDATE (1<<1)
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEnvProjectedTexture : public CPointEntity
{
DECLARE_CLASS( CEnvProjectedTexture, CPointEntity );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CEnvProjectedTexture();
bool KeyValue( const char *szKeyName, const char *szValue );
virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
// Always transmit to clients
virtual int UpdateTransmitState();
virtual void Activate( void );
virtual void Spawn( void );
void InputTurnOn( inputdata_t &inputdata );
void InputTurnOff( inputdata_t &inputdata );
void InputAlwaysUpdateOn( inputdata_t &inputdata );
void InputAlwaysUpdateOff( inputdata_t &inputdata );
void InputSetFOV( inputdata_t &inputdata );
void InputSetTarget( inputdata_t &inputdata );
void InputSetCameraSpace( inputdata_t &inputdata );
void InputSetLightOnlyTarget( inputdata_t &inputdata );
void InputSetLightWorld( inputdata_t &inputdata );
void InputSetEnableShadows( inputdata_t &inputdata );
void InputSetLightColor( inputdata_t &inputdata );
void InputSetSpotlightTexture( inputdata_t &inputdata );
void InputSetAmbient( inputdata_t &inputdata );
void InputSetLightStyle( inputdata_t &inputdata );
void InputSetPattern( inputdata_t &inputdata );
void InputSetNearZ( inputdata_t &inputdata );
void InputSetFarZ( inputdata_t &inputdata );
void InitialThink( void );
CNetworkHandle( CBaseEntity, m_hTargetEntity );
private:
void EnforceSingleProjectionRules( bool bWarnOnEnforcement = false );
CNetworkVar( bool, m_bState );
CNetworkVar( bool, m_bAlwaysUpdate );
CNetworkVar( float, m_flLightFOV );
CNetworkVar( bool, m_bEnableShadows );
CNetworkVar( bool, m_bSimpleProjection );
CNetworkVar( bool, m_bLightOnlyTarget );
CNetworkVar( bool, m_bLightWorld );
CNetworkVar( bool, m_bCameraSpace );
CNetworkVar( float, m_flBrightnessScale );
CNetworkColor32( m_LightColor );
CNetworkVar( float, m_flColorTransitionTime );
CNetworkVar( float, m_flAmbient );
CNetworkString( m_SpotlightTextureName, MAX_PATH );
CNetworkVar( int, m_nSpotlightTextureFrame );
CNetworkVar( float, m_flNearZ );
CNetworkVar( float, m_flFarZ );
CNetworkVar( int, m_nShadowQuality );
CNetworkVar( float, m_flProjectionSize );
CNetworkVar( float, m_flRotation );
// Light style
CNetworkVar( int, m_iStyle );
int m_iDefaultStyle;
string_t m_iszPattern;
};
#endif // ENV_PROJECTEDTEXTURE_H