Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// An entity that allows level designer control over the fog parameters.
//
//=============================================================================
#include "cbase.h"
#include "c_env_fog_controller.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( FogController, DT_FogController )
//-----------------------------------------------------------------------------
// Datatable
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CFogController, DT_FogController ) // fog data
RecvPropInt( RECVINFO( m_fog.enable ) ), RecvPropInt( RECVINFO( m_fog.blend ) ), RecvPropVector( RECVINFO( m_fog.dirPrimary ) ), RecvPropInt( RECVINFO( m_fog.colorPrimary ) ), RecvPropInt( RECVINFO( m_fog.colorSecondary ) ), RecvPropFloat( RECVINFO( m_fog.start ) ), RecvPropFloat( RECVINFO( m_fog.end ) ), RecvPropFloat( RECVINFO( m_fog.farz ) ), RecvPropFloat( RECVINFO( m_fog.maxdensity ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimaryLerpTo ) ), RecvPropInt( RECVINFO( m_fog.colorSecondaryLerpTo ) ), RecvPropFloat( RECVINFO( m_fog.startLerpTo ) ), RecvPropFloat( RECVINFO( m_fog.endLerpTo ) ), RecvPropFloat( RECVINFO( m_fog.lerptime ) ), RecvPropFloat( RECVINFO( m_fog.duration ) ), END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_FogController::C_FogController() { // Make sure that old maps without fog fields don't get wacked out fog values.
m_fog.enable = false; m_fog.maxdensity = 1.0f; }
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