Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "view.h"
#include "iviewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class C_Func_LOD : public C_BaseEntity { public: DECLARE_CLASS( C_Func_LOD, C_BaseEntity ); DECLARE_CLIENTCLASS();
C_Func_LOD();
// C_BaseEntity overrides.
public:
unsigned char GetClientSideFade();
public: // Replicated vars from the server.
// These are documented in the server-side entity.
public: float m_fDisappearDist; };
ConVar lod_TransitionDist("lod_TransitionDist", "800");
// ------------------------------------------------------------------------- //
// Tables.
// ------------------------------------------------------------------------- //
// Datatable..
IMPLEMENT_CLIENTCLASS_DT(C_Func_LOD, DT_Func_LOD, CFunc_LOD) RecvPropFloat(RECVINFO(m_fDisappearDist)), END_RECV_TABLE()
// ------------------------------------------------------------------------- //
// C_Func_LOD implementation.
// ------------------------------------------------------------------------- //
C_Func_LOD::C_Func_LOD() { m_fDisappearDist = 5000.0f; }
//-----------------------------------------------------------------------------
// Purpose: Calculate a fade.
//-----------------------------------------------------------------------------
unsigned char C_Func_LOD::GetClientSideFade() { return UTIL_ComputeEntityFade( this, m_fDisappearDist, m_fDisappearDist + lod_TransitionDist.GetFloat(), 1.0f ); }
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