Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The worldspawn entity. This spawns first when each level begins.
//
// $NoKeywords: $
//=============================================================================//
#ifndef WORLD_H
#define WORLD_H
#ifdef _WIN32
#pragma once
#endif
class CWorld : public CBaseEntity { public: DECLARE_CLASS( CWorld, CBaseEntity );
CWorld(); ~CWorld();
DECLARE_SERVERCLASS();
virtual int RequiredEdictIndex( void ) { return 0; } // the world always needs to be in slot 0
static void RegisterSharedActivities( void ); static void RegisterSharedEvents( void ); virtual void Spawn( void ); virtual void Precache( void ); virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual void DecalTrace( trace_t *pTrace, char const *decalName ); virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) {} virtual void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit ) {}
inline void GetWorldBounds( Vector &vecMins, Vector &vecMaxs ) { VectorCopy( m_WorldMins, vecMins ); VectorCopy( m_WorldMaxs, vecMaxs ); }
inline float GetWaveHeight() const { return (float)m_flWaveHeight; }
bool GetDisplayTitle() const; bool GetStartDark() const;
void SetDisplayTitle( bool display ); void SetStartDark( bool startdark );
bool IsColdWorld( void );
private: DECLARE_DATADESC();
string_t m_iszChapterTitle;
CNetworkVar( float, m_flWaveHeight ); CNetworkVector( m_WorldMins ); CNetworkVector( m_WorldMaxs ); CNetworkVar( float, m_flMaxOccludeeArea ); CNetworkVar( float, m_flMinOccluderArea ); CNetworkVar( float, m_flMinPropScreenSpaceWidth ); CNetworkVar( float, m_flMaxPropScreenSpaceWidth ); CNetworkVar( string_t, m_iszDetailSpriteMaterial );
// start flags
CNetworkVar( bool, m_bStartDark ); CNetworkVar( bool, m_bColdWorld ); bool m_bDisplayTitle; };
CWorld* GetWorldEntity(); extern const char *GetDefaultLightstyleString( int styleIndex );
#endif // WORLD_H
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