Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "dlight.h"
#include "iefx.h"
#include "tier1/KeyValues.h"
#include "toolframework_client.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dynamic Light
//-----------------------------------------------------------------------------
class C_TEDynamicLight : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEDynamicLight, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
C_TEDynamicLight( void );
virtual ~C_TEDynamicLight( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
Vector m_vecOrigin;
float m_fRadius;
int r;
int g;
int b;
int exponent;
float m_fTime;
float m_fDecay;
};
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEDynamicLight, DT_TEDynamicLight, CTEDynamicLight)
RecvPropVector( RECVINFO(m_vecOrigin)),
RecvPropInt( RECVINFO(r)),
RecvPropInt( RECVINFO(g)),
RecvPropInt( RECVINFO(b)),
RecvPropInt( RECVINFO(exponent)),
RecvPropFloat( RECVINFO(m_fRadius)),
RecvPropFloat( RECVINFO(m_fTime)),
RecvPropFloat( RECVINFO(m_fDecay)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEDynamicLight::C_TEDynamicLight( void )
{
m_vecOrigin.Init();
r = 0;
g = 0;
b = 0;
exponent = 0;
m_fRadius = 0.0;
m_fTime = 0.0;
m_fDecay = 0.0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEDynamicLight::~C_TEDynamicLight( void )
{
}
void TE_DynamicLight( IRecipientFilter& filter, float delay,
const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex )
{
dlight_t *dl = effects->CL_AllocDlight( nLightIndex );
if ( !dl )
return;
dl->origin = *org;
dl->radius = radius;
dl->color.r = r;
dl->color.g = g;
dl->color.b = b;
dl->color.exponent = exponent;
dl->die = gpGlobals->curtime + time;
dl->decay = decay;
if ( ToolsEnabled() && clienttools->IsInRecordingMode() )
{
Color clr( r, g, b, 255 );
KeyValues *msg = new KeyValues( "TempEntity" );
msg->SetInt( "te", TE_DYNAMIC_LIGHT );
msg->SetString( "name", "TE_DynamicLight" );
msg->SetFloat( "time", gpGlobals->curtime );
msg->SetFloat( "duration", time );
msg->SetFloat( "originx", org->x );
msg->SetFloat( "originy", org->y );
msg->SetFloat( "originz", org->z );
msg->SetFloat( "radius", radius );
msg->SetFloat( "decay", decay );
msg->SetColor( "color", clr );
msg->SetInt( "exponent", exponent );
msg->SetInt( "lightindex", nLightIndex );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->deleteThis();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEDynamicLight::PostDataUpdate( DataUpdateType_t updateType )
{
VPROF( "C_TEDynamicLight::PostDataUpdate" );
CBroadcastRecipientFilter filter;
TE_DynamicLight( filter, 0.0f, &m_vecOrigin, r, g, b, exponent, m_fRadius, m_fTime, m_fDecay, LIGHT_INDEX_TE_DYNAMIC );
}
void TE_DynamicLight( IRecipientFilter& filter, float delay, KeyValues *pKeyValues )
{
Vector vecOrigin;
vecOrigin.x = pKeyValues->GetFloat( "originx" );
vecOrigin.y = pKeyValues->GetFloat( "originy" );
vecOrigin.z = pKeyValues->GetFloat( "originz" );
float flDuration = pKeyValues->GetFloat( "duration" );
Color c = pKeyValues->GetColor( "color" );
int nExponent = pKeyValues->GetInt( "exponent" );
float flRadius = pKeyValues->GetFloat( "radius" );
float flDecay = pKeyValues->GetFloat( "decay" );
int nLightIndex = pKeyValues->GetInt( "lightindex", LIGHT_INDEX_TE_DYNAMIC );
TE_DynamicLight( filter, 0.0f, &vecOrigin, c.r(), c.g(), c.b(), nExponent,
flRadius, flDuration, flDecay, nLightIndex );
}