Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Water LOD control entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "iviewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//------------------------------------------------------------------------------
// FIXME: This really should inherit from something more lightweight
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Purpose : Water LOD control entity
//------------------------------------------------------------------------------
class C_WaterLODControl : public C_BaseEntity
{
public:
DECLARE_CLASS( C_WaterLODControl, C_BaseEntity );
DECLARE_CLIENTCLASS();
void OnDataChanged(DataUpdateType_t updateType);
bool ShouldDraw();
private:
float m_flCheapWaterStartDistance;
float m_flCheapWaterEndDistance;
};
IMPLEMENT_CLIENTCLASS_DT(C_WaterLODControl, DT_WaterLODControl, CWaterLODControl)
RecvPropFloat(RECVINFO(m_flCheapWaterStartDistance)),
RecvPropFloat(RECVINFO(m_flCheapWaterEndDistance)),
END_RECV_TABLE()
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void C_WaterLODControl::OnDataChanged(DataUpdateType_t updateType)
{
view->SetCheapWaterStartDistance( m_flCheapWaterStartDistance );
view->SetCheapWaterEndDistance( m_flCheapWaterEndDistance );
}
//------------------------------------------------------------------------------
// We don't draw...
//------------------------------------------------------------------------------
bool C_WaterLODControl::ShouldDraw()
{
return false;
}