//========= 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; }