//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" class CFunc_LOD : public CBaseEntity { DECLARE_DATADESC(); DECLARE_CLASS( CFunc_LOD, CBaseEntity ); public: DECLARE_SERVERCLASS(); CFunc_LOD(); virtual ~CFunc_LOD(); // When the viewer is between: // (0 and m_fNonintrusiveDist): the bmodel is forced to be visible // (m_fNonintrusiveDist and m_fDisappearDist): the bmodel is trying to appear or disappear nonintrusively // (waits until it's out of the view frustrum or until there's a lot of motion) // (m_fDisappearDist+): the bmodel is forced to be invisible CNetworkVar( float, m_fDisappearDist ); // CBaseEntity overrides. public: virtual void Spawn(); bool CreateVPhysics(); virtual void Activate(); virtual bool KeyValue( const char *szKeyName, const char *szValue ); }; IMPLEMENT_SERVERCLASS_ST(CFunc_LOD, DT_Func_LOD) SendPropFloat(SENDINFO(m_fDisappearDist), 0, SPROP_NOSCALE), END_SEND_TABLE() LINK_ENTITY_TO_CLASS(func_lod, CFunc_LOD); //--------------------------------------------------------- // Save/Restore //--------------------------------------------------------- BEGIN_DATADESC( CFunc_LOD ) DEFINE_FIELD( m_fDisappearDist, FIELD_FLOAT ), END_DATADESC() // ------------------------------------------------------------------------------------- // // CFunc_LOD implementation. // ------------------------------------------------------------------------------------- // CFunc_LOD::CFunc_LOD() { } CFunc_LOD::~CFunc_LOD() { } void CFunc_LOD::Spawn() { // Bind to our bmodel. SetModel( STRING( GetModelName() ) ); SetSolid( SOLID_BSP ); BaseClass::Spawn(); CreateVPhysics(); } bool CFunc_LOD::CreateVPhysics() { VPhysicsInitStatic(); return true; } void CFunc_LOD::Activate() { BaseClass::Activate(); } bool CFunc_LOD::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "DisappearDist")) { m_fDisappearDist = (float)atof(szValue); } else if (FStrEq(szKeyName, "Solid")) { if (atoi(szValue) != 0) { AddSolidFlags( FSOLID_NOT_SOLID ); } } else { return BaseClass::KeyValue(szKeyName, szValue); } return true; }