hl2_src-leak-2017/src/game/server/func_areaportalwindow.cpp

128 lines
3.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "func_areaportalwindow.h"
#include "entitylist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// The server will still send entities through a window even after it opaque
// to allow for net lag.
#define FADE_DIST_BUFFER 10
LINK_ENTITY_TO_CLASS( func_areaportalwindow, CFuncAreaPortalWindow );
IMPLEMENT_SERVERCLASS_ST( CFuncAreaPortalWindow, DT_FuncAreaPortalWindow )
SendPropFloat( SENDINFO(m_flFadeDist), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flFadeStartDist), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flTranslucencyLimit), 0, SPROP_NOSCALE ),
SendPropModelIndex(SENDINFO(m_iBackgroundModelIndex) ),
END_SEND_TABLE()
BEGIN_DATADESC( CFuncAreaPortalWindow )
DEFINE_KEYFIELD( m_portalNumber, FIELD_INTEGER, "portalnumber" ),
DEFINE_KEYFIELD( m_flFadeStartDist, FIELD_FLOAT, "FadeStartDist" ),
DEFINE_KEYFIELD( m_flFadeDist, FIELD_FLOAT, "FadeDist" ),
DEFINE_KEYFIELD( m_flTranslucencyLimit, FIELD_FLOAT, "TranslucencyLimit" ),
DEFINE_KEYFIELD( m_iBackgroundBModelName,FIELD_STRING, "BackgroundBModel" ),
// DEFINE_KEYFIELD( m_iBackgroundModelIndex,FIELD_INTEGER ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFadeStartDistance", InputSetFadeStartDistance ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFadeEndDistance", InputSetFadeEndDistance ),
END_DATADESC()
CFuncAreaPortalWindow::CFuncAreaPortalWindow()
{
m_iBackgroundModelIndex = -1;
}
CFuncAreaPortalWindow::~CFuncAreaPortalWindow()
{
}
void CFuncAreaPortalWindow::Spawn()
{
Precache();
engine->SetAreaPortalState( m_portalNumber, 1 );
}
void CFuncAreaPortalWindow::Activate()
{
BaseClass::Activate();
// Find our background model.
CBaseEntity *pBackground = gEntList.FindEntityByName( NULL, m_iBackgroundBModelName );
if( pBackground )
{
m_iBackgroundModelIndex = modelinfo->GetModelIndex( STRING( pBackground->GetModelName() ) );
pBackground->AddEffects( EF_NODRAW ); // we will draw for it.
}
// Find our target and steal its bmodel.
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target );
if( pTarget )
{
SetModel( STRING(pTarget->GetModelName()) );
SetAbsOrigin( pTarget->GetAbsOrigin() );
pTarget->AddEffects( EF_NODRAW ); // we will draw for it.
}
}
bool CFuncAreaPortalWindow::IsWindowOpen( const Vector &vOrigin, float fovDistanceAdjustFactor )
{
float flDist = CollisionProp()->CalcDistanceFromPoint( vOrigin );
flDist *= fovDistanceAdjustFactor;
return ( flDist <= (m_flFadeDist + FADE_DIST_BUFFER) );
}
bool CFuncAreaPortalWindow::UpdateVisibility( const Vector &vOrigin, float fovDistanceAdjustFactor, bool &bIsOpenOnClient )
{
if ( IsWindowOpen( vOrigin, fovDistanceAdjustFactor ) )
{
return BaseClass::UpdateVisibility( vOrigin, fovDistanceAdjustFactor, bIsOpenOnClient );
}
else
{
bIsOpenOnClient = false;
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Changes the fade start distance
// Input: float distance in inches
//-----------------------------------------------------------------------------
void CFuncAreaPortalWindow::InputSetFadeStartDistance( inputdata_t &inputdata )
{
m_flFadeStartDist = inputdata.value.Float();
}
//-----------------------------------------------------------------------------
// Purpose: Changes the fade end distance
// Input: float distance in inches
//-----------------------------------------------------------------------------
void CFuncAreaPortalWindow::InputSetFadeEndDistance( inputdata_t &inputdata )
{
m_flFadeDist = inputdata.value.Float();
}