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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_world.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_world.cpp')
-rw-r--r--mp/src/game/client/c_world.cpp388
1 files changed, 194 insertions, 194 deletions
diff --git a/mp/src/game/client/c_world.cpp b/mp/src/game/client/c_world.cpp
index 2ec37988..3ae6bdcc 100644
--- a/mp/src/game/client/c_world.cpp
+++ b/mp/src/game/client/c_world.cpp
@@ -1,194 +1,194 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "c_world.h"
-#include "ivmodemanager.h"
-#include "activitylist.h"
-#include "decals.h"
-#include "engine/ivmodelinfo.h"
-#include "ivieweffects.h"
-#include "shake.h"
-#include "eventlist.h"
-// NVNT haptic include for notification of world precache
-#include "haptics/haptic_utils.h"
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#ifdef CWorld
-#undef CWorld
-#endif
-
-C_GameRules *g_pGameRules = NULL;
-static C_World *g_pClientWorld;
-
-
-void ClientWorldFactoryInit()
-{
- g_pClientWorld = new C_World;
-}
-
-void ClientWorldFactoryShutdown()
-{
- delete g_pClientWorld;
- g_pClientWorld = NULL;
-}
-
-static IClientNetworkable* ClientWorldFactory( int entnum, int serialNum )
-{
- Assert( g_pClientWorld != NULL );
-
- g_pClientWorld->Init( entnum, serialNum );
- return g_pClientWorld;
-}
-
-
-IMPLEMENT_CLIENTCLASS_FACTORY( C_World, DT_World, CWorld, ClientWorldFactory );
-
-BEGIN_RECV_TABLE( C_World, DT_World )
- RecvPropFloat(RECVINFO(m_flWaveHeight)),
- RecvPropVector(RECVINFO(m_WorldMins)),
- RecvPropVector(RECVINFO(m_WorldMaxs)),
- RecvPropInt(RECVINFO(m_bStartDark)),
- RecvPropFloat(RECVINFO(m_flMaxOccludeeArea)),
- RecvPropFloat(RECVINFO(m_flMinOccluderArea)),
- RecvPropFloat(RECVINFO(m_flMaxPropScreenSpaceWidth)),
- RecvPropFloat(RECVINFO(m_flMinPropScreenSpaceWidth)),
- RecvPropString(RECVINFO(m_iszDetailSpriteMaterial)),
- RecvPropInt(RECVINFO(m_bColdWorld)),
-END_RECV_TABLE()
-
-
-C_World::C_World( void )
-{
-}
-
-C_World::~C_World( void )
-{
-}
-
-bool C_World::Init( int entnum, int iSerialNum )
-{
- m_flWaveHeight = 0.0f;
- ActivityList_Init();
- EventList_Init();
-
- return BaseClass::Init( entnum, iSerialNum );
-}
-
-void C_World::Release()
-{
- ActivityList_Free();
- Term();
-}
-
-void C_World::PreDataUpdate( DataUpdateType_t updateType )
-{
- BaseClass::PreDataUpdate( updateType );
-}
-
-void C_World::OnDataChanged( DataUpdateType_t updateType )
-{
- BaseClass::OnDataChanged( updateType );
-
- // Always force reset to normal mode upon receipt of world in new map
- if ( updateType == DATA_UPDATE_CREATED )
- {
- modemanager->SwitchMode( false, true );
-
- if ( m_bStartDark )
- {
- ScreenFade_t sf;
- memset( &sf, 0, sizeof( sf ) );
- sf.a = 255;
- sf.r = 0;
- sf.g = 0;
- sf.b = 0;
- sf.duration = (float)(1<<SCREENFADE_FRACBITS) * 5.0f;
- sf.holdTime = (float)(1<<SCREENFADE_FRACBITS) * 1.0f;
- sf.fadeFlags = FFADE_IN | FFADE_PURGE;
- vieweffects->Fade( sf );
- }
-
- OcclusionParams_t params;
- params.m_flMaxOccludeeArea = m_flMaxOccludeeArea;
- params.m_flMinOccluderArea = m_flMinOccluderArea;
- engine->SetOcclusionParameters( params );
-
- modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth );
- }
-}
-
-void C_World::RegisterSharedActivities( void )
-{
- ActivityList_RegisterSharedActivities();
- EventList_RegisterSharedEvents();
-}
-
-// -----------------------------------------
-// Sprite Index info
-// -----------------------------------------
-short g_sModelIndexLaser; // holds the index for the laser beam
-const char *g_pModelNameLaser = "sprites/laserbeam.vmt";
-short g_sModelIndexLaserDot; // holds the index for the laser beam dot
-short g_sModelIndexFireball; // holds the index for the fireball
-short g_sModelIndexSmoke; // holds the index for the smoke cloud
-short g_sModelIndexWExplosion; // holds the index for the underwater explosion
-short g_sModelIndexBubbles; // holds the index for the bubbles model
-short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
-short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
-
-//-----------------------------------------------------------------------------
-// Purpose: Precache global weapon sounds
-//-----------------------------------------------------------------------------
-void W_Precache(void)
-{
- PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
-
- g_sModelIndexFireball = modelinfo->GetModelIndex ("sprites/zerogxplode.vmt");// fireball
- g_sModelIndexWExplosion = modelinfo->GetModelIndex ("sprites/WXplo1.vmt");// underwater fireball
- g_sModelIndexSmoke = modelinfo->GetModelIndex ("sprites/steam1.vmt");// smoke
- g_sModelIndexBubbles = modelinfo->GetModelIndex ("sprites/bubble.vmt");//bubbles
- g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood
- g_sModelIndexBloodDrop = modelinfo->GetModelIndex ("sprites/blood.vmt"); // splattered blood
- g_sModelIndexLaser = modelinfo->GetModelIndex( (char *)g_pModelNameLaser );
- g_sModelIndexLaserDot = modelinfo->GetModelIndex("sprites/laserdot.vmt");
-}
-
-void C_World::Precache( void )
-{
- // UNDONE: Make most of these things server systems or precache_registers
- // =================================================
- // Activities
- // =================================================
- ActivityList_Free();
- EventList_Free();
-
- RegisterSharedActivities();
-
- // Get weapon precaches
- W_Precache();
-
- // Call all registered precachers.
- CPrecacheRegister::Precache();
- // NVNT notify system of precache
- if (haptics)
- haptics->WorldPrecache();
-}
-
-void C_World::Spawn( void )
-{
- Precache();
-}
-
-
-
-C_World *GetClientWorldEntity()
-{
- Assert( g_pClientWorld != NULL );
- return g_pClientWorld;
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "c_world.h"
+#include "ivmodemanager.h"
+#include "activitylist.h"
+#include "decals.h"
+#include "engine/ivmodelinfo.h"
+#include "ivieweffects.h"
+#include "shake.h"
+#include "eventlist.h"
+// NVNT haptic include for notification of world precache
+#include "haptics/haptic_utils.h"
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#ifdef CWorld
+#undef CWorld
+#endif
+
+C_GameRules *g_pGameRules = NULL;
+static C_World *g_pClientWorld;
+
+
+void ClientWorldFactoryInit()
+{
+ g_pClientWorld = new C_World;
+}
+
+void ClientWorldFactoryShutdown()
+{
+ delete g_pClientWorld;
+ g_pClientWorld = NULL;
+}
+
+static IClientNetworkable* ClientWorldFactory( int entnum, int serialNum )
+{
+ Assert( g_pClientWorld != NULL );
+
+ g_pClientWorld->Init( entnum, serialNum );
+ return g_pClientWorld;
+}
+
+
+IMPLEMENT_CLIENTCLASS_FACTORY( C_World, DT_World, CWorld, ClientWorldFactory );
+
+BEGIN_RECV_TABLE( C_World, DT_World )
+ RecvPropFloat(RECVINFO(m_flWaveHeight)),
+ RecvPropVector(RECVINFO(m_WorldMins)),
+ RecvPropVector(RECVINFO(m_WorldMaxs)),
+ RecvPropInt(RECVINFO(m_bStartDark)),
+ RecvPropFloat(RECVINFO(m_flMaxOccludeeArea)),
+ RecvPropFloat(RECVINFO(m_flMinOccluderArea)),
+ RecvPropFloat(RECVINFO(m_flMaxPropScreenSpaceWidth)),
+ RecvPropFloat(RECVINFO(m_flMinPropScreenSpaceWidth)),
+ RecvPropString(RECVINFO(m_iszDetailSpriteMaterial)),
+ RecvPropInt(RECVINFO(m_bColdWorld)),
+END_RECV_TABLE()
+
+
+C_World::C_World( void )
+{
+}
+
+C_World::~C_World( void )
+{
+}
+
+bool C_World::Init( int entnum, int iSerialNum )
+{
+ m_flWaveHeight = 0.0f;
+ ActivityList_Init();
+ EventList_Init();
+
+ return BaseClass::Init( entnum, iSerialNum );
+}
+
+void C_World::Release()
+{
+ ActivityList_Free();
+ Term();
+}
+
+void C_World::PreDataUpdate( DataUpdateType_t updateType )
+{
+ BaseClass::PreDataUpdate( updateType );
+}
+
+void C_World::OnDataChanged( DataUpdateType_t updateType )
+{
+ BaseClass::OnDataChanged( updateType );
+
+ // Always force reset to normal mode upon receipt of world in new map
+ if ( updateType == DATA_UPDATE_CREATED )
+ {
+ modemanager->SwitchMode( false, true );
+
+ if ( m_bStartDark )
+ {
+ ScreenFade_t sf;
+ memset( &sf, 0, sizeof( sf ) );
+ sf.a = 255;
+ sf.r = 0;
+ sf.g = 0;
+ sf.b = 0;
+ sf.duration = (float)(1<<SCREENFADE_FRACBITS) * 5.0f;
+ sf.holdTime = (float)(1<<SCREENFADE_FRACBITS) * 1.0f;
+ sf.fadeFlags = FFADE_IN | FFADE_PURGE;
+ vieweffects->Fade( sf );
+ }
+
+ OcclusionParams_t params;
+ params.m_flMaxOccludeeArea = m_flMaxOccludeeArea;
+ params.m_flMinOccluderArea = m_flMinOccluderArea;
+ engine->SetOcclusionParameters( params );
+
+ modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth );
+ }
+}
+
+void C_World::RegisterSharedActivities( void )
+{
+ ActivityList_RegisterSharedActivities();
+ EventList_RegisterSharedEvents();
+}
+
+// -----------------------------------------
+// Sprite Index info
+// -----------------------------------------
+short g_sModelIndexLaser; // holds the index for the laser beam
+const char *g_pModelNameLaser = "sprites/laserbeam.vmt";
+short g_sModelIndexLaserDot; // holds the index for the laser beam dot
+short g_sModelIndexFireball; // holds the index for the fireball
+short g_sModelIndexSmoke; // holds the index for the smoke cloud
+short g_sModelIndexWExplosion; // holds the index for the underwater explosion
+short g_sModelIndexBubbles; // holds the index for the bubbles model
+short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
+short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
+
+//-----------------------------------------------------------------------------
+// Purpose: Precache global weapon sounds
+//-----------------------------------------------------------------------------
+void W_Precache(void)
+{
+ PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
+
+ g_sModelIndexFireball = modelinfo->GetModelIndex ("sprites/zerogxplode.vmt");// fireball
+ g_sModelIndexWExplosion = modelinfo->GetModelIndex ("sprites/WXplo1.vmt");// underwater fireball
+ g_sModelIndexSmoke = modelinfo->GetModelIndex ("sprites/steam1.vmt");// smoke
+ g_sModelIndexBubbles = modelinfo->GetModelIndex ("sprites/bubble.vmt");//bubbles
+ g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood
+ g_sModelIndexBloodDrop = modelinfo->GetModelIndex ("sprites/blood.vmt"); // splattered blood
+ g_sModelIndexLaser = modelinfo->GetModelIndex( (char *)g_pModelNameLaser );
+ g_sModelIndexLaserDot = modelinfo->GetModelIndex("sprites/laserdot.vmt");
+}
+
+void C_World::Precache( void )
+{
+ // UNDONE: Make most of these things server systems or precache_registers
+ // =================================================
+ // Activities
+ // =================================================
+ ActivityList_Free();
+ EventList_Free();
+
+ RegisterSharedActivities();
+
+ // Get weapon precaches
+ W_Precache();
+
+ // Call all registered precachers.
+ CPrecacheRegister::Precache();
+ // NVNT notify system of precache
+ if (haptics)
+ haptics->WorldPrecache();
+}
+
+void C_World::Spawn( void )
+{
+ Precache();
+}
+
+
+
+C_World *GetClientWorldEntity()
+{
+ Assert( g_pClientWorld != NULL );
+ return g_pClientWorld;
+}
+