diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/hl2/c_script_intro.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/hl2/c_script_intro.cpp')
| -rw-r--r-- | mp/src/game/client/hl2/c_script_intro.cpp | 654 |
1 files changed, 327 insertions, 327 deletions
diff --git a/mp/src/game/client/hl2/c_script_intro.cpp b/mp/src/game/client/hl2/c_script_intro.cpp index de82e70b..eb97cb4f 100644 --- a/mp/src/game/client/hl2/c_script_intro.cpp +++ b/mp/src/game/client/hl2/c_script_intro.cpp @@ -1,327 +1,327 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-#include "cbase.h"
-#include "shareddefs.h"
-#include "materialsystem/imesh.h"
-#include "view.h"
-#include "iviewrender.h"
-#include "view_shared.h"
-#include "viewrender.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-extern IntroData_t *g_pIntroData;
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-class C_ScriptIntro : public C_BaseEntity
-{
- DECLARE_CLASS( C_ScriptIntro, C_BaseEntity );
-public:
- DECLARE_CLIENTCLASS();
-
- C_ScriptIntro( void );
- ~C_ScriptIntro( void );
- void PostDataUpdate( DataUpdateType_t updateType );
- void ClientThink( void );
- void CalculateFOV( void );
- void CalculateAlpha( void );
-
-public:
- int m_iNextFOV;
- int m_iFOV;
- int m_iPrevFOV;
- int m_iStartFOV;
- float m_flNextFOVBlendTime;
- float m_flFOVBlendStartTime;
- bool m_bAlternateFOV;
-
- // Our intro data block
- IntroData_t m_IntroData;
-
-private:
- Vector m_vecCameraView;
- QAngle m_vecCameraViewAngles;
- int m_iBlendMode;
- int m_iNextBlendMode;
- float m_flNextBlendTime;
- float m_flBlendStartTime;
- bool m_bActive;
- EHANDLE m_hCameraEntity;
-
- // Fades
- float m_flFadeColor[3]; // Server's desired fade color
- float m_flFadeAlpha; // Server's desired fade alpha
- float m_flPrevServerFadeAlpha; // Previous server's desired fade alpha
- float m_flFadeDuration; // Time it should take to reach the server's new fade alpha
- float m_flFadeTimeStartedAt; // Time at which we last recieved a new desired fade alpha
- float m_flFadeAlphaStartedAt; // Alpha at which we last received a new desired fade alpha
-};
-
-IMPLEMENT_CLIENTCLASS_DT( C_ScriptIntro, DT_ScriptIntro, CScriptIntro )
- RecvPropVector( RECVINFO( m_vecCameraView ) ),
- RecvPropVector( RECVINFO( m_vecCameraViewAngles ) ),
- RecvPropInt( RECVINFO( m_iBlendMode ) ),
- RecvPropInt( RECVINFO( m_iNextBlendMode ) ),
- RecvPropFloat( RECVINFO( m_flNextBlendTime ) ),
- RecvPropFloat( RECVINFO( m_flBlendStartTime ) ),
- RecvPropBool( RECVINFO( m_bActive ) ),
-
- // Fov & fov blends
- RecvPropInt( RECVINFO( m_iFOV ) ),
- RecvPropInt( RECVINFO( m_iNextFOV ) ),
- RecvPropInt( RECVINFO( m_iStartFOV ) ),
- RecvPropFloat( RECVINFO( m_flNextFOVBlendTime ) ),
- RecvPropFloat( RECVINFO( m_flFOVBlendStartTime ) ),
- RecvPropBool( RECVINFO( m_bAlternateFOV ) ),
-
- // Fades
- RecvPropFloat( RECVINFO( m_flFadeAlpha ) ),
- RecvPropArray( RecvPropFloat( RECVINFO( m_flFadeColor[0] ) ), m_flFadeColor ),
- RecvPropFloat( RECVINFO( m_flFadeDuration ) ),
- RecvPropEHandle(RECVINFO(m_hCameraEntity)),
-END_RECV_TABLE()
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-C_ScriptIntro::C_ScriptIntro( void )
-{
- m_bActive = false;
- m_vecCameraView = vec3_origin;
- m_vecCameraViewAngles = vec3_angle;
- m_iBlendMode = 0;
- m_iNextBlendMode = 0;
- m_flNextBlendTime = 0;
- m_flBlendStartTime = 0;
- m_IntroData.m_playerViewFOV = 0;
- m_flFadeAlpha = 0;
- m_flPrevServerFadeAlpha = 0;
- m_flFadeDuration = 0;
- m_flFadeTimeStartedAt = 0;
- m_flFadeAlphaStartedAt = 0;
- m_hCameraEntity = NULL;
- m_iPrevFOV = 0;
- m_iStartFOV = 0;
-
- g_pIntroData = NULL;
-
- // Setup fade colors
- m_IntroData.m_flCurrentFadeColor[0] = m_flFadeColor[0];
- m_IntroData.m_flCurrentFadeColor[1] = m_flFadeColor[1];
- m_IntroData.m_flCurrentFadeColor[2] = m_flFadeColor[2];
- m_IntroData.m_flCurrentFadeColor[3] = m_flFadeAlpha;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-C_ScriptIntro::~C_ScriptIntro( void )
-{
- g_pIntroData = NULL;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_ScriptIntro::PostDataUpdate( DataUpdateType_t updateType )
-{
- BaseClass::PostDataUpdate( updateType );
-
- SetNextClientThink( CLIENT_THINK_ALWAYS );
-
- // Fill out the intro data
- m_IntroData.m_vecCameraView = m_vecCameraView;
- m_IntroData.m_vecCameraViewAngles = m_vecCameraViewAngles;
- m_IntroData.m_Passes.SetCount( 0 );
-
- // Find/Create our first pass
- IntroDataBlendPass_t *pass1;
- if ( m_IntroData.m_Passes.Count() == 0 )
- {
- pass1 = &m_IntroData.m_Passes[m_IntroData.m_Passes.AddToTail()];
- }
- else
- {
- pass1 = &m_IntroData.m_Passes[0];
- }
- Assert(pass1);
- pass1->m_BlendMode = m_iBlendMode;
- pass1->m_Alpha = 1.0f;
-
- if ( m_vecCameraView == vec3_origin )
- {
- m_IntroData.m_bDrawPrimary = false;
- }
- else
- {
- m_IntroData.m_bDrawPrimary = true;
- }
-
- // If we're currently blending to a new mode, set the second pass
- if ( m_flNextBlendTime > gpGlobals->curtime )
- {
- IntroDataBlendPass_t *pass2;
- if ( m_IntroData.m_Passes.Count() < 2 )
- {
- pass2 = &m_IntroData.m_Passes[m_IntroData.m_Passes.AddToTail()];
-
- //Msg("STARTED BLEND: Mode %d to %d.\n", m_IntroData.m_Passes[0].m_BlendMode, m_iNextBlendMode );
- }
- else
- {
- pass2 = &m_IntroData.m_Passes[1];
-
- Assert( pass2->m_BlendMode == m_iNextBlendMode );
- }
- Assert(pass2);
- pass2->m_BlendMode = m_iNextBlendMode;
- pass2->m_Alpha = 0.0f;
- }
- else if ( m_IntroData.m_Passes.Count() == 2 )
- {
- C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
- if ( !player )
- return;
-
- //Msg("FINISHED BLEND.\n");
- m_IntroData.m_Passes.Remove(1);
- }
-
- // Set the introdata our data chunk
- if ( m_bActive )
- {
- g_pIntroData = &m_IntroData;
- }
- else if ( g_pIntroData == &m_IntroData )
- {
- g_pIntroData = NULL;
- }
-
- // Update the fade color
- m_IntroData.m_flCurrentFadeColor[0] = m_flFadeColor[0];
- m_IntroData.m_flCurrentFadeColor[1] = m_flFadeColor[1];
- m_IntroData.m_flCurrentFadeColor[2] = m_flFadeColor[2];
-
- // Started fading?
- if ( m_flFadeAlpha != m_flPrevServerFadeAlpha )
- {
- m_flFadeTimeStartedAt = gpGlobals->curtime;
- m_flFadeAlphaStartedAt = m_IntroData.m_flCurrentFadeColor[3];
- m_flPrevServerFadeAlpha = m_flFadeAlpha;
-
- if ( !m_flFadeDuration )
- {
- m_flFadeDuration = 0.01;
- }
-
- //Msg("STARTING NEW FADE: alpha %.2f, duration %.2f.\n", m_flFadeAlpha, m_flFadeDuration );
- }
-
- if ( m_iPrevFOV != m_iFOV )
- {
- m_IntroData.m_playerViewFOV = m_iFOV;
- m_iPrevFOV = m_iFOV;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_ScriptIntro::ClientThink( void )
-{
- Assert( m_IntroData.m_Passes.Count() <= 2 );
-
- if ( m_hCameraEntity )
- {
- m_IntroData.m_vecCameraView = m_hCameraEntity->GetAbsOrigin();
- m_IntroData.m_vecCameraViewAngles = m_hCameraEntity->GetAbsAngles();
- }
-
- CalculateFOV();
- CalculateAlpha();
-
- // Calculate the blend levels of each pass
- float flPerc = 1.0;
- if ( (m_flNextBlendTime - m_flBlendStartTime) != 0 )
- {
- flPerc = clamp( (gpGlobals->curtime - m_flBlendStartTime) / (m_flNextBlendTime - m_flBlendStartTime), 0, 1 );
- }
-
- // Detect when we're finished blending
- if ( flPerc >= 1.0 )
- {
- if ( m_IntroData.m_Passes.Count() == 2 )
- {
- // We're done blending
- m_IntroData.m_Passes[0].m_BlendMode = m_IntroData.m_Passes[1].m_BlendMode;
- m_IntroData.m_Passes[0].m_Alpha = 1.0;
- m_IntroData.m_Passes.Remove(1);
-
- //Msg("FINISHED BLEND.\n");
- }
- else
- {
- m_IntroData.m_Passes[0].m_Alpha = 1.0f;
- }
- return;
- }
-
- /*
- if ( m_flNextBlendTime >= gpGlobals->curtime )
- {
- Msg("INTRO BLENDING: Blending from mode %d to %d.\n", m_IntroData.m_Passes[0].m_BlendMode, m_IntroData.m_Passes[1].m_BlendMode );
- Msg(" curtime %.2f StartedAt %.2f FinishAt: %.2f\n", gpGlobals->curtime, m_flBlendStartTime, m_flNextBlendTime );
- Msg(" Perc: %.2f\n", flPerc );
- }
- */
-
- if ( m_IntroData.m_Passes.Count() == 2 )
- {
- m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc;
- m_IntroData.m_Passes[1].m_Alpha = flPerc;
- }
- else
- {
- m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc;
- }
-}
-
-extern float ScriptInfo_CalculateFOV( float flFOVBlendStartTime, float flNextFOVBlendTime, int nFOV, int nNextFOV, bool bSplineRamp );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_ScriptIntro::CalculateFOV( void )
-{
- // We're past our blending time so we're at our target
- if ( m_flNextFOVBlendTime >= gpGlobals->curtime )
- {
- // Calculate where we're at
- m_IntroData.m_playerViewFOV = ScriptInfo_CalculateFOV( m_flFOVBlendStartTime, m_flNextFOVBlendTime, m_iStartFOV, m_iNextFOV, m_bAlternateFOV );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_ScriptIntro::CalculateAlpha( void )
-{
- // Fill out the fade alpha
- float flNewAlpha = RemapValClamped( gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeTimeStartedAt + m_flFadeDuration, m_flFadeAlphaStartedAt, m_flFadeAlpha );
- /*
- if ( m_IntroData.m_flCurrentFadeColor[3] != flNewAlpha )
- {
- Msg("INTRO FADING: curtime %.2f StartedAt %.2f Duration: %.2f\n", gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeDuration );
- Msg(" TimePassed %.2f Alpha: %.2f\n", RemapValClamped( gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeTimeStartedAt + m_flFadeDuration, 0.0, 1.0 ), m_IntroData.m_flCurrentFadeColor[3] );
- }
- */
-
- m_IntroData.m_flCurrentFadeColor[3] = flNewAlpha;
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// +#include "cbase.h" +#include "shareddefs.h" +#include "materialsystem/imesh.h" +#include "view.h" +#include "iviewrender.h" +#include "view_shared.h" +#include "viewrender.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern IntroData_t *g_pIntroData; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class C_ScriptIntro : public C_BaseEntity +{ + DECLARE_CLASS( C_ScriptIntro, C_BaseEntity ); +public: + DECLARE_CLIENTCLASS(); + + C_ScriptIntro( void ); + ~C_ScriptIntro( void ); + void PostDataUpdate( DataUpdateType_t updateType ); + void ClientThink( void ); + void CalculateFOV( void ); + void CalculateAlpha( void ); + +public: + int m_iNextFOV; + int m_iFOV; + int m_iPrevFOV; + int m_iStartFOV; + float m_flNextFOVBlendTime; + float m_flFOVBlendStartTime; + bool m_bAlternateFOV; + + // Our intro data block + IntroData_t m_IntroData; + +private: + Vector m_vecCameraView; + QAngle m_vecCameraViewAngles; + int m_iBlendMode; + int m_iNextBlendMode; + float m_flNextBlendTime; + float m_flBlendStartTime; + bool m_bActive; + EHANDLE m_hCameraEntity; + + // Fades + float m_flFadeColor[3]; // Server's desired fade color + float m_flFadeAlpha; // Server's desired fade alpha + float m_flPrevServerFadeAlpha; // Previous server's desired fade alpha + float m_flFadeDuration; // Time it should take to reach the server's new fade alpha + float m_flFadeTimeStartedAt; // Time at which we last recieved a new desired fade alpha + float m_flFadeAlphaStartedAt; // Alpha at which we last received a new desired fade alpha +}; + +IMPLEMENT_CLIENTCLASS_DT( C_ScriptIntro, DT_ScriptIntro, CScriptIntro ) + RecvPropVector( RECVINFO( m_vecCameraView ) ), + RecvPropVector( RECVINFO( m_vecCameraViewAngles ) ), + RecvPropInt( RECVINFO( m_iBlendMode ) ), + RecvPropInt( RECVINFO( m_iNextBlendMode ) ), + RecvPropFloat( RECVINFO( m_flNextBlendTime ) ), + RecvPropFloat( RECVINFO( m_flBlendStartTime ) ), + RecvPropBool( RECVINFO( m_bActive ) ), + + // Fov & fov blends + RecvPropInt( RECVINFO( m_iFOV ) ), + RecvPropInt( RECVINFO( m_iNextFOV ) ), + RecvPropInt( RECVINFO( m_iStartFOV ) ), + RecvPropFloat( RECVINFO( m_flNextFOVBlendTime ) ), + RecvPropFloat( RECVINFO( m_flFOVBlendStartTime ) ), + RecvPropBool( RECVINFO( m_bAlternateFOV ) ), + + // Fades + RecvPropFloat( RECVINFO( m_flFadeAlpha ) ), + RecvPropArray( RecvPropFloat( RECVINFO( m_flFadeColor[0] ) ), m_flFadeColor ), + RecvPropFloat( RECVINFO( m_flFadeDuration ) ), + RecvPropEHandle(RECVINFO(m_hCameraEntity)), +END_RECV_TABLE() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +C_ScriptIntro::C_ScriptIntro( void ) +{ + m_bActive = false; + m_vecCameraView = vec3_origin; + m_vecCameraViewAngles = vec3_angle; + m_iBlendMode = 0; + m_iNextBlendMode = 0; + m_flNextBlendTime = 0; + m_flBlendStartTime = 0; + m_IntroData.m_playerViewFOV = 0; + m_flFadeAlpha = 0; + m_flPrevServerFadeAlpha = 0; + m_flFadeDuration = 0; + m_flFadeTimeStartedAt = 0; + m_flFadeAlphaStartedAt = 0; + m_hCameraEntity = NULL; + m_iPrevFOV = 0; + m_iStartFOV = 0; + + g_pIntroData = NULL; + + // Setup fade colors + m_IntroData.m_flCurrentFadeColor[0] = m_flFadeColor[0]; + m_IntroData.m_flCurrentFadeColor[1] = m_flFadeColor[1]; + m_IntroData.m_flCurrentFadeColor[2] = m_flFadeColor[2]; + m_IntroData.m_flCurrentFadeColor[3] = m_flFadeAlpha; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +C_ScriptIntro::~C_ScriptIntro( void ) +{ + g_pIntroData = NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_ScriptIntro::PostDataUpdate( DataUpdateType_t updateType ) +{ + BaseClass::PostDataUpdate( updateType ); + + SetNextClientThink( CLIENT_THINK_ALWAYS ); + + // Fill out the intro data + m_IntroData.m_vecCameraView = m_vecCameraView; + m_IntroData.m_vecCameraViewAngles = m_vecCameraViewAngles; + m_IntroData.m_Passes.SetCount( 0 ); + + // Find/Create our first pass + IntroDataBlendPass_t *pass1; + if ( m_IntroData.m_Passes.Count() == 0 ) + { + pass1 = &m_IntroData.m_Passes[m_IntroData.m_Passes.AddToTail()]; + } + else + { + pass1 = &m_IntroData.m_Passes[0]; + } + Assert(pass1); + pass1->m_BlendMode = m_iBlendMode; + pass1->m_Alpha = 1.0f; + + if ( m_vecCameraView == vec3_origin ) + { + m_IntroData.m_bDrawPrimary = false; + } + else + { + m_IntroData.m_bDrawPrimary = true; + } + + // If we're currently blending to a new mode, set the second pass + if ( m_flNextBlendTime > gpGlobals->curtime ) + { + IntroDataBlendPass_t *pass2; + if ( m_IntroData.m_Passes.Count() < 2 ) + { + pass2 = &m_IntroData.m_Passes[m_IntroData.m_Passes.AddToTail()]; + + //Msg("STARTED BLEND: Mode %d to %d.\n", m_IntroData.m_Passes[0].m_BlendMode, m_iNextBlendMode ); + } + else + { + pass2 = &m_IntroData.m_Passes[1]; + + Assert( pass2->m_BlendMode == m_iNextBlendMode ); + } + Assert(pass2); + pass2->m_BlendMode = m_iNextBlendMode; + pass2->m_Alpha = 0.0f; + } + else if ( m_IntroData.m_Passes.Count() == 2 ) + { + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return; + + //Msg("FINISHED BLEND.\n"); + m_IntroData.m_Passes.Remove(1); + } + + // Set the introdata our data chunk + if ( m_bActive ) + { + g_pIntroData = &m_IntroData; + } + else if ( g_pIntroData == &m_IntroData ) + { + g_pIntroData = NULL; + } + + // Update the fade color + m_IntroData.m_flCurrentFadeColor[0] = m_flFadeColor[0]; + m_IntroData.m_flCurrentFadeColor[1] = m_flFadeColor[1]; + m_IntroData.m_flCurrentFadeColor[2] = m_flFadeColor[2]; + + // Started fading? + if ( m_flFadeAlpha != m_flPrevServerFadeAlpha ) + { + m_flFadeTimeStartedAt = gpGlobals->curtime; + m_flFadeAlphaStartedAt = m_IntroData.m_flCurrentFadeColor[3]; + m_flPrevServerFadeAlpha = m_flFadeAlpha; + + if ( !m_flFadeDuration ) + { + m_flFadeDuration = 0.01; + } + + //Msg("STARTING NEW FADE: alpha %.2f, duration %.2f.\n", m_flFadeAlpha, m_flFadeDuration ); + } + + if ( m_iPrevFOV != m_iFOV ) + { + m_IntroData.m_playerViewFOV = m_iFOV; + m_iPrevFOV = m_iFOV; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_ScriptIntro::ClientThink( void ) +{ + Assert( m_IntroData.m_Passes.Count() <= 2 ); + + if ( m_hCameraEntity ) + { + m_IntroData.m_vecCameraView = m_hCameraEntity->GetAbsOrigin(); + m_IntroData.m_vecCameraViewAngles = m_hCameraEntity->GetAbsAngles(); + } + + CalculateFOV(); + CalculateAlpha(); + + // Calculate the blend levels of each pass + float flPerc = 1.0; + if ( (m_flNextBlendTime - m_flBlendStartTime) != 0 ) + { + flPerc = clamp( (gpGlobals->curtime - m_flBlendStartTime) / (m_flNextBlendTime - m_flBlendStartTime), 0, 1 ); + } + + // Detect when we're finished blending + if ( flPerc >= 1.0 ) + { + if ( m_IntroData.m_Passes.Count() == 2 ) + { + // We're done blending + m_IntroData.m_Passes[0].m_BlendMode = m_IntroData.m_Passes[1].m_BlendMode; + m_IntroData.m_Passes[0].m_Alpha = 1.0; + m_IntroData.m_Passes.Remove(1); + + //Msg("FINISHED BLEND.\n"); + } + else + { + m_IntroData.m_Passes[0].m_Alpha = 1.0f; + } + return; + } + + /* + if ( m_flNextBlendTime >= gpGlobals->curtime ) + { + Msg("INTRO BLENDING: Blending from mode %d to %d.\n", m_IntroData.m_Passes[0].m_BlendMode, m_IntroData.m_Passes[1].m_BlendMode ); + Msg(" curtime %.2f StartedAt %.2f FinishAt: %.2f\n", gpGlobals->curtime, m_flBlendStartTime, m_flNextBlendTime ); + Msg(" Perc: %.2f\n", flPerc ); + } + */ + + if ( m_IntroData.m_Passes.Count() == 2 ) + { + m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc; + m_IntroData.m_Passes[1].m_Alpha = flPerc; + } + else + { + m_IntroData.m_Passes[0].m_Alpha = 1.0 - flPerc; + } +} + +extern float ScriptInfo_CalculateFOV( float flFOVBlendStartTime, float flNextFOVBlendTime, int nFOV, int nNextFOV, bool bSplineRamp ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_ScriptIntro::CalculateFOV( void ) +{ + // We're past our blending time so we're at our target + if ( m_flNextFOVBlendTime >= gpGlobals->curtime ) + { + // Calculate where we're at + m_IntroData.m_playerViewFOV = ScriptInfo_CalculateFOV( m_flFOVBlendStartTime, m_flNextFOVBlendTime, m_iStartFOV, m_iNextFOV, m_bAlternateFOV ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_ScriptIntro::CalculateAlpha( void ) +{ + // Fill out the fade alpha + float flNewAlpha = RemapValClamped( gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeTimeStartedAt + m_flFadeDuration, m_flFadeAlphaStartedAt, m_flFadeAlpha ); + /* + if ( m_IntroData.m_flCurrentFadeColor[3] != flNewAlpha ) + { + Msg("INTRO FADING: curtime %.2f StartedAt %.2f Duration: %.2f\n", gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeDuration ); + Msg(" TimePassed %.2f Alpha: %.2f\n", RemapValClamped( gpGlobals->curtime, m_flFadeTimeStartedAt, m_flFadeTimeStartedAt + m_flFadeDuration, 0.0, 1.0 ), m_IntroData.m_flCurrentFadeColor[3] ); + } + */ + + m_IntroData.m_flCurrentFadeColor[3] = flNewAlpha; +} + |