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/server/env_projectedtexture.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/server/env_projectedtexture.cpp')
| -rw-r--r-- | mp/src/game/server/env_projectedtexture.cpp | 540 |
1 files changed, 270 insertions, 270 deletions
diff --git a/mp/src/game/server/env_projectedtexture.cpp b/mp/src/game/server/env_projectedtexture.cpp index eada4e2a..3cdacb40 100644 --- a/mp/src/game/server/env_projectedtexture.cpp +++ b/mp/src/game/server/env_projectedtexture.cpp @@ -1,270 +1,270 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Entity to control screen overlays on a player
-//
-//=============================================================================
-
-#include "cbase.h"
-#include "shareddefs.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define ENV_PROJECTEDTEXTURE_STARTON (1<<0)
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-class CEnvProjectedTexture : public CPointEntity
-{
- DECLARE_CLASS( CEnvProjectedTexture, CPointEntity );
-public:
- DECLARE_DATADESC();
- DECLARE_SERVERCLASS();
-
- CEnvProjectedTexture();
- bool KeyValue( const char *szKeyName, const char *szValue );
-
- // Always transmit to clients
- virtual int UpdateTransmitState();
- virtual void Activate( void );
-
- void InputTurnOn( inputdata_t &inputdata );
- void InputTurnOff( inputdata_t &inputdata );
- void InputSetFOV( inputdata_t &inputdata );
- void InputSetTarget( inputdata_t &inputdata );
- void InputSetCameraSpace( inputdata_t &inputdata );
- void InputSetLightOnlyTarget( inputdata_t &inputdata );
- void InputSetLightWorld( inputdata_t &inputdata );
- void InputSetEnableShadows( inputdata_t &inputdata );
-// void InputSetLightColor( inputdata_t &inputdata );
- void InputSetSpotlightTexture( inputdata_t &inputdata );
- void InputSetAmbient( inputdata_t &inputdata );
-
- void InitialThink( void );
-
- CNetworkHandle( CBaseEntity, m_hTargetEntity );
-
-private:
-
- CNetworkVar( bool, m_bState );
- CNetworkVar( float, m_flLightFOV );
- CNetworkVar( bool, m_bEnableShadows );
- CNetworkVar( bool, m_bLightOnlyTarget );
- CNetworkVar( bool, m_bLightWorld );
- CNetworkVar( bool, m_bCameraSpace );
- CNetworkVector( m_LinearFloatLightColor );
- CNetworkVar( float, m_flAmbient );
- CNetworkString( m_SpotlightTextureName, MAX_PATH );
- CNetworkVar( int, m_nSpotlightTextureFrame );
- CNetworkVar( float, m_flNearZ );
- CNetworkVar( float, m_flFarZ );
- CNetworkVar( int, m_nShadowQuality );
-};
-
-LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture );
-
-BEGIN_DATADESC( CEnvProjectedTexture )
- DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
- DEFINE_FIELD( m_bState, FIELD_BOOLEAN ),
- DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ),
- DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ),
- DEFINE_KEYFIELD( m_bLightOnlyTarget, FIELD_BOOLEAN, "lightonlytarget" ),
- DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ),
- DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ),
- DEFINE_KEYFIELD( m_flAmbient, FIELD_FLOAT, "ambient" ),
- DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, "texturename" ),
- DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ),
- DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ),
- DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ),
- DEFINE_KEYFIELD( m_nShadowQuality, FIELD_INTEGER, "shadowquality" ),
- DEFINE_FIELD( m_LinearFloatLightColor, FIELD_VECTOR ),
-
- DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
- DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "FOV", InputSetFOV ),
- DEFINE_INPUTFUNC( FIELD_EHANDLE, "Target", InputSetTarget ),
- DEFINE_INPUTFUNC( FIELD_BOOLEAN, "CameraSpace", InputSetCameraSpace ),
- DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightOnlyTarget", InputSetLightOnlyTarget ),
- DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightWorld", InputSetLightWorld ),
- DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ),
- // this is broken . . need to be able to set color and intensity like light_dynamic
-// DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ),
- DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ),
- DEFINE_THINKFUNC( InitialThink ),
-END_DATADESC()
-
-IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture )
- SendPropEHandle( SENDINFO( m_hTargetEntity ) ),
- SendPropBool( SENDINFO( m_bState ) ),
- SendPropFloat( SENDINFO( m_flLightFOV ) ),
- SendPropBool( SENDINFO( m_bEnableShadows ) ),
- SendPropBool( SENDINFO( m_bLightOnlyTarget ) ),
- SendPropBool( SENDINFO( m_bLightWorld ) ),
- SendPropBool( SENDINFO( m_bCameraSpace ) ),
- SendPropVector( SENDINFO( m_LinearFloatLightColor ) ),
- SendPropFloat( SENDINFO( m_flAmbient ) ),
- SendPropString( SENDINFO( m_SpotlightTextureName ) ),
- SendPropInt( SENDINFO( m_nSpotlightTextureFrame ) ),
- SendPropFloat( SENDINFO( m_flNearZ ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f ),
- SendPropFloat( SENDINFO( m_flFarZ ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f ),
- SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now
-END_SEND_TABLE()
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CEnvProjectedTexture::CEnvProjectedTexture( void )
-{
- m_bState = true;
- m_flLightFOV = 45.0f;
- m_bEnableShadows = false;
- m_bLightOnlyTarget = false;
- m_bLightWorld = true;
- m_bCameraSpace = false;
-
-// if ( g_pHardwareConfig->SupportsBorderColor() )
-#if defined( _X360 )
- Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" );
-#else
- Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" );
-#endif
-
- m_nSpotlightTextureFrame = 0;
- m_LinearFloatLightColor.Init( 1.0f, 1.0f, 1.0f );
- m_flAmbient = 0.0f;
- m_flNearZ = 4.0f;
- m_flFarZ = 750.0f;
- m_nShadowQuality = 0;
-}
-
-void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString )
-{
- float tmp[4];
- UTIL_StringToFloatArray( tmp, 4, pString );
- if( tmp[3] <= 0.0f )
- {
- tmp[3] = 255.0f;
- }
- tmp[3] *= ( 1.0f / 255.0f );
- color.x = GammaToLinear( tmp[0] * ( 1.0f / 255.0f ) ) * tmp[3];
- color.y = GammaToLinear( tmp[1] * ( 1.0f / 255.0f ) ) * tmp[3];
- color.z = GammaToLinear( tmp[2] * ( 1.0f / 255.0f ) ) * tmp[3];
-}
-
-bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue )
-{
- if ( FStrEq( szKeyName, "lightcolor" ) )
- {
- Vector tmp;
- UTIL_ColorStringToLinearFloatColor( tmp, szValue );
- m_LinearFloatLightColor = tmp;
- }
- else
- {
- return BaseClass::KeyValue( szKeyName, szValue );
- }
-
- return true;
-}
-
-void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata )
-{
- m_bState = true;
-}
-
-void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata )
-{
- m_bState = false;
-}
-
-void CEnvProjectedTexture::InputSetFOV( inputdata_t &inputdata )
-{
- m_flLightFOV = inputdata.value.Float();
-}
-
-void CEnvProjectedTexture::InputSetTarget( inputdata_t &inputdata )
-{
- m_hTargetEntity = inputdata.value.Entity();
-}
-
-void CEnvProjectedTexture::InputSetCameraSpace( inputdata_t &inputdata )
-{
- m_bCameraSpace = inputdata.value.Bool();
-}
-
-void CEnvProjectedTexture::InputSetLightOnlyTarget( inputdata_t &inputdata )
-{
- m_bLightOnlyTarget = inputdata.value.Bool();
-}
-
-void CEnvProjectedTexture::InputSetLightWorld( inputdata_t &inputdata )
-{
- m_bLightWorld = inputdata.value.Bool();
-}
-
-void CEnvProjectedTexture::InputSetEnableShadows( inputdata_t &inputdata )
-{
- m_bEnableShadows = inputdata.value.Bool();
-}
-
-//void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata )
-//{
-// m_cLightColor = inputdata.value.Color32();
-//}
-
-void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata )
-{
- m_flAmbient = inputdata.value.Float();
-}
-
-void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata )
-{
- Q_strcpy( m_SpotlightTextureName.GetForModify(), inputdata.value.String() );
-}
-
-void CEnvProjectedTexture::Activate( void )
-{
- if ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON )
- {
- m_bState = true;
- }
-
- SetThink( &CEnvProjectedTexture::InitialThink );
- SetNextThink( gpGlobals->curtime + 0.1f );
-
- BaseClass::Activate();
-}
-
-void CEnvProjectedTexture::InitialThink( void )
-{
- m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
-}
-
-int CEnvProjectedTexture::UpdateTransmitState()
-{
- return SetTransmitState( FL_EDICT_ALWAYS );
-}
-
-
-// Console command for creating env_projectedtexture entities
-void CC_CreateFlashlight( const CCommand &args )
-{
- CBasePlayer *pPlayer = UTIL_GetCommandClient();
- if( !pPlayer )
- return;
-
- QAngle angles = pPlayer->EyeAngles();
- Vector origin = pPlayer->EyePosition();
-
- CEnvProjectedTexture *pFlashlight = dynamic_cast< CEnvProjectedTexture * >( CreateEntityByName("env_projectedtexture") );
- if( args.ArgC() > 1 )
- {
- pFlashlight->SetName( AllocPooledString( args[1] ) );
- }
-
- pFlashlight->Teleport( &origin, &angles, NULL );
-
-}
-static ConCommand create_flashlight("create_flashlight", CC_CreateFlashlight, 0, FCVAR_CHEAT);
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Entity to control screen overlays on a player +// +//============================================================================= + +#include "cbase.h" +#include "shareddefs.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define ENV_PROJECTEDTEXTURE_STARTON (1<<0) + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CEnvProjectedTexture : public CPointEntity +{ + DECLARE_CLASS( CEnvProjectedTexture, CPointEntity ); +public: + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + CEnvProjectedTexture(); + bool KeyValue( const char *szKeyName, const char *szValue ); + + // Always transmit to clients + virtual int UpdateTransmitState(); + virtual void Activate( void ); + + void InputTurnOn( inputdata_t &inputdata ); + void InputTurnOff( inputdata_t &inputdata ); + void InputSetFOV( inputdata_t &inputdata ); + void InputSetTarget( inputdata_t &inputdata ); + void InputSetCameraSpace( inputdata_t &inputdata ); + void InputSetLightOnlyTarget( inputdata_t &inputdata ); + void InputSetLightWorld( inputdata_t &inputdata ); + void InputSetEnableShadows( inputdata_t &inputdata ); +// void InputSetLightColor( inputdata_t &inputdata ); + void InputSetSpotlightTexture( inputdata_t &inputdata ); + void InputSetAmbient( inputdata_t &inputdata ); + + void InitialThink( void ); + + CNetworkHandle( CBaseEntity, m_hTargetEntity ); + +private: + + CNetworkVar( bool, m_bState ); + CNetworkVar( float, m_flLightFOV ); + CNetworkVar( bool, m_bEnableShadows ); + CNetworkVar( bool, m_bLightOnlyTarget ); + CNetworkVar( bool, m_bLightWorld ); + CNetworkVar( bool, m_bCameraSpace ); + CNetworkVector( m_LinearFloatLightColor ); + CNetworkVar( float, m_flAmbient ); + CNetworkString( m_SpotlightTextureName, MAX_PATH ); + CNetworkVar( int, m_nSpotlightTextureFrame ); + CNetworkVar( float, m_flNearZ ); + CNetworkVar( float, m_flFarZ ); + CNetworkVar( int, m_nShadowQuality ); +}; + +LINK_ENTITY_TO_CLASS( env_projectedtexture, CEnvProjectedTexture ); + +BEGIN_DATADESC( CEnvProjectedTexture ) + DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ), + DEFINE_FIELD( m_bState, FIELD_BOOLEAN ), + DEFINE_KEYFIELD( m_flLightFOV, FIELD_FLOAT, "lightfov" ), + DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ), + DEFINE_KEYFIELD( m_bLightOnlyTarget, FIELD_BOOLEAN, "lightonlytarget" ), + DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ), + DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ), + DEFINE_KEYFIELD( m_flAmbient, FIELD_FLOAT, "ambient" ), + DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, "texturename" ), + DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ), + DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ), + DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ), + DEFINE_KEYFIELD( m_nShadowQuality, FIELD_INTEGER, "shadowquality" ), + DEFINE_FIELD( m_LinearFloatLightColor, FIELD_VECTOR ), + + DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), + DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "FOV", InputSetFOV ), + DEFINE_INPUTFUNC( FIELD_EHANDLE, "Target", InputSetTarget ), + DEFINE_INPUTFUNC( FIELD_BOOLEAN, "CameraSpace", InputSetCameraSpace ), + DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightOnlyTarget", InputSetLightOnlyTarget ), + DEFINE_INPUTFUNC( FIELD_BOOLEAN, "LightWorld", InputSetLightWorld ), + DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ), + // this is broken . . need to be able to set color and intensity like light_dynamic +// DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "Ambient", InputSetAmbient ), + DEFINE_INPUTFUNC( FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture ), + DEFINE_THINKFUNC( InitialThink ), +END_DATADESC() + +IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture ) + SendPropEHandle( SENDINFO( m_hTargetEntity ) ), + SendPropBool( SENDINFO( m_bState ) ), + SendPropFloat( SENDINFO( m_flLightFOV ) ), + SendPropBool( SENDINFO( m_bEnableShadows ) ), + SendPropBool( SENDINFO( m_bLightOnlyTarget ) ), + SendPropBool( SENDINFO( m_bLightWorld ) ), + SendPropBool( SENDINFO( m_bCameraSpace ) ), + SendPropVector( SENDINFO( m_LinearFloatLightColor ) ), + SendPropFloat( SENDINFO( m_flAmbient ) ), + SendPropString( SENDINFO( m_SpotlightTextureName ) ), + SendPropInt( SENDINFO( m_nSpotlightTextureFrame ) ), + SendPropFloat( SENDINFO( m_flNearZ ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f ), + SendPropFloat( SENDINFO( m_flFarZ ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f ), + SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now +END_SEND_TABLE() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CEnvProjectedTexture::CEnvProjectedTexture( void ) +{ + m_bState = true; + m_flLightFOV = 45.0f; + m_bEnableShadows = false; + m_bLightOnlyTarget = false; + m_bLightWorld = true; + m_bCameraSpace = false; + +// if ( g_pHardwareConfig->SupportsBorderColor() ) +#if defined( _X360 ) + Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight_border" ); +#else + Q_strcpy( m_SpotlightTextureName.GetForModify(), "effects/flashlight001" ); +#endif + + m_nSpotlightTextureFrame = 0; + m_LinearFloatLightColor.Init( 1.0f, 1.0f, 1.0f ); + m_flAmbient = 0.0f; + m_flNearZ = 4.0f; + m_flFarZ = 750.0f; + m_nShadowQuality = 0; +} + +void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString ) +{ + float tmp[4]; + UTIL_StringToFloatArray( tmp, 4, pString ); + if( tmp[3] <= 0.0f ) + { + tmp[3] = 255.0f; + } + tmp[3] *= ( 1.0f / 255.0f ); + color.x = GammaToLinear( tmp[0] * ( 1.0f / 255.0f ) ) * tmp[3]; + color.y = GammaToLinear( tmp[1] * ( 1.0f / 255.0f ) ) * tmp[3]; + color.z = GammaToLinear( tmp[2] * ( 1.0f / 255.0f ) ) * tmp[3]; +} + +bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue ) +{ + if ( FStrEq( szKeyName, "lightcolor" ) ) + { + Vector tmp; + UTIL_ColorStringToLinearFloatColor( tmp, szValue ); + m_LinearFloatLightColor = tmp; + } + else + { + return BaseClass::KeyValue( szKeyName, szValue ); + } + + return true; +} + +void CEnvProjectedTexture::InputTurnOn( inputdata_t &inputdata ) +{ + m_bState = true; +} + +void CEnvProjectedTexture::InputTurnOff( inputdata_t &inputdata ) +{ + m_bState = false; +} + +void CEnvProjectedTexture::InputSetFOV( inputdata_t &inputdata ) +{ + m_flLightFOV = inputdata.value.Float(); +} + +void CEnvProjectedTexture::InputSetTarget( inputdata_t &inputdata ) +{ + m_hTargetEntity = inputdata.value.Entity(); +} + +void CEnvProjectedTexture::InputSetCameraSpace( inputdata_t &inputdata ) +{ + m_bCameraSpace = inputdata.value.Bool(); +} + +void CEnvProjectedTexture::InputSetLightOnlyTarget( inputdata_t &inputdata ) +{ + m_bLightOnlyTarget = inputdata.value.Bool(); +} + +void CEnvProjectedTexture::InputSetLightWorld( inputdata_t &inputdata ) +{ + m_bLightWorld = inputdata.value.Bool(); +} + +void CEnvProjectedTexture::InputSetEnableShadows( inputdata_t &inputdata ) +{ + m_bEnableShadows = inputdata.value.Bool(); +} + +//void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata ) +//{ +// m_cLightColor = inputdata.value.Color32(); +//} + +void CEnvProjectedTexture::InputSetAmbient( inputdata_t &inputdata ) +{ + m_flAmbient = inputdata.value.Float(); +} + +void CEnvProjectedTexture::InputSetSpotlightTexture( inputdata_t &inputdata ) +{ + Q_strcpy( m_SpotlightTextureName.GetForModify(), inputdata.value.String() ); +} + +void CEnvProjectedTexture::Activate( void ) +{ + if ( GetSpawnFlags() & ENV_PROJECTEDTEXTURE_STARTON ) + { + m_bState = true; + } + + SetThink( &CEnvProjectedTexture::InitialThink ); + SetNextThink( gpGlobals->curtime + 0.1f ); + + BaseClass::Activate(); +} + +void CEnvProjectedTexture::InitialThink( void ) +{ + m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target ); +} + +int CEnvProjectedTexture::UpdateTransmitState() +{ + return SetTransmitState( FL_EDICT_ALWAYS ); +} + + +// Console command for creating env_projectedtexture entities +void CC_CreateFlashlight( const CCommand &args ) +{ + CBasePlayer *pPlayer = UTIL_GetCommandClient(); + if( !pPlayer ) + return; + + QAngle angles = pPlayer->EyeAngles(); + Vector origin = pPlayer->EyePosition(); + + CEnvProjectedTexture *pFlashlight = dynamic_cast< CEnvProjectedTexture * >( CreateEntityByName("env_projectedtexture") ); + if( args.ArgC() > 1 ) + { + pFlashlight->SetName( AllocPooledString( args[1] ) ); + } + + pFlashlight->Teleport( &origin, &angles, NULL ); + +} +static ConCommand create_flashlight("create_flashlight", CC_CreateFlashlight, 0, FCVAR_CHEAT); |