diff options
Diffstat (limited to 'mp/src/game/server/hl2/script_intro.h')
| -rw-r--r-- | mp/src/game/server/hl2/script_intro.h | 170 |
1 files changed, 85 insertions, 85 deletions
diff --git a/mp/src/game/server/hl2/script_intro.h b/mp/src/game/server/hl2/script_intro.h index 619a6f7f..5e59fa33 100644 --- a/mp/src/game/server/hl2/script_intro.h +++ b/mp/src/game/server/hl2/script_intro.h @@ -1,85 +1,85 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef SCRIPT_INTRO_H
-#define SCRIPT_INTRO_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-class CPointCamera;
-
-
-//-----------------------------------------------------------------------------
-// Purpose: An entity that's used to control the intro sequence
-//-----------------------------------------------------------------------------
-class CScriptIntro : public CBaseEntity
-{
- DECLARE_CLASS(CScriptIntro, CBaseEntity);
-public:
- DECLARE_DATADESC();
- DECLARE_SERVERCLASS();
-
- virtual void Spawn( void );
- virtual void Precache();
- virtual void Activate( void );
- virtual int UpdateTransmitState(void);
-
- // Inputs
- void InputSetPlayerViewEntity( inputdata_t &inputdata );
- void InputSetCameraViewEntity( inputdata_t &inputdata );
- void InputSetBlendMode( inputdata_t &inputdata );
- void InputSetNextBlendMode( inputdata_t &inputdata );
- void InputSetNextFOV( inputdata_t &inputdata );
- void InputSetFOVBlendTime( inputdata_t &inputdata );
- void InputSetFOV( inputdata_t &inputdata );
- void InputSetNextBlendTime( inputdata_t &inputdata );
- void InputActivate( inputdata_t &inputdata );
- void InputDeactivate( inputdata_t &inputdata );
-
- void InputFadeTo( inputdata_t &inputdata );
- void InputSetFadeColor( inputdata_t &inputdata );
-
- bool GetIncludedPVSOrigin( Vector *pOrigin, CBaseEntity **ppCamera );
-
-private:
- // Think func used to finish the blend off
- void BlendComplete( );
-
-private:
- CNetworkVar( Vector, m_vecPlayerView );
- CNetworkVar( QAngle, m_vecPlayerViewAngles );
- CNetworkVar( Vector, m_vecCameraView );
- CNetworkVar( QAngle, m_vecCameraViewAngles );
- CNetworkVar( int, m_iBlendMode );
- CNetworkVar( int, m_iNextBlendMode );
- CNetworkVar( float, m_flNextBlendTime );
- CNetworkVar( float, m_flBlendStartTime );
- CNetworkVar( int, m_iStartFOV );
- CNetworkVar( bool, m_bActive );
-
- // Fov & fov blends
- CNetworkVar( int, m_iNextFOV );
- CNetworkVar( float, m_flNextFOVBlendTime );
- CNetworkVar( float, m_flFOVBlendStartTime );
- CNetworkVar( int, m_iFOV );
- CNetworkVar( bool, m_bAlternateFOV );
-
- // Fades
- CNetworkArray( float, m_flFadeColor, 3 );
- CNetworkVar( float, m_flFadeAlpha);
- CNetworkVar( float, m_flFadeDuration );
-
- CNetworkVar( EHANDLE, m_hCameraEntity );
-
- int m_iQueuedBlendMode;
- int m_iQueuedNextBlendMode;
-};
-
-extern CHandle<CScriptIntro> g_hIntroScript;
-
-#endif // SCRIPT_INTRO_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef SCRIPT_INTRO_H +#define SCRIPT_INTRO_H +#ifdef _WIN32 +#pragma once +#endif + + +class CPointCamera; + + +//----------------------------------------------------------------------------- +// Purpose: An entity that's used to control the intro sequence +//----------------------------------------------------------------------------- +class CScriptIntro : public CBaseEntity +{ + DECLARE_CLASS(CScriptIntro, CBaseEntity); +public: + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + virtual void Spawn( void ); + virtual void Precache(); + virtual void Activate( void ); + virtual int UpdateTransmitState(void); + + // Inputs + void InputSetPlayerViewEntity( inputdata_t &inputdata ); + void InputSetCameraViewEntity( inputdata_t &inputdata ); + void InputSetBlendMode( inputdata_t &inputdata ); + void InputSetNextBlendMode( inputdata_t &inputdata ); + void InputSetNextFOV( inputdata_t &inputdata ); + void InputSetFOVBlendTime( inputdata_t &inputdata ); + void InputSetFOV( inputdata_t &inputdata ); + void InputSetNextBlendTime( inputdata_t &inputdata ); + void InputActivate( inputdata_t &inputdata ); + void InputDeactivate( inputdata_t &inputdata ); + + void InputFadeTo( inputdata_t &inputdata ); + void InputSetFadeColor( inputdata_t &inputdata ); + + bool GetIncludedPVSOrigin( Vector *pOrigin, CBaseEntity **ppCamera ); + +private: + // Think func used to finish the blend off + void BlendComplete( ); + +private: + CNetworkVar( Vector, m_vecPlayerView ); + CNetworkVar( QAngle, m_vecPlayerViewAngles ); + CNetworkVar( Vector, m_vecCameraView ); + CNetworkVar( QAngle, m_vecCameraViewAngles ); + CNetworkVar( int, m_iBlendMode ); + CNetworkVar( int, m_iNextBlendMode ); + CNetworkVar( float, m_flNextBlendTime ); + CNetworkVar( float, m_flBlendStartTime ); + CNetworkVar( int, m_iStartFOV ); + CNetworkVar( bool, m_bActive ); + + // Fov & fov blends + CNetworkVar( int, m_iNextFOV ); + CNetworkVar( float, m_flNextFOVBlendTime ); + CNetworkVar( float, m_flFOVBlendStartTime ); + CNetworkVar( int, m_iFOV ); + CNetworkVar( bool, m_bAlternateFOV ); + + // Fades + CNetworkArray( float, m_flFadeColor, 3 ); + CNetworkVar( float, m_flFadeAlpha); + CNetworkVar( float, m_flFadeDuration ); + + CNetworkVar( EHANDLE, m_hCameraEntity ); + + int m_iQueuedBlendMode; + int m_iQueuedNextBlendMode; +}; + +extern CHandle<CScriptIntro> g_hIntroScript; + +#endif // SCRIPT_INTRO_H |