From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/client/c_world.cpp | 388 ++++++++++++++++++++--------------------- 1 file changed, 194 insertions(+), 194 deletions(-) (limited to 'mp/src/game/client/c_world.cpp') 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<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<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; +} + -- cgit v1.2.3