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/hl2/c_script_intro.cpp | 654 +++++++++++++++--------------- 1 file changed, 327 insertions(+), 327 deletions(-) (limited to 'mp/src/game/client/hl2/c_script_intro.cpp') 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; +} + -- cgit v1.2.3