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/server/lights.cpp | 530 +++++++++++++++++++++--------------------- 1 file changed, 265 insertions(+), 265 deletions(-) (limited to 'mp/src/game/server/lights.cpp') diff --git a/mp/src/game/server/lights.cpp b/mp/src/game/server/lights.cpp index c0fa87de..3a6e9a60 100644 --- a/mp/src/game/server/lights.cpp +++ b/mp/src/game/server/lights.cpp @@ -1,265 +1,265 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: spawn and think functions for editor-placed lights -// -// $NoKeywords: $ -//=============================================================================// - -#include "cbase.h" -#include "lights.h" -#include "world.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -LINK_ENTITY_TO_CLASS( light, CLight ); - -BEGIN_DATADESC( CLight ) - - DEFINE_FIELD( m_iCurrentFade, FIELD_CHARACTER), - DEFINE_FIELD( m_iTargetFade, FIELD_CHARACTER), - - DEFINE_KEYFIELD( m_iStyle, FIELD_INTEGER, "style" ), - DEFINE_KEYFIELD( m_iDefaultStyle, FIELD_INTEGER, "defaultstyle" ), - DEFINE_KEYFIELD( m_iszPattern, FIELD_STRING, "pattern" ), - - // Fuctions - DEFINE_FUNCTION( FadeThink ), - - // Inputs - DEFINE_INPUTFUNC( FIELD_STRING, "SetPattern", InputSetPattern ), - DEFINE_INPUTFUNC( FIELD_STRING, "FadeToPattern", InputFadeToPattern ), - DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), - DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), - DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), - -END_DATADESC() - - - -// -// Cache user-entity-field values until spawn is called. -// -bool CLight::KeyValue( const char *szKeyName, const char *szValue ) -{ - if (FStrEq(szKeyName, "pitch")) - { - QAngle angles = GetAbsAngles(); - angles.x = atof(szValue); - SetAbsAngles( angles ); - } - else - { - return BaseClass::KeyValue( szKeyName, szValue ); - } - - return true; -} - -// Light entity -// If targeted, it will toggle between on or off. -void CLight::Spawn( void ) -{ - if (!GetEntityName()) - { // inert light - UTIL_Remove( this ); - return; - } - - if (m_iStyle >= 32) - { - if ( m_iszPattern == NULL_STRING && m_iDefaultStyle > 0 ) - { - m_iszPattern = MAKE_STRING(GetDefaultLightstyleString(m_iDefaultStyle)); - } - - if (FBitSet(m_spawnflags, SF_LIGHT_START_OFF)) - engine->LightStyle(m_iStyle, "a"); - else if (m_iszPattern != NULL_STRING) - engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern )); - else - engine->LightStyle(m_iStyle, "m"); - } -} - - -void CLight::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) -{ - if (m_iStyle >= 32) - { - if ( !ShouldToggle( useType, !FBitSet(m_spawnflags, SF_LIGHT_START_OFF) ) ) - return; - - Toggle(); - } -} - -//----------------------------------------------------------------------------- -// Purpose: Turn the light on -//----------------------------------------------------------------------------- -void CLight::TurnOn( void ) -{ - if ( m_iszPattern != NULL_STRING ) - { - engine->LightStyle( m_iStyle, (char *) STRING( m_iszPattern ) ); - } - else - { - engine->LightStyle( m_iStyle, "m" ); - } - - CLEARBITS( m_spawnflags, SF_LIGHT_START_OFF ); -} - -//----------------------------------------------------------------------------- -// Purpose: Turn the light off -//----------------------------------------------------------------------------- -void CLight::TurnOff( void ) -{ - engine->LightStyle( m_iStyle, "a" ); - SETBITS( m_spawnflags, SF_LIGHT_START_OFF ); -} - -//----------------------------------------------------------------------------- -// Purpose: Toggle the light on/off -//----------------------------------------------------------------------------- -void CLight::Toggle( void ) -{ - //Toggle it - if ( FBitSet( m_spawnflags, SF_LIGHT_START_OFF ) ) - { - TurnOn(); - } - else - { - TurnOff(); - } -} - -//----------------------------------------------------------------------------- -// Purpose: Handle the "turnon" input handler -// Input : &inputdata - -//----------------------------------------------------------------------------- -void CLight::InputTurnOn( inputdata_t &inputdata ) -{ - TurnOn(); -} - -//----------------------------------------------------------------------------- -// Purpose: Handle the "turnoff" input handler -// Input : &inputdata - -//----------------------------------------------------------------------------- -void CLight::InputTurnOff( inputdata_t &inputdata ) -{ - TurnOff(); -} - -//----------------------------------------------------------------------------- -// Purpose: Handle the "toggle" input handler -// Input : &inputdata - -//----------------------------------------------------------------------------- -void CLight::InputToggle( inputdata_t &inputdata ) -{ - Toggle(); -} - -//----------------------------------------------------------------------------- -// Purpose: Input handler for setting a light pattern -//----------------------------------------------------------------------------- -void CLight::InputSetPattern( inputdata_t &inputdata ) -{ - m_iszPattern = inputdata.value.StringID(); - engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern )); - - // Light is on if pattern is set - CLEARBITS(m_spawnflags, SF_LIGHT_START_OFF); -} - - -//----------------------------------------------------------------------------- -// Purpose: Input handler for fading from first value in old pattern to -// first value in new pattern -//----------------------------------------------------------------------------- -void CLight::InputFadeToPattern( inputdata_t &inputdata ) -{ - m_iCurrentFade = (STRING(m_iszPattern))[0]; - m_iTargetFade = inputdata.value.String()[0]; - m_iszPattern = inputdata.value.StringID(); - SetThink(&CLight::FadeThink); - SetNextThink( gpGlobals->curtime ); - - // Light is on if pattern is set - CLEARBITS(m_spawnflags, SF_LIGHT_START_OFF); -} - - -//------------------------------------------------------------------------------ -// Purpose : Fade light to new starting pattern value then stop thinking -//------------------------------------------------------------------------------ -void CLight::FadeThink(void) -{ - if (m_iCurrentFade < m_iTargetFade) - { - m_iCurrentFade++; - } - else if (m_iCurrentFade > m_iTargetFade) - { - m_iCurrentFade--; - } - - // If we're done fading instantiate our light pattern and stop thinking - if (m_iCurrentFade == m_iTargetFade) - { - engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern )); - SetNextThink( TICK_NEVER_THINK ); - } - // Otherwise instantiate our current fade value and keep thinking - else - { - char sCurString[2]; - sCurString[0] = m_iCurrentFade; - sCurString[1] = 0; - engine->LightStyle(m_iStyle, sCurString); - - // UNDONE: Consider making this settable war to control fade speed - SetNextThink( gpGlobals->curtime + 0.1f ); - } -} - -// -// shut up spawn functions for new spotlights -// -LINK_ENTITY_TO_CLASS( light_spot, CLight ); -LINK_ENTITY_TO_CLASS( light_glspot, CLight ); - - -class CEnvLight : public CLight -{ -public: - DECLARE_CLASS( CEnvLight, CLight ); - - bool KeyValue( const char *szKeyName, const char *szValue ); - void Spawn( void ); -}; - -LINK_ENTITY_TO_CLASS( light_environment, CEnvLight ); - -bool CEnvLight::KeyValue( const char *szKeyName, const char *szValue ) -{ - if (FStrEq(szKeyName, "_light")) - { - // nothing - } - else - { - return BaseClass::KeyValue( szKeyName, szValue ); - } - - return true; -} - - -void CEnvLight::Spawn( void ) -{ - BaseClass::Spawn( ); -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: spawn and think functions for editor-placed lights +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "lights.h" +#include "world.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +LINK_ENTITY_TO_CLASS( light, CLight ); + +BEGIN_DATADESC( CLight ) + + DEFINE_FIELD( m_iCurrentFade, FIELD_CHARACTER), + DEFINE_FIELD( m_iTargetFade, FIELD_CHARACTER), + + DEFINE_KEYFIELD( m_iStyle, FIELD_INTEGER, "style" ), + DEFINE_KEYFIELD( m_iDefaultStyle, FIELD_INTEGER, "defaultstyle" ), + DEFINE_KEYFIELD( m_iszPattern, FIELD_STRING, "pattern" ), + + // Fuctions + DEFINE_FUNCTION( FadeThink ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_STRING, "SetPattern", InputSetPattern ), + DEFINE_INPUTFUNC( FIELD_STRING, "FadeToPattern", InputFadeToPattern ), + DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), + DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), + DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), + +END_DATADESC() + + + +// +// Cache user-entity-field values until spawn is called. +// +bool CLight::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "pitch")) + { + QAngle angles = GetAbsAngles(); + angles.x = atof(szValue); + SetAbsAngles( angles ); + } + else + { + return BaseClass::KeyValue( szKeyName, szValue ); + } + + return true; +} + +// Light entity +// If targeted, it will toggle between on or off. +void CLight::Spawn( void ) +{ + if (!GetEntityName()) + { // inert light + UTIL_Remove( this ); + return; + } + + if (m_iStyle >= 32) + { + if ( m_iszPattern == NULL_STRING && m_iDefaultStyle > 0 ) + { + m_iszPattern = MAKE_STRING(GetDefaultLightstyleString(m_iDefaultStyle)); + } + + if (FBitSet(m_spawnflags, SF_LIGHT_START_OFF)) + engine->LightStyle(m_iStyle, "a"); + else if (m_iszPattern != NULL_STRING) + engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern )); + else + engine->LightStyle(m_iStyle, "m"); + } +} + + +void CLight::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + if (m_iStyle >= 32) + { + if ( !ShouldToggle( useType, !FBitSet(m_spawnflags, SF_LIGHT_START_OFF) ) ) + return; + + Toggle(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Turn the light on +//----------------------------------------------------------------------------- +void CLight::TurnOn( void ) +{ + if ( m_iszPattern != NULL_STRING ) + { + engine->LightStyle( m_iStyle, (char *) STRING( m_iszPattern ) ); + } + else + { + engine->LightStyle( m_iStyle, "m" ); + } + + CLEARBITS( m_spawnflags, SF_LIGHT_START_OFF ); +} + +//----------------------------------------------------------------------------- +// Purpose: Turn the light off +//----------------------------------------------------------------------------- +void CLight::TurnOff( void ) +{ + engine->LightStyle( m_iStyle, "a" ); + SETBITS( m_spawnflags, SF_LIGHT_START_OFF ); +} + +//----------------------------------------------------------------------------- +// Purpose: Toggle the light on/off +//----------------------------------------------------------------------------- +void CLight::Toggle( void ) +{ + //Toggle it + if ( FBitSet( m_spawnflags, SF_LIGHT_START_OFF ) ) + { + TurnOn(); + } + else + { + TurnOff(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Handle the "turnon" input handler +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CLight::InputTurnOn( inputdata_t &inputdata ) +{ + TurnOn(); +} + +//----------------------------------------------------------------------------- +// Purpose: Handle the "turnoff" input handler +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CLight::InputTurnOff( inputdata_t &inputdata ) +{ + TurnOff(); +} + +//----------------------------------------------------------------------------- +// Purpose: Handle the "toggle" input handler +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CLight::InputToggle( inputdata_t &inputdata ) +{ + Toggle(); +} + +//----------------------------------------------------------------------------- +// Purpose: Input handler for setting a light pattern +//----------------------------------------------------------------------------- +void CLight::InputSetPattern( inputdata_t &inputdata ) +{ + m_iszPattern = inputdata.value.StringID(); + engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern )); + + // Light is on if pattern is set + CLEARBITS(m_spawnflags, SF_LIGHT_START_OFF); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler for fading from first value in old pattern to +// first value in new pattern +//----------------------------------------------------------------------------- +void CLight::InputFadeToPattern( inputdata_t &inputdata ) +{ + m_iCurrentFade = (STRING(m_iszPattern))[0]; + m_iTargetFade = inputdata.value.String()[0]; + m_iszPattern = inputdata.value.StringID(); + SetThink(&CLight::FadeThink); + SetNextThink( gpGlobals->curtime ); + + // Light is on if pattern is set + CLEARBITS(m_spawnflags, SF_LIGHT_START_OFF); +} + + +//------------------------------------------------------------------------------ +// Purpose : Fade light to new starting pattern value then stop thinking +//------------------------------------------------------------------------------ +void CLight::FadeThink(void) +{ + if (m_iCurrentFade < m_iTargetFade) + { + m_iCurrentFade++; + } + else if (m_iCurrentFade > m_iTargetFade) + { + m_iCurrentFade--; + } + + // If we're done fading instantiate our light pattern and stop thinking + if (m_iCurrentFade == m_iTargetFade) + { + engine->LightStyle(m_iStyle, (char *)STRING( m_iszPattern )); + SetNextThink( TICK_NEVER_THINK ); + } + // Otherwise instantiate our current fade value and keep thinking + else + { + char sCurString[2]; + sCurString[0] = m_iCurrentFade; + sCurString[1] = 0; + engine->LightStyle(m_iStyle, sCurString); + + // UNDONE: Consider making this settable war to control fade speed + SetNextThink( gpGlobals->curtime + 0.1f ); + } +} + +// +// shut up spawn functions for new spotlights +// +LINK_ENTITY_TO_CLASS( light_spot, CLight ); +LINK_ENTITY_TO_CLASS( light_glspot, CLight ); + + +class CEnvLight : public CLight +{ +public: + DECLARE_CLASS( CEnvLight, CLight ); + + bool KeyValue( const char *szKeyName, const char *szValue ); + void Spawn( void ); +}; + +LINK_ENTITY_TO_CLASS( light_environment, CEnvLight ); + +bool CEnvLight::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "_light")) + { + // nothing + } + else + { + return BaseClass::KeyValue( szKeyName, szValue ); + } + + return true; +} + + +void CEnvLight::Spawn( void ) +{ + BaseClass::Spawn( ); +} -- cgit v1.2.3