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/shadowcontrol.cpp | 304 +++++++++++++++++------------------ 1 file changed, 152 insertions(+), 152 deletions(-) (limited to 'mp/src/game/server/shadowcontrol.cpp') diff --git a/mp/src/game/server/shadowcontrol.cpp b/mp/src/game/server/shadowcontrol.cpp index 68e9743c..36c23c28 100644 --- a/mp/src/game/server/shadowcontrol.cpp +++ b/mp/src/game/server/shadowcontrol.cpp @@ -1,152 +1,152 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: Shadow control entity. -// -// $NoKeywords: $ -//=============================================================================// - -#include "cbase.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -//------------------------------------------------------------------------------ -// FIXME: This really should inherit from something more lightweight -//------------------------------------------------------------------------------ - - -//------------------------------------------------------------------------------ -// Purpose : Shadow control entity -//------------------------------------------------------------------------------ -class CShadowControl : public CBaseEntity -{ -public: - DECLARE_CLASS( CShadowControl, CBaseEntity ); - - CShadowControl(); - - void Spawn( void ); - bool KeyValue( const char *szKeyName, const char *szValue ); - int UpdateTransmitState(); - void InputSetAngles( inputdata_t &inputdata ); - - virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - - DECLARE_SERVERCLASS(); - DECLARE_DATADESC(); - -private: - CNetworkVector( m_shadowDirection ); - CNetworkColor32( m_shadowColor ); - CNetworkVar( float, m_flShadowMaxDist ); - CNetworkVar( bool, m_bDisableShadows ); -}; - -LINK_ENTITY_TO_CLASS(shadow_control, CShadowControl); - -BEGIN_DATADESC( CShadowControl ) - - DEFINE_KEYFIELD( m_flShadowMaxDist, FIELD_FLOAT, "distance" ), - DEFINE_KEYFIELD( m_bDisableShadows, FIELD_BOOLEAN, "disableallshadows" ), - - // Inputs - DEFINE_INPUT( m_shadowColor, FIELD_COLOR32, "color" ), - DEFINE_INPUT( m_shadowDirection, FIELD_VECTOR, "direction" ), - DEFINE_INPUT( m_flShadowMaxDist, FIELD_FLOAT, "SetDistance" ), - DEFINE_INPUT( m_bDisableShadows, FIELD_BOOLEAN, "SetShadowsDisabled" ), - - DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ), - -END_DATADESC() - - -IMPLEMENT_SERVERCLASS_ST_NOBASE(CShadowControl, DT_ShadowControl) - SendPropVector(SENDINFO(m_shadowDirection), -1, SPROP_NOSCALE ), - SendPropInt(SENDINFO(m_shadowColor), 32, SPROP_UNSIGNED), - SendPropFloat(SENDINFO(m_flShadowMaxDist), 0, SPROP_NOSCALE ), - SendPropBool(SENDINFO(m_bDisableShadows)), -END_SEND_TABLE() - - -CShadowControl::CShadowControl() -{ - m_shadowDirection.Init( 0.2, 0.2, -2 ); - m_flShadowMaxDist = 50.0f; - m_shadowColor.Init( 64, 64, 64, 0 ); - m_bDisableShadows = false; -} - - -//------------------------------------------------------------------------------ -// Purpose : Send even though we don't have a model -//------------------------------------------------------------------------------ -int CShadowControl::UpdateTransmitState() -{ - // ALWAYS transmit to all clients. - return SetTransmitState( FL_EDICT_ALWAYS ); -} - - -bool CShadowControl::KeyValue( const char *szKeyName, const char *szValue ) -{ - if ( FStrEq( szKeyName, "color" ) ) - { - color32 tmp; - UTIL_StringToColor32( &tmp, szValue ); - m_shadowColor = tmp; - return true; - } - - if ( FStrEq( szKeyName, "angles" ) ) - { - QAngle angles; - UTIL_StringToVector( angles.Base(), szValue ); - if (angles == vec3_angle) - { - angles.Init( 80, 30, 0 ); - } - Vector vForward; - AngleVectors( angles, &vForward ); - m_shadowDirection = vForward; - return true; - } - - // For backward compatibility... - if ( FStrEq( szKeyName, "direction" ) ) - { - // Only use this if angles haven't been set... - if ( fabs(m_shadowDirection->LengthSqr() - 1.0f) > 1e-3 ) - { - Vector vTemp; - UTIL_StringToVector( vTemp.Base(), szValue ); - m_shadowDirection = vTemp; - } - return true; - } - - return BaseClass::KeyValue( szKeyName, szValue ); -} - -//------------------------------------------------------------------------------ -// Purpose : -//------------------------------------------------------------------------------ -void CShadowControl::Spawn( void ) -{ - Precache(); - SetSolid( SOLID_NONE ); -} - -//------------------------------------------------------------------------------ -// Input values -//------------------------------------------------------------------------------ -void CShadowControl::InputSetAngles( inputdata_t &inputdata ) -{ - const char *pAngles = inputdata.value.String(); - - QAngle angles; - UTIL_StringToVector( angles.Base(), pAngles ); - - Vector vTemp; - AngleVectors( angles, &vTemp ); - m_shadowDirection = vTemp; -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Shadow control entity. +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//------------------------------------------------------------------------------ +// FIXME: This really should inherit from something more lightweight +//------------------------------------------------------------------------------ + + +//------------------------------------------------------------------------------ +// Purpose : Shadow control entity +//------------------------------------------------------------------------------ +class CShadowControl : public CBaseEntity +{ +public: + DECLARE_CLASS( CShadowControl, CBaseEntity ); + + CShadowControl(); + + void Spawn( void ); + bool KeyValue( const char *szKeyName, const char *szValue ); + int UpdateTransmitState(); + void InputSetAngles( inputdata_t &inputdata ); + + virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + + DECLARE_SERVERCLASS(); + DECLARE_DATADESC(); + +private: + CNetworkVector( m_shadowDirection ); + CNetworkColor32( m_shadowColor ); + CNetworkVar( float, m_flShadowMaxDist ); + CNetworkVar( bool, m_bDisableShadows ); +}; + +LINK_ENTITY_TO_CLASS(shadow_control, CShadowControl); + +BEGIN_DATADESC( CShadowControl ) + + DEFINE_KEYFIELD( m_flShadowMaxDist, FIELD_FLOAT, "distance" ), + DEFINE_KEYFIELD( m_bDisableShadows, FIELD_BOOLEAN, "disableallshadows" ), + + // Inputs + DEFINE_INPUT( m_shadowColor, FIELD_COLOR32, "color" ), + DEFINE_INPUT( m_shadowDirection, FIELD_VECTOR, "direction" ), + DEFINE_INPUT( m_flShadowMaxDist, FIELD_FLOAT, "SetDistance" ), + DEFINE_INPUT( m_bDisableShadows, FIELD_BOOLEAN, "SetShadowsDisabled" ), + + DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ), + +END_DATADESC() + + +IMPLEMENT_SERVERCLASS_ST_NOBASE(CShadowControl, DT_ShadowControl) + SendPropVector(SENDINFO(m_shadowDirection), -1, SPROP_NOSCALE ), + SendPropInt(SENDINFO(m_shadowColor), 32, SPROP_UNSIGNED), + SendPropFloat(SENDINFO(m_flShadowMaxDist), 0, SPROP_NOSCALE ), + SendPropBool(SENDINFO(m_bDisableShadows)), +END_SEND_TABLE() + + +CShadowControl::CShadowControl() +{ + m_shadowDirection.Init( 0.2, 0.2, -2 ); + m_flShadowMaxDist = 50.0f; + m_shadowColor.Init( 64, 64, 64, 0 ); + m_bDisableShadows = false; +} + + +//------------------------------------------------------------------------------ +// Purpose : Send even though we don't have a model +//------------------------------------------------------------------------------ +int CShadowControl::UpdateTransmitState() +{ + // ALWAYS transmit to all clients. + return SetTransmitState( FL_EDICT_ALWAYS ); +} + + +bool CShadowControl::KeyValue( const char *szKeyName, const char *szValue ) +{ + if ( FStrEq( szKeyName, "color" ) ) + { + color32 tmp; + UTIL_StringToColor32( &tmp, szValue ); + m_shadowColor = tmp; + return true; + } + + if ( FStrEq( szKeyName, "angles" ) ) + { + QAngle angles; + UTIL_StringToVector( angles.Base(), szValue ); + if (angles == vec3_angle) + { + angles.Init( 80, 30, 0 ); + } + Vector vForward; + AngleVectors( angles, &vForward ); + m_shadowDirection = vForward; + return true; + } + + // For backward compatibility... + if ( FStrEq( szKeyName, "direction" ) ) + { + // Only use this if angles haven't been set... + if ( fabs(m_shadowDirection->LengthSqr() - 1.0f) > 1e-3 ) + { + Vector vTemp; + UTIL_StringToVector( vTemp.Base(), szValue ); + m_shadowDirection = vTemp; + } + return true; + } + + return BaseClass::KeyValue( szKeyName, szValue ); +} + +//------------------------------------------------------------------------------ +// Purpose : +//------------------------------------------------------------------------------ +void CShadowControl::Spawn( void ) +{ + Precache(); + SetSolid( SOLID_NONE ); +} + +//------------------------------------------------------------------------------ +// Input values +//------------------------------------------------------------------------------ +void CShadowControl::InputSetAngles( inputdata_t &inputdata ) +{ + const char *pAngles = inputdata.value.String(); + + QAngle angles; + UTIL_StringToVector( angles.Base(), pAngles ); + + Vector vTemp; + AngleVectors( angles, &vTemp ); + m_shadowDirection = vTemp; +} -- cgit v1.2.3