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First version of the SOurce SDK 2013
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203
game/server/dynamiclight.cpp
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203
game/server/dynamiclight.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Dynamic light.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "dlight.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define NUM_DL_EXPONENT_BITS 8
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#define MIN_DL_EXPONENT_VALUE -((1 << (NUM_DL_EXPONENT_BITS-1)) - 1)
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#define MAX_DL_EXPONENT_VALUE ((1 << (NUM_DL_EXPONENT_BITS-1)) - 1)
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class CDynamicLight : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CDynamicLight, CBaseEntity );
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void Spawn( void );
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void DynamicLightThink( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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// Turn on and off the light
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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public:
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unsigned char m_ActualFlags;
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CNetworkVar( unsigned char, m_Flags );
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CNetworkVar( unsigned char, m_LightStyle );
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bool m_On;
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CNetworkVar( float, m_Radius );
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CNetworkVar( int, m_Exponent );
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CNetworkVar( float, m_InnerAngle );
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CNetworkVar( float, m_OuterAngle );
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CNetworkVar( float, m_SpotRadius );
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};
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LINK_ENTITY_TO_CLASS(light_dynamic, CDynamicLight);
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BEGIN_DATADESC( CDynamicLight )
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DEFINE_FIELD( m_ActualFlags, FIELD_CHARACTER ),
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DEFINE_FIELD( m_Flags, FIELD_CHARACTER ),
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DEFINE_FIELD( m_On, FIELD_BOOLEAN ),
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DEFINE_THINKFUNC( DynamicLightThink ),
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// Inputs
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DEFINE_INPUT( m_Radius, FIELD_FLOAT, "distance" ),
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DEFINE_INPUT( m_Exponent, FIELD_INTEGER, "brightness" ),
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DEFINE_INPUT( m_InnerAngle, FIELD_FLOAT, "_inner_cone" ),
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DEFINE_INPUT( m_OuterAngle, FIELD_FLOAT, "_cone" ),
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DEFINE_INPUT( m_SpotRadius, FIELD_FLOAT, "spotlight_radius" ),
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DEFINE_INPUT( m_LightStyle, FIELD_CHARACTER,"style" ),
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// Input functions
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CDynamicLight, DT_DynamicLight)
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SendPropInt( SENDINFO(m_Flags), 4, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_LightStyle), 4, SPROP_UNSIGNED ),
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SendPropFloat( SENDINFO(m_Radius), 0, SPROP_NOSCALE),
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SendPropInt( SENDINFO(m_Exponent), NUM_DL_EXPONENT_BITS),
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SendPropFloat( SENDINFO(m_InnerAngle), 8, 0, 0.0, 360.0f ),
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SendPropFloat( SENDINFO(m_OuterAngle), 8, 0, 0.0, 360.0f ),
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SendPropFloat( SENDINFO(m_SpotRadius), 0, SPROP_NOSCALE),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CDynamicLight::KeyValue( const char *szKeyName, const char *szValue )
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{
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if ( FStrEq( szKeyName, "_light" ) )
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{
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color32 tmp;
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UTIL_StringToColor32( &tmp, szValue );
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SetRenderColor( tmp.r, tmp.g, tmp.b );
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}
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else if ( FStrEq( szKeyName, "pitch" ) )
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{
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float angle = atof(szValue);
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if ( angle )
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{
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QAngle angles = GetAbsAngles();
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angles[PITCH] = -angle;
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SetAbsAngles( angles );
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}
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}
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else if ( FStrEq( szKeyName, "spawnflags" ) )
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{
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m_ActualFlags = m_Flags = atoi(szValue);
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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//------------------------------------------------------------------------------
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// Turn on and off the light
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//------------------------------------------------------------------------------
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void CDynamicLight::InputTurnOn( inputdata_t &inputdata )
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{
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m_Flags = m_ActualFlags;
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m_On = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CDynamicLight::InputTurnOff( inputdata_t &inputdata )
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{
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// This basically shuts it off
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m_Flags = DLIGHT_NO_MODEL_ILLUMINATION | DLIGHT_NO_WORLD_ILLUMINATION;
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m_On = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CDynamicLight::InputToggle( inputdata_t &inputdata )
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{
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if (m_On)
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{
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InputTurnOff( inputdata );
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}
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else
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{
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InputTurnOn( inputdata );
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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//------------------------------------------------------------------------------
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void CDynamicLight::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_NONE );
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m_On = true;
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UTIL_SetSize( this, vec3_origin, vec3_origin );
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AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
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// If we have a target, think so we can orient towards it
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if ( m_target != NULL_STRING )
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{
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SetThink( &CDynamicLight::DynamicLightThink );
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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int clampedExponent = clamp( (int) m_Exponent, MIN_DL_EXPONENT_VALUE, MAX_DL_EXPONENT_VALUE );
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if ( m_Exponent != clampedExponent )
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{
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Warning( "light_dynamic at [%d %d %d] has invalid exponent value (%d must be between %d and %d).\n",
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(int)GetAbsOrigin().x, (int)GetAbsOrigin().x, (int)GetAbsOrigin().x,
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m_Exponent.Get(),
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MIN_DL_EXPONENT_VALUE,
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MAX_DL_EXPONENT_VALUE );
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m_Exponent = clampedExponent;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDynamicLight::DynamicLightThink( void )
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{
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if ( m_target == NULL_STRING )
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return;
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CBaseEntity *pEntity = GetNextTarget();
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if ( pEntity )
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{
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Vector vecToTarget = (pEntity->GetAbsOrigin() - GetAbsOrigin());
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QAngle vecAngles;
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VectorAngles( vecToTarget, vecAngles );
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SetAbsAngles( vecAngles );
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}
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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