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First version of the SOurce SDK 2013
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63
game/server/point_camera.h
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63
game/server/point_camera.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CAMERA_H
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#define CAMERA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPointCamera : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CPointCamera, CBaseEntity );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CPointCamera();
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~CPointCamera();
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void Spawn( void );
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// Tell the client that this camera needs to be rendered
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void SetActive( bool bActive );
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int UpdateTransmitState(void);
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void ChangeFOVThink( void );
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void InputChangeFOV( inputdata_t &inputdata );
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void InputSetOnAndTurnOthersOff( inputdata_t &inputdata );
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void InputSetOn( inputdata_t &inputdata );
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void InputSetOff( inputdata_t &inputdata );
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private:
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float m_TargetFOV;
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float m_DegreesPerSecond;
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CNetworkVar( float, m_FOV );
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CNetworkVar( float, m_Resolution );
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CNetworkVar( bool, m_bFogEnable );
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CNetworkColor32( m_FogColor );
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CNetworkVar( float, m_flFogStart );
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CNetworkVar( float, m_flFogEnd );
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CNetworkVar( float, m_flFogMaxDensity );
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CNetworkVar( bool, m_bActive );
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CNetworkVar( bool, m_bUseScreenAspectRatio );
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// Allows the mapmaker to control whether a camera is active or not
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bool m_bIsOn;
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public:
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CPointCamera *m_pNext;
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};
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CPointCamera *GetPointCameraList();
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#endif // CAMERA_H
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