sqwarmed/sdk_src/game/server/env_ambient_light.cpp

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2024-08-29 19:18:30 -04:00
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Ambient light controller entity.
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "spatialentity.h"
#include "env_ambient_light.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define AMBIENT_LIGHT_ENT_THINK_RATE TICK_INTERVAL
LINK_ENTITY_TO_CLASS(env_ambient_light, CEnvAmbientLight);
BEGIN_DATADESC( CEnvAmbientLight )
DEFINE_KEYFIELD( m_Color, FIELD_COLOR32, "Color" ),
DEFINE_FIELD( m_vecColor, FIELD_VECTOR ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetColor", InputSetColor ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CEnvAmbientLight, DT_EnvAmbientLight)
SendPropVector( SENDINFO(m_vecColor), 0, SPROP_NOSCALE),
END_SEND_TABLE()
void CEnvAmbientLight::Spawn( void )
{
BaseClass::Spawn();
m_vecColor.SetX( static_cast<float>( m_Color.r ) / 255.0f );
m_vecColor.SetY( static_cast<float>( m_Color.g ) / 255.0f );
m_vecColor.SetZ( static_cast<float>( m_Color.b ) / 255.0f );
}
void CEnvAmbientLight::InputSetColor(inputdata_t &inputdata)
{
m_Color = inputdata.value.Color32();
m_vecColor.SetX( static_cast<float>( m_Color.r ) / 255.0f );
m_vecColor.SetY( static_cast<float>( m_Color.g ) / 255.0f );
m_vecColor.SetZ( static_cast<float>( m_Color.b ) / 255.0f );
}
void CEnvAmbientLight::SetColor( const Vector &vecColor )
{
m_vecColor = vecColor;
}