//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include "c_world.h" #include "ivmodemanager.h" #include "decals.h" #include "engine/ivmodelinfo.h" #include "ivieweffects.h" #include "shake.h" #include "precache_register.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #ifdef CWorld #undef CWorld #endif C_GameRules *g_pGameRules = NULL; static C_World *g_pClientWorld; void ClientWorldFactoryInit() { g_pClientWorld = new C_World; } void ClientWorldFactoryShutdown() { delete g_pClientWorld; g_pClientWorld = NULL; } static IClientNetworkable* ClientWorldFactory( int entnum, int serialNum ) { Assert( g_pClientWorld != NULL ); g_pClientWorld->Init( entnum, serialNum ); return g_pClientWorld; } IMPLEMENT_CLIENTCLASS_FACTORY( C_World, DT_World, CWorld, ClientWorldFactory ); BEGIN_RECV_TABLE( C_World, DT_World ) RecvPropFloat(RECVINFO(m_flWaveHeight)), RecvPropVector(RECVINFO(m_WorldMins)), RecvPropVector(RECVINFO(m_WorldMaxs)), RecvPropInt(RECVINFO(m_bStartDark)), RecvPropFloat(RECVINFO(m_flMaxOccludeeArea)), RecvPropFloat(RECVINFO(m_flMinOccluderArea)), RecvPropFloat(RECVINFO(m_flMaxPropScreenSpaceWidth)), RecvPropFloat(RECVINFO(m_flMinPropScreenSpaceWidth)), RecvPropString(RECVINFO(m_iszDetailSpriteMaterial)), RecvPropInt(RECVINFO(m_bColdWorld)), RecvPropInt(RECVINFO(m_iTimeOfDay)), END_RECV_TABLE() C_World::C_World( void ) { } C_World::~C_World( void ) { } bool C_World::Init( int entnum, int iSerialNum ) { m_flWaveHeight = 0.0f; return BaseClass::Init( entnum, iSerialNum ); } void C_World::Release() { Term(); } void C_World::PreDataUpdate( DataUpdateType_t updateType ) { BaseClass::PreDataUpdate( updateType ); } void C_World::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); // Always force reset to normal mode upon receipt of world in new map if ( updateType == DATA_UPDATE_CREATED ) { modemanager->SwitchMode( false, true ); if ( m_bStartDark ) { ScreenFade_t sf; memset( &sf, 0, sizeof( sf ) ); sf.a = 255; sf.r = 0; sf.g = 0; sf.b = 0; sf.duration = (float)(1<Fade( sf ); } } OcclusionParams_t params; params.m_flMaxOccludeeArea = m_flMaxOccludeeArea; params.m_flMinOccluderArea = m_flMinOccluderArea; engine->SetOcclusionParameters( params ); modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth ); } } // ----------------------------------------- // Sprite Index info // ----------------------------------------- int g_sModelIndexLaser; // holds the index for the laser beam int g_sModelIndexLaserDot; // holds the index for the laser beam dot int g_sModelIndexFireball; // holds the index for the fireball int g_sModelIndexSmoke; // holds the index for the smoke cloud int g_sModelIndexWExplosion; // holds the index for the underwater explosion int g_sModelIndexBubbles; // holds the index for the bubbles model int g_sModelIndexBloodDrop; // holds the sprite index for the initial blood int g_sModelIndexBloodSpray; // holds the sprite index for splattered blood //----------------------------------------------------------------------------- // Purpose: Precache global weapon resources //----------------------------------------------------------------------------- PRECACHE_REGISTER_BEGIN( GLOBAL, WeaponSprites ) PRECACHE_INDEX( MODEL, "sprites/zerogxplode.vmt", g_sModelIndexFireball ) PRECACHE_INDEX( MODEL, "sprites/WXplo1.vmt", g_sModelIndexWExplosion ) PRECACHE_INDEX( MODEL, "sprites/steam1.vmt", g_sModelIndexSmoke ) PRECACHE_INDEX( MODEL, "sprites/bubble.vmt", g_sModelIndexBubbles ) PRECACHE_INDEX( MODEL, "sprites/bloodspray.vmt", g_sModelIndexBloodSpray ) PRECACHE_INDEX( MODEL, "sprites/blood.vmt", g_sModelIndexBloodDrop ) PRECACHE_INDEX( MODEL, "sprites/laserbeam.vmt", g_sModelIndexLaser ) PRECACHE_INDEX( MODEL, "sprites/laserdot.vmt", g_sModelIndexLaserDot ) PRECACHE_REGISTER_END() void W_Precache(void) { PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() ); } void C_World::Precache( void ) { // Get weapon precaches W_Precache(); } void C_World::Spawn( void ) { Precache(); } C_World *GetClientWorldEntity() { Assert( g_pClientWorld != NULL ); return g_pClientWorld; }