sqwarmed/sdk_src/game/server/point_camera.h

70 lines
1.9 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CAMERA_H
#define CAMERA_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointCamera : public CBaseEntity
{
public:
DECLARE_CLASS( CPointCamera, CBaseEntity );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CPointCamera();
~CPointCamera();
void Spawn( void );
// Tell the client that this camera needs to be rendered
void SetActive( bool bActive );
bool IsActive( void ) { return m_bActive; }
int UpdateTransmitState(void);
void ChangeFOVThink( void );
float GetFOV() { return m_FOV; }
void InputChangeFOV( inputdata_t &inputdata );
void InputSetOnAndTurnOthersOff( inputdata_t &inputdata );
void InputSetOn( inputdata_t &inputdata );
void InputSetOff( inputdata_t &inputdata );
void InputForceActive( inputdata_t &inputdata );
void InputForceInactive( inputdata_t &inputdata );
private:
float m_TargetFOV;
float m_DegreesPerSecond;
CNetworkVar( float, m_FOV );
CNetworkVar( float, m_Resolution );
CNetworkVar( bool, m_bFogEnable );
CNetworkColor32( m_FogColor );
CNetworkVar( float, m_flFogStart );
CNetworkVar( float, m_flFogEnd );
CNetworkVar( float, m_flFogMaxDensity );
CNetworkVar( bool, m_bActive );
CNetworkVar( bool, m_bUseScreenAspectRatio );
CNetworkVar( bool, m_bNoSky );
CNetworkVar( float, m_fBrightness );
// Allows the mapmaker to control whether a camera is active or not
bool m_bIsOn;
public:
CPointCamera *m_pNext;
};
CPointCamera *GetPointCameraList();
#endif // CAMERA_H