#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL TYPEDESCRIPTION CLight::m_SaveData[] = { DEFINE_FIELD(CLight, m_iStyle, FIELD_INTEGER), DEFINE_FIELD(CLight, m_iszPattern, FIELD_STRING), }; #else TYPEDESCRIPTION IMPL_CLASS(CLight, m_SaveData)[2]; #endif // HOOK_GAMEDLL /* ../cstrike/dlls/lights.cpp:48 */ LINK_ENTITY_TO_CLASS(light, CLight); /* ../cstrike/dlls/lights.cpp:56 */ IMPLEMENT_SAVERESTORE(CLight, CPointEntity); // Cache user-entity-field values until spawn is called. /* ../cstrike/dlls/lights.cpp:62 */ void CLight::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "style")) { m_iStyle = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "pitch")) { pev->angles.x = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "pattern")) { m_iszPattern = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue(pkvd); } /* ../cstrike/dlls/lights.cpp:92 */ void CLight::__MAKE_VHOOK(Spawn)(void) { // inert light if (FStringNull(pev->targetname)) { REMOVE_ENTITY(ENT(pev)); return; } m_iStartedOff = (pev->spawnflags & SF_LIGHT_START_OFF) != 0; if (m_iStyle >= 32) { if (pev->spawnflags & SF_LIGHT_START_OFF) LIGHT_STYLE(m_iStyle, "a"); else if (m_iszPattern) LIGHT_STYLE(m_iStyle, (char *)STRING(m_iszPattern)); else LIGHT_STYLE(m_iStyle, "m"); } } /* ../cstrike/dlls/lights.cpp:117 */ void CLight::__MAKE_VHOOK(Restart)(void) { if (m_iStyle >= 32) { if (m_iStartedOff) { pev->spawnflags |= SF_LIGHT_START_OFF; LIGHT_STYLE(m_iStyle, "a"); } else { pev->spawnflags &= ~SF_LIGHT_START_OFF; if (m_iszPattern) LIGHT_STYLE(m_iStyle, (char *)STRING(m_iszPattern)); else LIGHT_STYLE(m_iStyle, "m"); } } } /* ../cstrike/dlls/lights.cpp:139 */ void CLight::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if (m_iStyle >= 32) { if (!ShouldToggle(useType, !(pev->spawnflags & SF_LIGHT_START_OFF))) return; if (pev->spawnflags & SF_LIGHT_START_OFF) { if (m_iszPattern) LIGHT_STYLE(m_iStyle, (char *)STRING(m_iszPattern)); else LIGHT_STYLE(m_iStyle, "m"); pev->spawnflags &= ~SF_LIGHT_START_OFF; } else { LIGHT_STYLE(m_iStyle, "a"); pev->spawnflags |= SF_LIGHT_START_OFF; } } } /* ../cstrike/dlls/lights.cpp:165 */ LINK_ENTITY_TO_CLASS(light_spot, CLight); /* ../cstrike/dlls/lights.cpp:175 */ LINK_ENTITY_TO_CLASS(light_environment, CEnvLight); /* ../cstrike/dlls/lights.cpp:177 */ void CEnvLight::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "_light")) { int r, g, b, v, j; j = sscanf(pkvd->szValue, "%d %d %d %d\n", &r, &g, &b, &v); if (j == 1) g = b = r; else if (j == 4) { r = r * (v / 255.0); g = g * (v / 255.0); b = b * (v / 255.0); } // simulate qrad direct, ambient,and gamma adjustments, as well as engine scaling r = pow(r / 114.0, 0.6) * 264; g = pow(g / 114.0, 0.6) * 264; b = pow(b / 114.0, 0.6) * 264; pkvd->fHandled = TRUE; char szColor[64]; Q_sprintf(szColor, "%d", r); CVAR_SET_STRING("sv_skycolor_r", szColor); Q_sprintf(szColor, "%d", g); CVAR_SET_STRING("sv_skycolor_g", szColor); Q_sprintf(szColor, "%d", b); CVAR_SET_STRING("sv_skycolor_b", szColor); } else CLight::KeyValue(pkvd); } /* ../cstrike/dlls/lights.cpp:215 */ void CEnvLight::__MAKE_VHOOK(Spawn)(void) { #if defined(HOOK_GAMEDLL) // NOTE: fix negative the values for function sprintf from STD C++: // expected - sv_skyvec_y "0.000000" // with using sprintf from STD C++, got - sv_skyvec_y "-0.000000" // If we not doing it then the test will be failed! #define SPRINTF_OLD_STD_FIX + 0 #else #define SPRINTF_OLD_STD_FIX #endif // HOOK_GAMEDLL char szVector[64]; UTIL_MakeAimVectors(pev->angles); Q_sprintf(szVector, "%f", gpGlobals->v_forward.x SPRINTF_OLD_STD_FIX); CVAR_SET_STRING("sv_skyvec_x", szVector); Q_sprintf(szVector, "%f", gpGlobals->v_forward.y SPRINTF_OLD_STD_FIX); CVAR_SET_STRING("sv_skyvec_y", szVector); Q_sprintf(szVector, "%f", gpGlobals->v_forward.z SPRINTF_OLD_STD_FIX); CVAR_SET_STRING("sv_skyvec_z", szVector); CLight::Spawn(); } #ifdef HOOK_GAMEDLL void CLight::Spawn(void) { Spawn_(); } void CLight::Restart(void) { Restart_(); } int CLight::Save(CSave &save) { return Save_(save); } int CLight::Restore(CRestore &restore) { return Restore_(restore); } void CLight::KeyValue(KeyValueData *pkvd) { KeyValue_(pkvd); } void CLight::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { Use_(pActivator, pCaller, useType, value); } void CEnvLight::Spawn(void) { Spawn_(); } void CEnvLight::KeyValue(KeyValueData *pkvd) { KeyValue_(pkvd); } #endif // HOOK_GAMEDLL