ReGameDLL_CS/regamedll/dlls/lights.cpp
s1lentq 9b955f2672 Regamedll API WIP: Added new interfaces-objects
Removed some useless code in CBasePlayerWeapon::GetNextAttackDelay
Removed the allocation of the entity CSoundEnt, because it is useless for CS 1.6 also removed UpdatePlayerSound
2016-03-17 23:58:24 +06:00

174 lines
3.9 KiB
C++

#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),
};
#endif
LINK_ENTITY_TO_CLASS(light, CLight, CCSLight);
IMPLEMENT_SAVERESTORE(CLight, CPointEntity);
// Cache user-entity-field values until spawn is called.
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);
}
void CLight::__MAKE_VHOOK(Spawn)()
{
// 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");
}
}
void CLight::__MAKE_VHOOK(Restart)()
{
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");
}
}
}
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;
}
}
}
LINK_ENTITY_TO_CLASS(light_spot, CLight, CCSLight);
LINK_ENTITY_TO_CLASS(light_environment, CEnvLight, CCSEnvLight);
void CEnvLight::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "_light"))
{
int r, g, b, v, j;
j = Q_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 = Q_pow(r / 114.0, 0.6) * 264;
g = Q_pow(g / 114.0, 0.6) * 264;
b = Q_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);
}
void CEnvLight::__MAKE_VHOOK(Spawn)()
{
#ifdef 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
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();
}