mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-09 05:35:30 +03:00
c448f194ae
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
463 lines
15 KiB
C++
463 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "igamesystem.h"
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#include "entitylist.h"
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#include "SkyCamera.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// automatically hooks in the system's callbacks
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CEntityClassList<CSkyCamera> g_SkyList;
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template <> CSkyCamera *CEntityClassList<CSkyCamera>::m_pClassList = NULL;
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#ifdef MAPBASE
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CHandle<CSkyCamera> g_hActiveSkybox = NULL;
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#endif
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//-----------------------------------------------------------------------------
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// Retrives the current skycamera
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//-----------------------------------------------------------------------------
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CSkyCamera* GetCurrentSkyCamera()
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{
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#ifdef MAPBASE
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if ( g_hActiveSkybox.Get() == NULL )
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{
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g_hActiveSkybox = GetSkyCameraList();
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}
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return g_hActiveSkybox.Get();
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#else
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return g_SkyList.m_pClassList;
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#endif
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}
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CSkyCamera* GetSkyCameraList()
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{
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return g_SkyList.m_pClassList;
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}
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//=============================================================================
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LINK_ENTITY_TO_CLASS( sky_camera, CSkyCamera );
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BEGIN_DATADESC( CSkyCamera )
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DEFINE_KEYFIELD( m_skyboxData.scale, FIELD_INTEGER, "scale" ),
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DEFINE_FIELD( m_skyboxData.origin, FIELD_VECTOR ),
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DEFINE_FIELD( m_skyboxData.area, FIELD_INTEGER ),
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#ifdef MAPBASE
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DEFINE_FIELD( m_skyboxData.angles, FIELD_VECTOR ),
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DEFINE_FIELD( m_skyboxData.skycamera, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_skyboxData.skycolor, FIELD_COLOR32, "skycolor" ),
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DEFINE_KEYFIELD( m_bUseAnglesForSky, FIELD_BOOLEAN, "use_angles_for_sky" ),
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#endif
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// Quiet down classcheck
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// DEFINE_FIELD( m_skyboxData, sky3dparams_t ),
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// This is re-set up in the constructor
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// DEFINE_FIELD( m_pNext, CSkyCamera ),
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// fog data for 3d skybox
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DEFINE_KEYFIELD( m_bUseAngles, FIELD_BOOLEAN, "use_angles" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.enable, FIELD_BOOLEAN, "fogenable" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.blend, FIELD_BOOLEAN, "fogblend" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.dirPrimary, FIELD_VECTOR, "fogdir" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.colorPrimary, FIELD_COLOR32, "fogcolor" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.colorSecondary, FIELD_COLOR32, "fogcolor2" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.start, FIELD_FLOAT, "fogstart" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.end, FIELD_FLOAT, "fogend" ),
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DEFINE_KEYFIELD( m_skyboxData.fog.maxdensity, FIELD_FLOAT, "fogmaxdensity" ),
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#ifdef MAPBASE
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DEFINE_KEYFIELD( m_skyboxData.fog.farz, FIELD_FLOAT, "farz" ),
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#endif
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_VOID, "ForceUpdate", InputForceUpdate ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartUpdating", InputStartUpdating ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StopUpdating", InputStopUpdating ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ActivateSkybox", InputActivateSkybox ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DeactivateSkybox", InputDeactivateSkybox ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFogStartDist", InputSetFogStartDist ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFogEndDist", InputSetFogEndDist ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFogMaxDensity", InputSetFogMaxDensity ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOnFog", InputTurnOnFog ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOffFog", InputTurnOffFog ),
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DEFINE_INPUTFUNC( FIELD_COLOR32, "SetFogColor", InputSetFogColor ),
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DEFINE_INPUTFUNC( FIELD_COLOR32, "SetFogColorSecondary", InputSetFogColorSecondary ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "CopyFogController", InputCopyFogController ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "CopyFogControllerWithScale", InputCopyFogControllerWithScale ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFarZ", InputSetFarZ ),
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DEFINE_INPUTFUNC( FIELD_COLOR32, "SetSkyColor", InputSetSkyColor ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetScale", InputSetScale ),
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DEFINE_THINKFUNC( UpdateThink ),
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#endif
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// List of maps in HL2 that we must apply our skybox fog fixup hack to
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//-----------------------------------------------------------------------------
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static const char *s_pBogusFogMaps[] =
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{
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"d1_canals_01",
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"d1_canals_01a",
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"d1_canals_02",
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"d1_canals_03",
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"d1_canals_09",
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"d1_canals_10",
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"d1_canals_11",
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"d1_canals_12",
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"d1_canals_13",
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"d1_eli_01",
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"d1_trainstation_01",
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"d1_trainstation_03",
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"d1_trainstation_04",
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"d1_trainstation_05",
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"d1_trainstation_06",
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"d3_c17_04",
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"d3_c17_11",
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"d3_c17_12",
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"d3_citadel_01",
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NULL
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};
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CSkyCamera::CSkyCamera()
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{
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g_SkyList.Insert( this );
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m_skyboxData.fog.maxdensity = 1.0f;
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#ifdef MAPBASE
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m_skyboxData.skycolor.Init(0, 0, 0, 0);
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#endif
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}
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CSkyCamera::~CSkyCamera()
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{
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g_SkyList.Remove( this );
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}
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void CSkyCamera::Spawn( void )
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{
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#ifdef MAPBASE
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if (HasSpawnFlags(SF_SKY_MASTER))
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g_hActiveSkybox = this;
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if (HasSpawnFlags(SF_SKY_START_UPDATING))
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{
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SetCameraEntityMode();
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SetThink( &CSkyCamera::UpdateThink );
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
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}
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else
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{
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SetCameraPositionMode();
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}
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#else
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m_skyboxData.origin = GetLocalOrigin();
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#endif
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m_skyboxData.area = engine->GetArea( m_skyboxData.origin );
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Precache();
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}
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//-----------------------------------------------------------------------------
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// Activate!
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//-----------------------------------------------------------------------------
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void CSkyCamera::Activate( )
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{
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BaseClass::Activate();
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if ( m_bUseAngles )
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{
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AngleVectors( GetAbsAngles(), &m_skyboxData.fog.dirPrimary.GetForModify() );
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m_skyboxData.fog.dirPrimary.GetForModify() *= -1.0f;
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}
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#ifdef HL2_DLL
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// NOTE! This is a hack. There was a bug in the skybox fog computation
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// on the client DLL that caused it to use the average of the primary and
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// secondary fog color when blending was enabled. The bug is fixed, but to make
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// the maps look the same as before the bug fix without having to download new maps,
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// I have to cheat here and slam the primary and secondary colors to be the average of
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// the primary and secondary colors.
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if ( m_skyboxData.fog.blend )
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{
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for ( int i = 0; s_pBogusFogMaps[i]; ++i )
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{
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if ( !Q_stricmp( s_pBogusFogMaps[i], STRING(gpGlobals->mapname) ) )
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{
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m_skyboxData.fog.colorPrimary.SetR( ( m_skyboxData.fog.colorPrimary.GetR() + m_skyboxData.fog.colorSecondary.GetR() ) * 0.5f );
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m_skyboxData.fog.colorPrimary.SetG( ( m_skyboxData.fog.colorPrimary.GetG() + m_skyboxData.fog.colorSecondary.GetG() ) * 0.5f );
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m_skyboxData.fog.colorPrimary.SetB( ( m_skyboxData.fog.colorPrimary.GetB() + m_skyboxData.fog.colorSecondary.GetB() ) * 0.5f );
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m_skyboxData.fog.colorPrimary.SetA( ( m_skyboxData.fog.colorPrimary.GetA() + m_skyboxData.fog.colorSecondary.GetA() ) * 0.5f );
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m_skyboxData.fog.colorSecondary = m_skyboxData.fog.colorPrimary;
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}
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}
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}
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#endif
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CSkyCamera::AcceptInput( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, int outputID )
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{
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if (!BaseClass::AcceptInput( szInputName, pActivator, pCaller, Value, outputID ))
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return false;
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if (g_hActiveSkybox == this)
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{
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// Most inputs require an update
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DoUpdate( true );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSkyCamera::SetCameraEntityMode()
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{
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m_skyboxData.skycamera = this;
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// Ensure the viewrender knows whether this should be using angles
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if (m_bUseAnglesForSky)
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m_skyboxData.angles.SetX( 1 );
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else
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m_skyboxData.angles.SetX( 0 );
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}
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void CSkyCamera::SetCameraPositionMode()
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{
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// Must be absolute now that the sky_camera can be parented
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m_skyboxData.skycamera = NULL;
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m_skyboxData.origin = GetAbsOrigin();
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if (m_bUseAnglesForSky)
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m_skyboxData.angles = GetAbsAngles();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update sky position mid-game
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//-----------------------------------------------------------------------------
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bool CSkyCamera::DoUpdate( bool bUpdateData )
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{
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// Now that sky camera updating uses an entity handle directly transmitted to the client,
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// this thinking is only used to update area and other parameters
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// Getting into another area is unlikely, but if it's not expensive, I guess it's okay.
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int area = engine->GetArea( GetAbsOrigin() );
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if (m_skyboxData.area != area)
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{
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m_skyboxData.area = area;
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bUpdateData = true;
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}
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if ( m_bUseAngles )
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{
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Vector fogForward;
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AngleVectors( GetAbsAngles(), &fogForward );
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fogForward *= -1.0f;
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if ( m_skyboxData.fog.dirPrimary.Get() != fogForward )
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{
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m_skyboxData.fog.dirPrimary = fogForward;
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bUpdateData = true;
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}
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}
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if (bUpdateData)
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{
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// Updates client data, this completely ignores m_pOldSkyCamera
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CBasePlayer *pPlayer = NULL;
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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{
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pPlayer = UTIL_PlayerByIndex(i);
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if (pPlayer)
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pPlayer->m_Local.m_skybox3d.CopyFrom(m_skyboxData);
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}
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}
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// Needed for entity interpolation
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SetSimulationTime( gpGlobals->curtime );
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return bUpdateData;
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}
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void CSkyCamera::UpdateThink()
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{
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if (DoUpdate())
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{
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
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}
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else
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{
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SetNextThink( gpGlobals->curtime + 0.2f );
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}
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}
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void CSkyCamera::InputForceUpdate( inputdata_t &inputdata )
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{
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if (m_skyboxData.skycamera == NULL)
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{
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m_skyboxData.origin = GetAbsOrigin();
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if (m_bUseAnglesForSky)
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m_skyboxData.angles = GetAbsAngles();
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}
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DoUpdate( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSkyCamera::InputStartUpdating( inputdata_t &inputdata )
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{
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if (GetCurrentSkyCamera() == this)
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{
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SetCameraEntityMode();
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DoUpdate( true );
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SetThink( &CSkyCamera::UpdateThink );
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
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}
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// If we become the current sky camera later, remember that we want to update
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AddSpawnFlags( SF_SKY_START_UPDATING );
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// Must update transmit state so we show up on the client
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DispatchUpdateTransmitState();
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}
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void CSkyCamera::InputStopUpdating( inputdata_t &inputdata )
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{
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SetThink( NULL );
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SetNextThink( TICK_NEVER_THINK );
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RemoveSpawnFlags( SF_SKY_START_UPDATING );
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DispatchUpdateTransmitState();
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SetCameraPositionMode();
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DoUpdate( true );
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}
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//-----------------------------------------------------------------------------
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// Activate!
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//-----------------------------------------------------------------------------
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void CSkyCamera::InputActivateSkybox( inputdata_t &inputdata )
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{
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CSkyCamera *pActiveSky = GetCurrentSkyCamera();
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if (pActiveSky && pActiveSky->GetNextThink() != TICK_NEVER_THINK && pActiveSky != this)
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{
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// Deactivate that skybox
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pActiveSky->SetThink( NULL );
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pActiveSky->SetNextThink( TICK_NEVER_THINK );
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}
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g_hActiveSkybox = this;
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if (HasSpawnFlags( SF_SKY_START_UPDATING ))
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InputStartUpdating( inputdata );
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}
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//-----------------------------------------------------------------------------
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// Deactivate!
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//-----------------------------------------------------------------------------
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void CSkyCamera::InputDeactivateSkybox( inputdata_t &inputdata )
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{
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if (GetCurrentSkyCamera() == this)
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{
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g_hActiveSkybox = NULL;
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// ClientData doesn't catch this immediately
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CBasePlayer *pPlayer = NULL;
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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{
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pPlayer = UTIL_PlayerByIndex( i );
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if (pPlayer)
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pPlayer->m_Local.m_skybox3d.area = 255;
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}
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}
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SetThink( NULL );
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SetNextThink( TICK_NEVER_THINK );
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}
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//------------------------------------------------------------------------------
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// Purpose: Input handlers for setting fog stuff.
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//------------------------------------------------------------------------------
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void CSkyCamera::InputSetFogStartDist( inputdata_t &inputdata ) { m_skyboxData.fog.start = inputdata.value.Float(); }
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void CSkyCamera::InputSetFogEndDist( inputdata_t &inputdata ) { m_skyboxData.fog.end = inputdata.value.Float(); }
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void CSkyCamera::InputSetFogMaxDensity( inputdata_t &inputdata ) { m_skyboxData.fog.maxdensity = inputdata.value.Float(); }
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void CSkyCamera::InputTurnOnFog( inputdata_t &inputdata ) { m_skyboxData.fog.enable = true; }
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void CSkyCamera::InputTurnOffFog( inputdata_t &inputdata ) { m_skyboxData.fog.enable = false; }
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void CSkyCamera::InputSetFogColor( inputdata_t &inputdata ) { m_skyboxData.fog.colorPrimary = inputdata.value.Color32(); }
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void CSkyCamera::InputSetFogColorSecondary( inputdata_t &inputdata ) { m_skyboxData.fog.colorSecondary = inputdata.value.Color32(); }
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void CSkyCamera::InputSetFarZ( inputdata_t &inputdata ) { m_skyboxData.fog.farz = inputdata.value.Int(); }
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void CSkyCamera::InputCopyFogController( inputdata_t &inputdata )
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{
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CFogController *pFogController = dynamic_cast<CFogController*>(inputdata.value.Entity().Get());
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if (!pFogController)
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return;
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m_skyboxData.fog.dirPrimary = pFogController->m_fog.dirPrimary;
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m_skyboxData.fog.colorPrimary = pFogController->m_fog.colorPrimary;
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m_skyboxData.fog.colorSecondary = pFogController->m_fog.colorSecondary;
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//m_skyboxData.fog.colorPrimaryLerpTo = pFogController->m_fog.colorPrimaryLerpTo;
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//m_skyboxData.fog.colorSecondaryLerpTo = pFogController->m_fog.colorSecondaryLerpTo;
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m_skyboxData.fog.start = pFogController->m_fog.start;
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m_skyboxData.fog.end = pFogController->m_fog.end;
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m_skyboxData.fog.farz = pFogController->m_fog.farz;
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m_skyboxData.fog.maxdensity = pFogController->m_fog.maxdensity;
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//m_skyboxData.fog.startLerpTo = pFogController->m_fog.startLerpTo;
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//m_skyboxData.fog.endLerpTo = pFogController->m_fog.endLerpTo;
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//m_skyboxData.fog.lerptime = pFogController->m_fog.lerptime;
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//m_skyboxData.fog.duration = pFogController->m_fog.duration;
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//m_skyboxData.fog.enable = pFogController->m_fog.enable;
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m_skyboxData.fog.blend = pFogController->m_fog.blend;
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}
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void CSkyCamera::InputCopyFogControllerWithScale( inputdata_t &inputdata )
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{
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CFogController *pFogController = dynamic_cast<CFogController*>(inputdata.value.Entity().Get());
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if (!pFogController)
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return;
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m_skyboxData.fog.dirPrimary = pFogController->m_fog.dirPrimary;
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m_skyboxData.fog.colorPrimary = pFogController->m_fog.colorPrimary;
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m_skyboxData.fog.colorSecondary = pFogController->m_fog.colorSecondary;
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//m_skyboxData.fog.colorPrimaryLerpTo = pFogController->m_fog.colorPrimaryLerpTo;
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//m_skyboxData.fog.colorSecondaryLerpTo = pFogController->m_fog.colorSecondaryLerpTo;
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m_skyboxData.fog.start = pFogController->m_fog.start * m_skyboxData.scale;
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m_skyboxData.fog.end = pFogController->m_fog.end * m_skyboxData.scale;
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m_skyboxData.fog.farz = pFogController->m_fog.farz != -1 ? (pFogController->m_fog.farz * m_skyboxData.scale) : pFogController->m_fog.farz;
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m_skyboxData.fog.maxdensity = pFogController->m_fog.maxdensity;
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//m_skyboxData.fog.startLerpTo = pFogController->m_fog.startLerpTo;
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//m_skyboxData.fog.endLerpTo = pFogController->m_fog.endLerpTo;
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//m_skyboxData.fog.lerptime = pFogController->m_fog.lerptime;
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//m_skyboxData.fog.duration = pFogController->m_fog.duration;
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//m_skyboxData.fog.enable = pFogController->m_fog.enable;
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m_skyboxData.fog.blend = pFogController->m_fog.blend;
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}
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#endif
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