ReGameDLL_CS/regamedll/dlls/lights.cpp
s1lentq 2f82bb17ae Reversed some function from player.cpp
Better implemented static members by all objects of the class
MSVC: Added loading of custom configurations for the test demo with the launch --regamedll-cfg-init filename.cfg (NOTE: The config should be in the "tests" folder)
Gradle script: Added stuff for each the test demo and their auto-unpacking the root folder HLDS
2015-07-05 17:19:59 +06:00

235 lines
4.9 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),
};
#else
TYPEDESCRIPTION (*CLight::pm_SaveData)[2];
#endif // HOOK_GAMEDLL
/* <e7ded> ../cstrike/dlls/lights.cpp:48 */
LINK_ENTITY_TO_CLASS(light, CLight);
/* <e7b2c> ../cstrike/dlls/lights.cpp:56 */
IMPLEMENT_SAVERESTORE(CLight, CPointEntity);
// Cache user-entity-field values until spawn is called.
/* <e7bef> ../cstrike/dlls/lights.cpp:62 */
void CLight::KeyValue_(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "style"))
{
m_iStyle = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "pitch"))
{
pev->angles.x = 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 );
}
/* <e7b78> ../cstrike/dlls/lights.cpp:92 */
void CLight::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");
}
}
/* <e7a30> ../cstrike/dlls/lights.cpp:117 */
void CLight::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");
}
}
}
/* <e7a6b> ../cstrike/dlls/lights.cpp:139 */
void CLight::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;
}
}
}
/* <e7eb7> ../cstrike/dlls/lights.cpp:165 */
LINK_ENTITY_TO_CLASS(light_spot, CLight);
/* <e7f81> ../cstrike/dlls/lights.cpp:175 */
LINK_ENTITY_TO_CLASS(light_environment, CEnvLight);
/* <e7d08> ../cstrike/dlls/lights.cpp:177 */
void CEnvLight::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);
}
/* <e7bb3> ../cstrike/dlls/lights.cpp:215 */
void CEnvLight::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