nuclide/src/gs-entbase/server/env_fade.qc

126 lines
3.3 KiB
Plaintext

/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enumflags
{
EVF_FADEDROM,
EVF_MODULATE,
EVF_ONLYUSER
};
/*!QUAKED env_fade (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
# OVERVIEW
Overlay that blinds/obscures players vision when triggered.
# KEYS
- "targetname" : Name
- "target" : Target when triggered.
- "killtarget" : Target to kill when triggered.
- "rendercolor" : RGB8 Color of the fade effect.
- "renderamt" : A8 alpha value we'll hit at max.
- "duration" : Duration of the effect in seconds.
- "holdtime" : How long we'll hold on the max color/alpha.
# SPAWNFLAGS
- EVF_FADEDROM (1) : Inverts the fading animation.
- EVF_MODULATE (2) : Modulate tints the image after "rendercolor" instead of obscuring it.
- EVF_ONLYUSER (4) : Don't blind everyone, just the activator.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
env_fade:NSRenderableEntity
{
float m_flFadeDuration;
float m_flFadeHold;
public:
void env_fade(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
virtual void Trigger(entity, triggermode_t);
virtual void SpawnKey(string,string);
};
void
env_fade::env_fade(void)
{
m_flFadeDuration = 0.0f;
m_flFadeHold = 0.0f;
}
void
env_fade::Save(float handle)
{
super::Save(handle);
SaveFloat(handle, "m_flFadeDuration", m_flFadeDuration);
SaveFloat(handle, "m_flFadeHold", m_flFadeHold);
}
void
env_fade::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_flFadeDuration":
m_flFadeDuration = ReadFloat(strValue);
break;
case "m_flFadeHold":
m_flFadeHold = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
env_fade::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "m_flFadeDuration":
m_flFadeDuration = stof(strValue);
break;
case "m_flFadeHold":
m_flFadeHold = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
env_fade::Trigger(entity eAct, triggermode_t iState)
{
/* Half-Life ignores states entirely for env_fade's being triggered */
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_FADE);
WriteFloat(MSG_MULTICAST, m_vecRenderColor[0]);
WriteFloat(MSG_MULTICAST, m_vecRenderColor[1]);
WriteFloat(MSG_MULTICAST, m_vecRenderColor[2]);
WriteFloat(MSG_MULTICAST, m_flRenderAmt);
WriteFloat(MSG_MULTICAST, m_flFadeDuration);
WriteFloat(MSG_MULTICAST, m_flFadeHold);
WriteByte(MSG_MULTICAST, spawnflags);
msg_entity = eAct;
if (HasSpawnFlags(EVF_ONLYUSER))
multicast([0,0,0], MULTICAST_ONE_R);
else
multicast([0,0,0], MULTICAST_ALL);
}