nuclide/src/gs-entbase/client/func_lod.qc

115 lines
2.6 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.
*/
/*QUAKED func_lod (0 .5 .8) ?
Level of Detail brush entity, disappears at a set distance.
Useful for when VIS is impossible or not enough.
-------- KEYS --------
"targetname" : Name
"DisappearDist" : Distance in units for of when the func_lod will pop out of view.
"Solid" : Defines solidity. Is "0" when solid, "1" when not-solid.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/
#ifdef DEVELOPER
var int autocvar_dev_loddistance = 0;
#endif
class func_lod:NSRenderableEntity
{
public:
void func_lod(void);
virtual void Spawned(void);
virtual float predraw(void);
virtual void SpawnKey(string,string);
private:
int m_iDisappearDist;
};
float
func_lod::predraw(void)
{
vector vecPlayer;
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
vecPlayer = pSeat->m_vecPredictedOrigin;
if (checkpvs(vecPlayer, this) == FALSE) {
return (PREDRAW_NEXT);
}
#ifdef DEVELOPER
if (autocvar_dev_loddistance != 0) {
if (vlen(vecPlayer - WorldSpaceCenter()) > autocvar_dev_loddistance) {
return (PREDRAW_NEXT);
}
} else {
if (vlen(vecPlayer - WorldSpaceCenter()) > m_iDisappearDist) {
return (PREDRAW_NEXT);
}
}
#else
if (vlen(vecPlayer - WorldSpaceCenter()) > m_iDisappearDist) {
return (PREDRAW_NEXT);
}
#endif
addentity(self);
return (PREDRAW_NEXT);
}
void
func_lod::SpawnKey(string strField, string strKey)
{
switch (strField) {
case "DisappearDist":
m_iDisappearDist = stoi(strKey);
break;
case "Solid":
case "solid":
solid = stoi(strKey) == 1 ? SOLID_NOT : SOLID_BSP;
break;
default:
super::SpawnKey(strField, strKey);
}
}
void
func_lod::Spawned(void)
{
super::Spawned();
precache_model(model);
setmodel(this, model);
setorigin(this, origin);
movetype = MOVETYPE_NONE;
drawmask = MASK_ENGINE;
}
void
func_lod::func_lod(void)
{
m_iDisappearDist = 2000;
solid = SOLID_BSP;
isCSQC = true;
}