115 lines
2.6 KiB
Plaintext
115 lines
2.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_lod (0 .5 .8) ?
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Level of Detail brush entity, disappears at a set distance.
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Useful for when VIS is impossible or not enough.
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-------- KEYS --------
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"targetname" : Name
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"DisappearDist" : Distance in units for of when the func_lod will pop out of view.
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"Solid" : Defines solidity. Is "0" when solid, "1" when not-solid.
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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#ifdef DEVELOPER
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var int autocvar_dev_loddistance = 0;
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#endif
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class func_lod:NSRenderableEntity
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{
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public:
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void func_lod(void);
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virtual void Spawned(void);
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virtual float predraw(void);
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virtual void SpawnKey(string,string);
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private:
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int m_iDisappearDist;
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};
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float
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func_lod::predraw(void)
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{
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vector vecPlayer;
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int s = (float)getproperty(VF_ACTIVESEAT);
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pSeat = &g_seats[s];
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vecPlayer = pSeat->m_vecPredictedOrigin;
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if (checkpvs(vecPlayer, this) == FALSE) {
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return (PREDRAW_NEXT);
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}
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#ifdef DEVELOPER
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if (autocvar_dev_loddistance != 0) {
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if (vlen(vecPlayer - WorldSpaceCenter()) > autocvar_dev_loddistance) {
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return (PREDRAW_NEXT);
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}
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} else {
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if (vlen(vecPlayer - WorldSpaceCenter()) > m_iDisappearDist) {
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return (PREDRAW_NEXT);
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}
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}
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#else
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if (vlen(vecPlayer - WorldSpaceCenter()) > m_iDisappearDist) {
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return (PREDRAW_NEXT);
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}
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#endif
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addentity(self);
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return (PREDRAW_NEXT);
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}
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void
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func_lod::SpawnKey(string strField, string strKey)
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{
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switch (strField) {
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case "DisappearDist":
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m_iDisappearDist = stoi(strKey);
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break;
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case "Solid":
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case "solid":
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solid = stoi(strKey) == 1 ? SOLID_NOT : SOLID_BSP;
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break;
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default:
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super::SpawnKey(strField, strKey);
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}
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}
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void
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func_lod::Spawned(void)
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{
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super::Spawned();
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precache_model(model);
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setmodel(this, model);
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setorigin(this, origin);
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movetype = MOVETYPE_NONE;
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drawmask = MASK_ENGINE;
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}
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void
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func_lod::func_lod(void)
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{
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m_iDisappearDist = 2000;
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solid = SOLID_BSP;
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isCSQC = true;
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}
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