//----------------------------------------------------------------------------- // Places Detail Objects in the level //----------------------------------------------------------------------------- void EmitDetailModels() { StartPacifier("Placing detail props : "); // Place stuff on each face dface_t* pFace = dfaces; for (int j = 0; j < numfaces; ++j) { UpdatePacifier( (float)j / (float)numfaces ); // Get at the material associated with this face texinfo_t* pTexInfo = &texinfo[pFace[j].texinfo]; dtexdata_t* pTexData = GetTexData( pTexInfo->texdata ); // Try to get at the material bool found; MaterialSystemMaterial_t handle = FindOriginalMaterial( TexDataStringTable_GetString( pTexData->nameStringTableID ), &found, false ); if (!found) continue; // See if its got any detail objects on it const char* pDetailType = GetMaterialVar( handle, "%detailtype" ); if (!pDetailType) continue; // Get the detail type... DetailObject_t search; search.m_Name = pDetailType; int objectType = s_DetailObjectDict.Find(search); if (objectType < 0) { Warning("Material %s uses unknown detail object type %s!\n", TexDataStringTable_GetString( pTexData->nameStringTableID ), pDetailType); continue; } // Emit objects on a particular face DetailObject_t& detail = s_DetailObjectDict[objectType]; if (pFace[j].dispinfo < 0) { EmitDetailObjectsOnFace( &pFace[j], detail ); } else { // Get a CCoreDispInfo. All we need is the triangles and lightmap texture coordinates. mapdispinfo_t *pMapDisp = &mapdispinfo[pFace[j].dispinfo]; CCoreDispInfo coreDispInfo; DispMapToCoreDispInfo( pMapDisp, &coreDispInfo, &pFace[j] ); EmitDetailObjectsOnDisplacementFace( &pFace[j], detail, coreDispInfo ); } } // Emit specifically specified detail props Vector origin; QAngle angles; Vector2D pos[2]; Vector2D tex[2]; for (int i = 0; i < num_entities; ++i) { char* pEntity = ValueForKey(&entities[i], "classname"); if (!strcmp(pEntity, "detail_prop") || !strcmp(pEntity, "prop_detail")) { GetVectorForKey( &entities[i], "origin", origin ); GetAnglesForKey( &entities[i], "angles", angles ); char* pModelName = ValueForKey( &entities[i], "model" ); int nOrientation = IntForKey( &entities[i], "detailOrientation" ); AddDetailToLump( pModelName, origin, angles, nOrientation ); // strip this ent from the .bsp file entities[i].epairs = 0; continue; } if (!strcmp(pEntity, "prop_detail_sprite")) { GetVectorForKey( &entities[i], "origin", origin ); GetAnglesForKey( &entities[i], "angles", angles ); int nOrientation = IntForKey( &entities[i], "detailOrientation" ); GetVector2DForKey( &entities[i], "position_ul", pos[0] ); GetVector2DForKey( &entities[i], "position_lr", pos[1] ); GetVector2DForKey( &entities[i], "tex_ul", tex[0] ); GetVector2DForKey( &entities[i], "tex_size", tex[1] ); float flTextureSize = FloatForKey( &entities[i], "tex_total_size" ); tex[1].x += tex[0].x - 0.5f; tex[1].y += tex[0].y - 0.5f; tex[0].x += 0.5f; tex[0].y += 0.5f; tex[0] /= flTextureSize; tex[1] /= flTextureSize; AddDetailSpriteToLump( origin, angles, nOrientation, pos, tex, 1.0f ); // strip this ent from the .bsp file entities[i].epairs = 0; continue; } } EndPacifier( true ); }
void EmitStaticProps() { CreateInterfaceFn physicsFactory = GetPhysicsFactory(); if ( physicsFactory ) { s_pPhysCollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL ); if( !s_pPhysCollision ) return; } // Generate a list of lighting origins, and strip them out int i; for ( i = 0; i < num_entities; ++i) { char* pEntity = ValueForKey(&entities[i], "classname"); if (!Q_strcmp(pEntity, "info_lighting")) { s_LightingInfo.AddToTail(i); } } // Emit specifically specified static props for ( i = 0; i < num_entities; ++i) { char* pEntity = ValueForKey(&entities[i], "classname"); if (!strcmp(pEntity, "static_prop") || !strcmp(pEntity, "prop_static")) { StaticPropBuild_t build; GetVectorForKey( &entities[i], "origin", build.m_Origin ); GetAnglesForKey( &entities[i], "angles", build.m_Angles ); build.m_pModelName = ValueForKey( &entities[i], "model" ); build.m_Solid = IntForKey( &entities[i], "solid" ); build.m_Skin = IntForKey( &entities[i], "skin" ); build.m_FadeMaxDist = FloatForKey( &entities[i], "fademaxdist" ); build.m_Flags = 0;//IntForKey( &entities[i], "spawnflags" ) & STATIC_PROP_WC_MASK; if (IntForKey( &entities[i], "disableshadows" ) == 1) { build.m_Flags |= STATIC_PROP_NO_SHADOW; } if (IntForKey( &entities[i], "disablevertexlighting" ) == 1) { build.m_Flags |= STATIC_PROP_NO_PER_VERTEX_LIGHTING; } if (IntForKey( &entities[i], "disableselfshadowing" ) == 1) { build.m_Flags |= STATIC_PROP_NO_SELF_SHADOWING; } if (IntForKey( &entities[i], "screenspacefade" ) == 1) { build.m_Flags |= STATIC_PROP_SCREEN_SPACE_FADE; } const char *pKey = ValueForKey( &entities[i], "fadescale" ); if ( pKey && pKey[0] ) { build.m_flForcedFadeScale = FloatForKey( &entities[i], "fadescale" ); } else { build.m_flForcedFadeScale = 1; } build.m_FadesOut = (build.m_FadeMaxDist > 0); build.m_pLightingOrigin = ValueForKey( &entities[i], "lightingorigin" ); if (build.m_FadesOut) { build.m_FadeMinDist = FloatForKey( &entities[i], "fademindist" ); if (build.m_FadeMinDist < 0) { build.m_FadeMinDist = build.m_FadeMaxDist; } } else { build.m_FadeMinDist = 0; } AddStaticPropToLump( build ); // strip this ent from the .bsp file entities[i].epairs = 0; } } // Strip out lighting origins; has to be done here because they are used when // static props are made for ( i = s_LightingInfo.Count(); --i >= 0; ) { // strip this ent from the .bsp file entities[s_LightingInfo[i]].epairs = 0; } SetLumpData( ); }