void LevelInfo::inspectPostApply() { _updateSceneGraph(); setMaskBits( 0xFFFFFFFF ); Parent::inspectPostApply(); }
bool LevelInfo::onAdd() { if ( !Parent::onAdd() ) return false; // If no sound ambience has been set, default to // 'AudioAmbienceDefault'. if( !mSoundAmbience ) Sim::findObject( "AudioAmbienceDefault", mSoundAmbience ); // Set up sound on client. if( isClientObject() ) { SFX->setDistanceModel( mSoundDistanceModel ); // Set up the global ambient soundscape. mSoundscape = SFX->getSoundscapeManager()->getGlobalSoundscape(); if( mSoundAmbience ) mSoundscape->setAmbience( mSoundAmbience ); } _updateSceneGraph(); return true; }
void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream) { Parent::unpackUpdate(conn, stream); stream->read( &mNearClip ); stream->read( &mVisibleDistance ); stream->read( &mDecalBias ); stream->read( &mFogData.density ); stream->read( &mFogData.densityOffset ); stream->read( &mFogData.atmosphereHeight ); stream->read( &mFogData.color ); stream->read( &mCanvasClearColor ); stream->read( &mWorldSize ); mAdvancedLightmapSupport = stream->readFlag(); stream->read( &mAmbientLightBlendPhase ); mathRead( *stream, &mAmbientLightBlendCurve ); String errorStr; if( !sfxReadAndResolve( stream, &mSoundAmbience, errorStr ) ) Con::errorf( "%s", errorStr.c_str() ); mSoundDistanceModel = ( SFXDistanceModel ) stream->readInt( 1 ); if( isProperlyAdded() ) { _updateSceneGraph(); if( mSoundscape ) { if( mSoundAmbience ) mSoundscape->setAmbience( mSoundAmbience ); else mSoundscape->setAmbience( &sDefaultAmbience ); } SFX->setDistanceModel( mSoundDistanceModel ); } stream->read(&mAccuTextureName); setLevelAccuTexture(mAccuTextureName); }