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Fix configurable texture value in Hammer
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commit
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3 changed files with 55 additions and 3 deletions
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@ -73,7 +73,7 @@ BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ),
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DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ),
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DEFINE_KEYFIELD( m_flAmbient, FIELD_FLOAT, "ambient" ),
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DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, "texturename" ),
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DEFINE_AUTO_ARRAY( m_SpotlightTextureName, FIELD_CHARACTER ),
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DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ),
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DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ),
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DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ),
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@ -161,6 +161,10 @@ bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue
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UTIL_ColorStringToLinearFloatColor( tmp, szValue );
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m_LinearFloatLightColor = tmp;
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}
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else if ( FStrEq(szKeyName, "texturename" ) )
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{
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Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue );
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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@ -26,4 +26,48 @@
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// Outputs
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output OnIgnite(void) : "Fired when this object catches fire."
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]
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]
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// lightprop("models/editor/spot.mdl") <---- use this once the orientation is unfucked
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@PointClass base(Targetname, Parentname, Angles) size(-2 -2 -2, 2 2 2) frustum(lightfov,nearz,farz,lightcolor,-1) = env_projectedtexture :
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"Projected texture entity."
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[
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spawnflags(flags) =
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[
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1 : "Enabled" : 1
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]
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target(target_destination) : "target" : : "target"
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lightfov(float) : "FOV" : "90.0" : "FOV"
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nearz(float) : "NearZ" : "4.0" : "Near Z for projected texture"
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farz(float) : "FarZ" : "750.0" : "Far Z for projected texture"
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enableshadows(Choices) : "Enable Shadows" : 0 : "Enables/disables shadows from this projected texture." =
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[
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0 : "No"
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1 : "Yes"
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]
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shadowquality(Choices) : "Shadow Quality" : 1 : "Quality of shadows." =
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[
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0 : "Low"
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1 : "High"
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]
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lightonlytarget(Choices) : "Light Only Target" : 0 : "Limit flashlight effect to only effect target entity." =
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[
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0 : "No"
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1 : "Yes"
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]
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lightworld(Choices) : "Light World" : 1 : "Control whether flashlight effects static world geometry." =
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[
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0 : "No"
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1 : "Yes"
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]
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lightcolor(color255) : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity"
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cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera."
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texturename(material) : "Texture" : : "path/texture to be projected. Relative to main/materials/"
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// Inputs
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input TurnOn(void) : "Turn on the texture"
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input TurnOff(void) : "Turn off the texture"
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input SetFOV(float) : "Set FOV"
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]
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@ -73,7 +73,7 @@ BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_KEYFIELD( m_bLightWorld, FIELD_BOOLEAN, "lightworld" ),
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DEFINE_KEYFIELD( m_bCameraSpace, FIELD_BOOLEAN, "cameraspace" ),
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DEFINE_KEYFIELD( m_flAmbient, FIELD_FLOAT, "ambient" ),
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DEFINE_AUTO_ARRAY_KEYFIELD( m_SpotlightTextureName, FIELD_CHARACTER, "texturename" ),
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DEFINE_AUTO_ARRAY( m_SpotlightTextureName, FIELD_CHARACTER ),
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DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ),
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DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ),
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DEFINE_KEYFIELD( m_flFarZ, FIELD_FLOAT, "farz" ),
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@ -161,6 +161,10 @@ bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue
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UTIL_ColorStringToLinearFloatColor( tmp, szValue );
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m_LinearFloatLightColor = tmp;
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}
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else if ( FStrEq(szKeyName, "texturename" ) )
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{
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Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue );
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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