Client: Add fade.h and add definition in worldspawn's QUAKED comment for
startdark.
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4 changed files with 24 additions and 4 deletions
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@ -17,6 +17,7 @@
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#include "textmenu.h"
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#include "textmenu.h"
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#include "efx.h"
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#include "efx.h"
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#include "font.h"
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#include "font.h"
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#include "fade.h"
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/* flags for 2d drawing */
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/* flags for 2d drawing */
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#define DRAWFLAG_NORMAL 0
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#define DRAWFLAG_NORMAL 0
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20
src/client/fade.h
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20
src/client/fade.h
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@ -0,0 +1,20 @@
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/*
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* Copyright (c) 2016-2022 Marco Hladik <marco@icculus.org>
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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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void Fade_Init(void);
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void Fade_Update (int x, int y, int w, int h);
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void Fade_StartDark(void);
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void Fade_Parse(void);
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@ -1,5 +1,5 @@
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/*
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2022 Marco Hladik <marco@icculus.org>
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*
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*
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* Permission to use, copy, modify, and distribute this software for any
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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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* purpose with or without fee is hereby granted, provided that the above
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@ -99,7 +99,7 @@ Fade_StartDark(void)
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}
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}
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void
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void
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Fade_Parse (void)
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Fade_Parse(void)
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{
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{
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pSeat->m_vecFadeColor[0] = readfloat();
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pSeat->m_vecFadeColor[0] = readfloat();
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pSeat->m_vecFadeColor[1] = readfloat();
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pSeat->m_vecFadeColor[1] = readfloat();
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@ -26,6 +26,7 @@ Only used for the world.
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"_skyroomfog" : Fog in the skybox area. Format: (density red green blue alpha depthbias)
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"_skyroomfog" : Fog in the skybox area. Format: (density red green blue alpha depthbias)
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"skyname" : Which skybox to use. (e.g. textures/skies/sundown)
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"skyname" : Which skybox to use. (e.g. textures/skies/sundown)
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"ambientsound" : Sound shader to play in the background (looping) for when other env_soundscape entities are NOT active.
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"ambientsound" : Sound shader to play in the background (looping) for when other env_soundscape entities are NOT active.
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"startdark" : Starts the level with a fade in similar to using an env_fade, which lasts for nine seconds.
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"hdr_iris_minvalue" : Minimum HDR brightness adjustment. Default is "0.0".
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"hdr_iris_minvalue" : Minimum HDR brightness adjustment. Default is "0.0".
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"hdr_iris_maxvalue" : Maximum HDR brightness adjustment. Default is "2.0".
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"hdr_iris_maxvalue" : Maximum HDR brightness adjustment. Default is "2.0".
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"hdr_iris_multiplier" : HDR effect multiplier. Default is "1.0".
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"hdr_iris_multiplier" : HDR effect multiplier. Default is "1.0".
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@ -50,8 +51,6 @@ var float g_flHDRIrisFadeUp = 0.1;
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var float g_flHDRIrisFadeDown = 0.5;
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var float g_flHDRIrisFadeDown = 0.5;
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var int g_iHDREnabled = 0;
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var int g_iHDREnabled = 0;
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void Fade_StartDark(void);
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class worldspawn:NSEntity
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class worldspawn:NSEntity
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{
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{
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void(void) worldspawn;
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void(void) worldspawn;
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