AddCSLuaFile() ENT.Type = "point" ENT.DisableDuplicator = true -- -- Make this entity always networked -- function ENT:UpdateTransmitState() return TRANSMIT_ALWAYS end -- -- Networked / Saved Data -- function ENT:SetupDataTables() self:NetworkVar( "Vector", 0, "TopColor", { KeyName = "topcolor", Edit = { type = "VectorColor", category = "Main", order = 1 } } ) self:NetworkVar( "Vector", 1, "BottomColor", { KeyName = "bottomcolor", Edit = { type = "VectorColor", category = "Main", title = "Color Bottom", order = 2 } } ) self:NetworkVar( "Float", 0, "FadeBias", { KeyName = "fadebias", Edit = { type = "Float", category = "Main", min = 0, max = 1, order = 3 } } ) self:NetworkVar( "Float", 4, "SunSize", { KeyName = "sunsize", Edit = { type = "Float", min = 0, max = 10, category = "Sun" } } ) self:NetworkVar( "Vector", 2, "SunNormal", { KeyName = "sunnormal" } ) -- No editing this - it's for coders only self:NetworkVar( "Vector", 3, "SunColor", { KeyName = "suncolor", Edit = { type = "VectorColor", category = "Sun" } } ) self:NetworkVar( "Float", 2, "DuskScale", { KeyName = "duskscale", Edit = { type = "Float", min = 0, max = 1, category = "Dusk" } } ) self:NetworkVar( "Float", 3, "DuskIntensity", { KeyName = "duskintensity", Edit = { type = "Float", min = 0, max = 10, category = "Dusk" } } ) self:NetworkVar( "Vector", 4, "DuskColor", { KeyName = "duskcolor", Edit = { type = "VectorColor", category = "Dusk" } } ) self:NetworkVar( "Bool", 0, "DrawStars", { KeyName = "drawstars", Edit = { type = "Boolean", category = "Stars", order = 10 } } ) self:NetworkVar( "String", 0, "StarTexture", { KeyName = "startexture", Edit = { type = "Texture", group = "Stars", category = "Stars", order = 11 } } ) self:NetworkVar( "Int", 0, "StarLayers", { KeyName = "starlayers", Edit = { type = "Int", min = 1, max = 3, category = "Stars", order = 12 } } ) self:NetworkVarElement( "Angle", 0, 'p', "StarScale", { KeyName = "starscale", Edit = { type = "Float", min = 0, max = 5, category = "Stars", order = 13 } } ) self:NetworkVarElement( "Angle", 0, 'y', "StarFade", { KeyName = "starfade", Edit = { type = "Float", min = 0, max = 5, category = "Stars", order = 14 } } ) self:NetworkVarElement( "Angle", 0, 'r', "StarSpeed", { KeyName = "starspeed", Edit = { type = "Float", min = 0, max = 2, category = "Stars", order = 15 } } ) self:NetworkVar( "Float", 1, "HDRScale", { KeyName = "hdrscale", Edit = { type = "Float", category = "Main", min = 0, max = 1, order = 4 } } ) -- -- Entity defaults -- if ( SERVER ) then self:SetTopColor( Vector( 0.2, 0.5, 1.0 ) ) self:SetBottomColor( Vector( 0.8, 1.0, 1.0 ) ) self:SetFadeBias( 1 ) self:SetSunNormal( Vector( 0.4, 0.0, 0.01 ) ) self:SetSunColor( Vector( 0.2, 0.1, 0.0 ) ) self:SetSunSize( 2.0 ) self:SetDuskColor( Vector( 1.0, 0.2, 0.0 ) ) self:SetDuskScale( 1 ) self:SetDuskIntensity( 1 ) self:SetDrawStars( true ) self:SetStarLayers( 1 ) self:SetStarSpeed( 0.01 ) self:SetStarScale( 0.5 ) self:SetStarFade( 1.5 ) self:SetStarTexture( "skybox/starfield" ) self:SetHDRScale( 0.66 ) end end function ENT:Initialize() end if ( SERVER ) then function ENT:KeyValue( key, value ) if ( self:SetNetworkKeyValue( key, value ) ) then return end -- TODO: sunposmethod -- 0 : "Custom - Use the Sun Normal to position the sun" -- 1 : "Automatic - Find a env_sun entity and use that" end function ENT:AcceptInput( name, activator, caller, data ) if ( self:SetNetworkVarsFromMapInput( name, data ) ) then return true -- Accept the input so the there are no warnings in console with developer 2 end end end function ENT:Think() -- -- Find an env_sun - if we don't already have one. -- if ( SERVER && self.EnvSun == nil ) then -- so this closure only gets called once - even if it fails self.EnvSun = false local sunlist = ents.FindByClass( "env_sun" ) if ( #sunlist > 0 ) then self.EnvSun = sunlist[1] end end -- -- If we have a sun - force our sun normal to its value -- if ( SERVER && IsValid( self.EnvSun ) ) then local vec = self.EnvSun:GetInternalVariable( "m_vDirection" ) if ( isvector( vec ) ) then self:SetSunNormal( vec ) end end -- -- Become the active sky again if we're not already -- if ( CLIENT && g_SkyPaint != self && !IsValid( g_SkyPaint ) ) then g_SkyPaint = self end end -- -- To prevent server insanity - only let admins edit the sky. -- function ENT:CanEditVariables( ply ) return ply:IsAdmin() || game.SinglePlayer() end