|
#ifdef DIAG_DEVELOPER |
|
class CameraToolsMenuServer |
|
{ |
|
ref array<Man> m_Subscribers = new array<Man>; |
|
void OnRPC(int rpc_type, ParamsReadContext ctx) |
|
{ |
|
switch (rpc_type) |
|
{ |
|
case ERPCs.DIAG_CAMERATOOLS_CAM_DATA: |
|
{ |
|
Param4<vector, vector,float,float> p4 = new Param4<vector, vector,float,float>(vector.Zero, vector.Zero,0,0); |
|
if (ctx.Read(p4)) |
|
{ |
|
foreach (int index, Man p : m_Subscribers) |
|
{ |
|
if (p) |
|
{ |
|
GetGame().RPCSingleParam(p, ERPCs.DIAG_CAMERATOOLS_CAM_DATA, p4, true, p.GetIdentity()); |
|
} |
|
else |
|
{ |
|
m_Subscribers.Remove(index); |
|
} |
|
} |
|
} |
|
break; |
|
} |
|
case ERPCs.DIAG_CAMERATOOLS_CAM_SUBSCRIBE: |
|
{ |
|
Param2<bool, Man> par2 = new Param2<bool, Man>(false,null); |
|
|
|
if (ctx.Read(par2)) |
|
{ |
|
bool enable = par2.param1; |
|
Man player = par2.param2; |
|
|
|
bool found = false; |
|
foreach (int i, Man m : m_Subscribers) |
|
{ |
|
if (m == player) |
|
{ |
|
if (!enable) |
|
{ |
|
m_Subscribers.Remove(i); |
|
return; |
|
} |
|
found = true; |
|
m_Subscribers[i] = player; |
|
} |
|
} |
|
if (!found && enable) |
|
{ |
|
m_Subscribers.Insert(player); |
|
} |
|
} |
|
break; |
|
} |
|
} |
|
} |
|
}; |
|
|
|
class CameraToolsMenuClient |
|
{ |
|
Shape m_DebugShape = null; |
|
|
|
void ~CameraToolsMenuClient() |
|
{ |
|
if (m_DebugShape) |
|
{ |
|
m_DebugShape.Destroy(); |
|
} |
|
} |
|
|
|
void DelayedDestroy() |
|
{ |
|
GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( DestroyNow, 2000); |
|
} |
|
|
|
void DestroyNow() |
|
{ |
|
delete this; |
|
} |
|
|
|
void OnRPC(ParamsReadContext ctx) |
|
{ |
|
if (m_DebugShape) |
|
{ |
|
m_DebugShape.Destroy(); |
|
m_DebugShape = null; |
|
} |
|
|
|
Param4<vector, vector,float,float> p4 = new Param4<vector, vector,float,float>(vector.Zero, vector.Zero,0,0); |
|
if ( ctx.Read( p4 ) ) |
|
{ |
|
vector pos = p4.param1; |
|
vector dir = p4.param2; |
|
float plane = p4.param3; |
|
float fov = p4.param4 * Math.RAD2DEG; |
|
|
|
|
|
m_DebugShape = Debug.DrawFrustum(fov, 30, 0.5); |
|
vector mat[4]; |
|
Math3D.DirectionAndUpMatrix(dir,vector.Up,mat); |
|
mat[3] = pos; |
|
m_DebugShape.SetMatrix(mat); |
|
|
|
} |
|
} |
|
}; |
|
#endif |