| #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 |