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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Resource collection entity
//
// $NoKeywords: $
//=============================================================================//
#ifndef SKYCAMERA_H
#define SKYCAMERA_H
#ifdef _WIN32
#pragma once
#endif
class CSkyCamera;
#ifdef MAPBASE
#define SF_SKY_MASTER (1 << 0)
#define SF_SKY_START_UPDATING (1 << 1)
//=============================================================================
//
// Sky Camera Class
// Now derived directly from CBaseEntity for parenting and angles! (please don't break anything)
//
//=============================================================================
class CSkyCamera : public CBaseEntity
#else
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//=============================================================================
//
// Sky Camera Class
//
class CSkyCamera : public CLogicalEntity
#endif
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{
#ifdef MAPBASE
DECLARE_CLASS( CSkyCamera, CBaseEntity );
#else
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DECLARE_CLASS( CSkyCamera, CLogicalEntity );
#endif
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public:
DECLARE_DATADESC();
CSkyCamera();
~CSkyCamera();
virtual void Spawn( void );
virtual void Activate();
#ifdef MAPBASE
bool AcceptInput( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, int outputID );
int UpdateTransmitState() { return HasSpawnFlags( SF_SKY_START_UPDATING ) ? SetTransmitState( FL_EDICT_ALWAYS ) : BaseClass::UpdateTransmitState(); }
void SetCameraEntityMode();
void SetCameraPositionMode();
bool DoUpdate( bool bUpdateData = false );
void UpdateThink();
void InputForceUpdate( inputdata_t &inputdata );
void InputStartUpdating( inputdata_t &inputdata );
void InputStopUpdating( inputdata_t &inputdata );
void InputActivateSkybox( inputdata_t &inputdata );
void InputDeactivateSkybox( inputdata_t &inputdata );
void InputSetFogStartDist( inputdata_t &data );
void InputSetFogEndDist( inputdata_t &data );
void InputTurnOnFog( inputdata_t &data );
void InputTurnOffFog( inputdata_t &data );
void InputSetFogColor( inputdata_t &data );
void InputSetFogColorSecondary( inputdata_t &data );
void InputSetFogMaxDensity( inputdata_t &inputdata );
Mapbase v5.0 - Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
2020-08-14 21:21:25 +00:00
void InputCopyFogController( inputdata_t &inputdata );
void InputCopyFogControllerWithScale( inputdata_t &inputdata );
void InputSetFarZ( inputdata_t &data );
void InputSetSkyColor( inputdata_t &inputdata ) { m_skyboxData.skycolor = inputdata.value.Color32(); }
Mapbase v5.0 - Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
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void InputSetScale( inputdata_t &inputdata ) { m_skyboxData.scale = inputdata.value.Int(); }
#endif
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public:
sky3dparams_t m_skyboxData;
bool m_bUseAngles;
#ifdef MAPBASE
// Uses angles for actual skybox
bool m_bUseAnglesForSky;
#endif
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CSkyCamera *m_pNext;
};
//-----------------------------------------------------------------------------
// Retrives the current skycamera
//-----------------------------------------------------------------------------
CSkyCamera* GetCurrentSkyCamera();
CSkyCamera* GetSkyCameraList();
#endif // SKYCAMERA_H