2019-08-31 19:28:20 +00:00
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//========= Copyright 1996-2010, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: global dynamic light. Ported from Insolence's port of Alien Swarm's env_global_light.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//------------------------------------------------------------------------------
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// FIXME: This really should inherit from something more lightweight
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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// Purpose : Sunlight shadow control entity
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//------------------------------------------------------------------------------
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class CGlobalLight : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CGlobalLight, CBaseEntity );
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CGlobalLight();
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void Spawn( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
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int UpdateTransmitState();
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// Inputs
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void InputSetAngles( inputdata_t &inputdata );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputSetTexture( inputdata_t &inputdata );
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void InputSetEnableShadows( inputdata_t &inputdata );
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void InputSetLightColor( inputdata_t &inputdata );
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#ifdef MAPBASE
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void InputSetBrightness( inputdata_t &inputdata );
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void InputSetColorTransitionTime( inputdata_t &inputdata );
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
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void InputSetXOffset( inputdata_t &inputdata ) { m_flEastOffset = inputdata.value.Float(); }
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void InputSetYOffset( inputdata_t &inputdata ) { m_flForwardOffset = inputdata.value.Float(); }
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void InputSetOrthoSize( inputdata_t &inputdata ) { m_flOrthoSize = inputdata.value.Float(); }
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void InputSetDistance( inputdata_t &inputdata ) { m_flSunDistance = inputdata.value.Float(); }
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void InputSetFOV( inputdata_t &inputdata ) { m_flFOV = inputdata.value.Float(); }
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void InputSetNearZDistance( inputdata_t &inputdata ) { m_flNearZ = inputdata.value.Float(); }
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void InputSetNorthOffset( inputdata_t &inputdata ) { m_flNorthOffset = inputdata.value.Float(); }
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2019-08-31 19:28:20 +00:00
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#endif
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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private:
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CNetworkVector( m_shadowDirection );
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CNetworkVar( bool, m_bEnabled );
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bool m_bStartDisabled;
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CNetworkString( m_TextureName, MAX_PATH );
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#ifdef MAPBASE
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CNetworkVar( int, m_nSpotlightTextureFrame );
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#endif
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CNetworkColor32( m_LightColor );
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#ifdef MAPBASE
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CNetworkVar( float, m_flBrightnessScale );
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#endif
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CNetworkVar( float, m_flColorTransitionTime );
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CNetworkVar( float, m_flSunDistance );
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CNetworkVar( float, m_flFOV );
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CNetworkVar( float, m_flNearZ );
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CNetworkVar( float, m_flNorthOffset );
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#ifdef MAPBASE
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CNetworkVar( float, m_flEastOffset ); // xoffset
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CNetworkVar( float, m_flForwardOffset ); // yoffset
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CNetworkVar( float, m_flOrthoSize );
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#endif
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CNetworkVar( bool, m_bEnableShadows );
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};
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LINK_ENTITY_TO_CLASS(env_global_light, CGlobalLight);
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BEGIN_DATADESC( CGlobalLight )
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DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "enabled" ),
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DEFINE_KEYFIELD( m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_AUTO_ARRAY_KEYFIELD( m_TextureName, FIELD_CHARACTER, "texturename" ),
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#ifdef MAPBASE
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DEFINE_KEYFIELD( m_nSpotlightTextureFrame, FIELD_INTEGER, "textureframe" ),
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#endif
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DEFINE_KEYFIELD( m_flSunDistance, FIELD_FLOAT, "distance" ),
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DEFINE_KEYFIELD( m_flFOV, FIELD_FLOAT, "fov" ),
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DEFINE_KEYFIELD( m_flNearZ, FIELD_FLOAT, "nearz" ),
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DEFINE_KEYFIELD( m_flNorthOffset, FIELD_FLOAT, "northoffset" ),
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#ifdef MAPBASE
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DEFINE_KEYFIELD( m_flEastOffset, FIELD_FLOAT, "eastoffset" ),
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DEFINE_KEYFIELD( m_flForwardOffset, FIELD_FLOAT, "forwardoffset" ),
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DEFINE_KEYFIELD( m_flOrthoSize, FIELD_FLOAT, "orthosize" ),
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#endif
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DEFINE_KEYFIELD( m_bEnableShadows, FIELD_BOOLEAN, "enableshadows" ),
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DEFINE_FIELD( m_LightColor, FIELD_COLOR32 ),
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#ifdef MAPBASE
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DEFINE_KEYFIELD( m_flBrightnessScale, FIELD_FLOAT, "brightnessscale" ),
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#endif
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DEFINE_KEYFIELD( m_flColorTransitionTime, FIELD_FLOAT, "colortransitiontime" ),
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// Inputs
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetXOffset", InputSetXOffset ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetYOffset", InputSetYOffset ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetOrthoSize", InputSetOrthoSize ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDistance", InputSetDistance ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFOV", InputSetFOV ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearZDistance", InputSetNearZDistance ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNorthOffset", InputSetNorthOffset ),
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#else
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2019-08-31 19:28:20 +00:00
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DEFINE_INPUT( m_flSunDistance, FIELD_FLOAT, "SetDistance" ),
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DEFINE_INPUT( m_flFOV, FIELD_FLOAT, "SetFOV" ),
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DEFINE_INPUT( m_flNearZ, FIELD_FLOAT, "SetNearZDistance" ),
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DEFINE_INPUT( m_flNorthOffset, FIELD_FLOAT, "SetNorthOffset" ),
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#endif
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DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetTexture", InputSetTexture ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows ),
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetBrightness", InputSetBrightness ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetColorTransitionTime", InputSetColorTransitionTime ),
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#endif
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST_NOBASE(CGlobalLight, DT_GlobalLight)
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SendPropVector(SENDINFO(m_shadowDirection), -1, SPROP_NOSCALE ),
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SendPropBool(SENDINFO(m_bEnabled) ),
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SendPropString(SENDINFO(m_TextureName)),
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#ifdef MAPBASE
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SendPropInt(SENDINFO(m_nSpotlightTextureFrame)),
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#endif
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/*SendPropInt(SENDINFO (m_LightColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt32 ),*/
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SendPropInt(SENDINFO (m_LightColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt ),
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#ifdef MAPBASE
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SendPropFloat( SENDINFO( m_flBrightnessScale ) ),
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#endif
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SendPropFloat( SENDINFO( m_flColorTransitionTime ) ),
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SendPropFloat(SENDINFO(m_flSunDistance), 0, SPROP_NOSCALE ),
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SendPropFloat(SENDINFO(m_flFOV), 0, SPROP_NOSCALE ),
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SendPropFloat(SENDINFO(m_flNearZ), 0, SPROP_NOSCALE ),
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SendPropFloat(SENDINFO(m_flNorthOffset), 0, SPROP_NOSCALE ),
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#ifdef MAPBASE
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SendPropFloat(SENDINFO(m_flEastOffset), 0, SPROP_NOSCALE ),
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SendPropFloat(SENDINFO(m_flForwardOffset), 0, SPROP_NOSCALE ),
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SendPropFloat(SENDINFO(m_flOrthoSize), 0, SPROP_NOSCALE ),
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#endif
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SendPropBool( SENDINFO( m_bEnableShadows ) ),
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END_SEND_TABLE()
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CGlobalLight::CGlobalLight()
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{
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#if defined( _X360 )
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Q_strcpy( m_TextureName.GetForModify(), "effects/flashlight_border" );
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#else
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Q_strcpy( m_TextureName.GetForModify(), "effects/flashlight001" );
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#endif
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m_LightColor.Init( 255, 255, 255, 1 );
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m_flColorTransitionTime = 0.5f;
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m_flSunDistance = 10000.0f;
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m_flFOV = 5.0f;
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m_bEnableShadows = false;
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#ifdef MAPBASE
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m_nSpotlightTextureFrame = 0;
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m_flBrightnessScale = 1.0f;
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m_flOrthoSize = 1000.0f;
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#endif
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}
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//------------------------------------------------------------------------------
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// Purpose : Send even though we don't have a model
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//------------------------------------------------------------------------------
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int CGlobalLight::UpdateTransmitState()
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{
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// ALWAYS transmit to all clients.
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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bool CGlobalLight::KeyValue( const char *szKeyName, const char *szValue )
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{
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
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#ifdef MAPBASE
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if ( FStrEq( szKeyName, "lightcolor" ) || FStrEq( szKeyName, "color" ) )
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#else
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2019-08-31 19:28:20 +00:00
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if ( FStrEq( szKeyName, "color" ) )
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
|
|
|
#endif
|
2019-08-31 19:28:20 +00:00
|
|
|
{
|
|
|
|
float tmp[4];
|
|
|
|
UTIL_StringToFloatArray( tmp, 4, szValue );
|
|
|
|
|
|
|
|
m_LightColor.SetR( tmp[0] );
|
|
|
|
m_LightColor.SetG( tmp[1] );
|
|
|
|
m_LightColor.SetB( tmp[2] );
|
|
|
|
m_LightColor.SetA( tmp[3] );
|
|
|
|
}
|
|
|
|
else if ( FStrEq( szKeyName, "angles" ) )
|
|
|
|
{
|
|
|
|
QAngle angles;
|
|
|
|
UTIL_StringToVector( angles.Base(), szValue );
|
|
|
|
if (angles == vec3_angle)
|
|
|
|
{
|
|
|
|
angles.Init( 80, 30, 0 );
|
|
|
|
}
|
|
|
|
Vector vForward;
|
|
|
|
AngleVectors( angles, &vForward );
|
|
|
|
m_shadowDirection = vForward;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if ( FStrEq( szKeyName, "texturename" ) )
|
|
|
|
{
|
|
|
|
#if defined( _X360 )
|
|
|
|
if ( Q_strcmp( szValue, "effects/flashlight001" ) == 0 )
|
|
|
|
{
|
|
|
|
// Use this as the default for Xbox
|
|
|
|
Q_strcpy( m_TextureName.GetForModify(), "effects/flashlight_border" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Q_strcpy( m_TextureName.GetForModify(), szValue );
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
Q_strcpy( m_TextureName.GetForModify(), szValue );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
return BaseClass::KeyValue( szKeyName, szValue );
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CGlobalLight::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen )
|
|
|
|
{
|
|
|
|
if ( FStrEq( szKeyName, "color" ) )
|
|
|
|
{
|
|
|
|
Q_snprintf( szValue, iMaxLen, "%d %d %d %d", m_LightColor.GetR(), m_LightColor.GetG(), m_LightColor.GetB(), m_LightColor.GetA() );
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if ( FStrEq( szKeyName, "texturename" ) )
|
|
|
|
{
|
|
|
|
Q_snprintf( szValue, iMaxLen, "%s", m_TextureName.Get() );
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen );
|
|
|
|
}
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
// Purpose :
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void CGlobalLight::Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SetSolid( SOLID_NONE );
|
|
|
|
|
|
|
|
if( m_bStartDisabled )
|
|
|
|
{
|
|
|
|
m_bEnabled = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_bEnabled = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
// Input values
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void CGlobalLight::InputSetAngles( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
const char *pAngles = inputdata.value.String();
|
|
|
|
|
|
|
|
QAngle angles;
|
|
|
|
UTIL_StringToVector( angles.Base(), pAngles );
|
|
|
|
|
|
|
|
Vector vTemp;
|
|
|
|
AngleVectors( angles, &vTemp );
|
|
|
|
m_shadowDirection = vTemp;
|
|
|
|
}
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
// Purpose : Input handlers
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void CGlobalLight::InputEnable( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
m_bEnabled = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGlobalLight::InputDisable( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
m_bEnabled = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGlobalLight::InputSetTexture( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
Q_strcpy( m_TextureName.GetForModify(), inputdata.value.String() );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGlobalLight::InputSetEnableShadows( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
m_bEnableShadows = inputdata.value.Bool();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGlobalLight::InputSetLightColor( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
m_LightColor = inputdata.value.Color32();
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef MAPBASE
|
|
|
|
void CGlobalLight::InputSetBrightness( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
m_flBrightnessScale = inputdata.value.Float();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGlobalLight::InputSetColorTransitionTime( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
m_flColorTransitionTime = inputdata.value.Float();
|
|
|
|
}
|
|
|
|
#endif
|