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2013-12-02 19:31:46 -08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SCRIPT_INTRO_H
#define SCRIPT_INTRO_H
#ifdef _WIN32
#pragma once
#endif
class CPointCamera;
//-----------------------------------------------------------------------------
// Purpose: An entity that's used to control the intro sequence
//-----------------------------------------------------------------------------
class CScriptIntro : public CBaseEntity
{
DECLARE_CLASS(CScriptIntro, CBaseEntity);
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn( void );
virtual void Precache();
virtual void Activate( void );
virtual int UpdateTransmitState(void);
// Inputs
void InputSetPlayerViewEntity( inputdata_t &inputdata );
void InputSetCameraViewEntity( inputdata_t &inputdata );
void InputSetBlendMode( inputdata_t &inputdata );
void InputSetNextBlendMode( inputdata_t &inputdata );
void InputSetNextFOV( inputdata_t &inputdata );
void InputSetFOVBlendTime( inputdata_t &inputdata );
void InputSetFOV( inputdata_t &inputdata );
void InputSetNextBlendTime( inputdata_t &inputdata );
void InputActivate( inputdata_t &inputdata );
void InputDeactivate( inputdata_t &inputdata );
void InputFadeTo( inputdata_t &inputdata );
void InputSetFadeColor( inputdata_t &inputdata );
#ifdef MAPBASE
void InputSetDrawSky( inputdata_t &inputdata ) { m_bDrawSky = inputdata.value.Bool(); }
void InputSetDrawSky2( inputdata_t &inputdata ) { m_bDrawSky2 = inputdata.value.Bool(); }
#endif
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bool GetIncludedPVSOrigin( Vector *pOrigin, CBaseEntity **ppCamera );
private:
// Think func used to finish the blend off
void BlendComplete( );
private:
CNetworkVar( Vector, m_vecPlayerView );
CNetworkVar( QAngle, m_vecPlayerViewAngles );
CNetworkVar( Vector, m_vecCameraView );
CNetworkVar( QAngle, m_vecCameraViewAngles );
CNetworkVar( int, m_iBlendMode );
CNetworkVar( int, m_iNextBlendMode );
CNetworkVar( float, m_flNextBlendTime );
CNetworkVar( float, m_flBlendStartTime );
CNetworkVar( int, m_iStartFOV );
CNetworkVar( bool, m_bActive );
#ifdef MAPBASE
CNetworkVar( bool, m_bDrawSky );
CNetworkVar( bool, m_bDrawSky2 );
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
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CNetworkVar( bool, m_bUseEyePosition );
#endif
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// Fov & fov blends
CNetworkVar( int, m_iNextFOV );
CNetworkVar( float, m_flNextFOVBlendTime );
CNetworkVar( float, m_flFOVBlendStartTime );
CNetworkVar( int, m_iFOV );
CNetworkVar( bool, m_bAlternateFOV );
// Fades
CNetworkArray( float, m_flFadeColor, 3 );
CNetworkVar( float, m_flFadeAlpha);
CNetworkVar( float, m_flFadeDuration );
CNetworkVar( EHANDLE, m_hCameraEntity );
int m_iQueuedBlendMode;
int m_iQueuedNextBlendMode;
};
extern CHandle<CScriptIntro> g_hIntroScript;
#endif // SCRIPT_INTRO_H