2013-12-03 07:31:46 +04:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( C_WORLD_H )
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#define C_WORLD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseentity.h"
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#if defined( CLIENT_DLL )
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#define CWorld C_World
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#endif
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class C_World : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_World, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_World( void );
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~C_World( void );
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// Override the factory create/delete functions since the world is a singleton.
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virtual bool Init( int entnum, int iSerialNum );
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virtual void Release();
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virtual void Precache();
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virtual void Spawn();
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2021-01-27 20:01:38 +03:00
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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2013-12-03 07:31:46 +04:00
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// Don't worry about adding the world to the collision list; it's already there
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virtual CollideType_t GetCollideType( void ) { return ENTITY_SHOULD_NOT_COLLIDE; }
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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float GetWaveHeight() const;
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const char *GetDetailSpriteMaterial() const;
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2021-01-27 20:01:38 +03:00
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#ifdef MAPBASE
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// A special function which parses map data for the client world entity before LevelInitPreEntity().
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// This can be used to access keyvalues early and without transmitting from the server.
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void ParseWorldMapData( const char *pMapData );
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#endif
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2020-05-27 18:22:45 +03:00
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#ifdef MAPBASE_VSCRIPT
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2021-03-06 02:11:43 +03:00
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void ClientThink() { ScriptContextThink(); }
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2021-01-27 20:01:38 +03:00
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// -2 = Use server language
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ScriptLanguage_t GetScriptLanguage() { return (ScriptLanguage_t)(m_iScriptLanguageClient != -2 ? m_iScriptLanguageClient : m_iScriptLanguageServer); }
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2020-05-27 18:22:45 +03:00
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#endif
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2013-12-03 07:31:46 +04:00
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public:
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enum
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{
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MAX_DETAIL_SPRITE_MATERIAL_NAME_LENGTH = 256,
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};
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float m_flWaveHeight;
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Vector m_WorldMins;
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Vector m_WorldMaxs;
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bool m_bStartDark;
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float m_flMaxOccludeeArea;
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float m_flMinOccluderArea;
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float m_flMinPropScreenSpaceWidth;
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float m_flMaxPropScreenSpaceWidth;
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bool m_bColdWorld;
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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 07:20:02 +03:00
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#ifdef MAPBASE
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char m_iszChapterTitle[64];
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#endif
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2020-05-27 18:22:45 +03:00
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#ifdef MAPBASE_VSCRIPT
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2021-01-27 20:01:38 +03:00
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int m_iScriptLanguageServer;
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2020-09-23 08:03:47 +03:00
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int m_iScriptLanguageClient;
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2020-05-27 18:22:45 +03:00
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#endif
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2013-12-03 07:31:46 +04:00
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private:
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void RegisterSharedActivities( void );
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char m_iszDetailSpriteMaterial[MAX_DETAIL_SPRITE_MATERIAL_NAME_LENGTH];
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};
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inline float C_World::GetWaveHeight() const
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{
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return m_flWaveHeight;
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}
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inline const char *C_World::GetDetailSpriteMaterial() const
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{
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return m_iszDetailSpriteMaterial;
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}
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void ClientWorldFactoryInit();
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void ClientWorldFactoryShutdown();
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C_World* GetClientWorldEntity();
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2013-06-27 02:22:04 +04:00
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#endif // C_WORLD_H
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