mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-23 12:17:57 +03:00
dc7f20acc8
- 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
119 lines
4.4 KiB
C++
119 lines
4.4 KiB
C++
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#ifndef ENV_PROJECTEDTEXTURE_H
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#define ENV_PROJECTEDTEXTURE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define ENV_PROJECTEDTEXTURE_STARTON (1<<0)
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#define ENV_PROJECTEDTEXTURE_ALWAYSUPDATE (1<<1)
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#ifdef ASW_PROJECTED_TEXTURES
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CEnvProjectedTexture : public CPointEntity
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{
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DECLARE_CLASS( CEnvProjectedTexture, CPointEntity );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CEnvProjectedTexture();
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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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// Always transmit to clients
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virtual int UpdateTransmitState();
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#ifdef MAPBASE
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virtual void Spawn( void );
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#endif
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virtual void Activate( void );
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#ifdef MAPBASE
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void SetParent( CBaseEntity* pNewParent, int iAttachment = -1 );
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#endif
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputAlwaysUpdateOn( inputdata_t &inputdata );
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void InputAlwaysUpdateOff( inputdata_t &inputdata );
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void InputSetFOV( inputdata_t &inputdata );
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#ifdef MAPBASE
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void InputSetVerFOV( inputdata_t &inputdata );
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void InputSetHorFOV( inputdata_t &inputdata );
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#endif
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void InputSetTarget( inputdata_t &inputdata );
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void InputSetCameraSpace( inputdata_t &inputdata );
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void InputSetLightOnlyTarget( inputdata_t &inputdata );
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void InputSetLightWorld( 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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void InputSetSpotlightTexture( inputdata_t &inputdata );
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void InputSetAmbient( inputdata_t &inputdata );
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#ifdef MAPBASE
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void InputSetSpotlightFrame( inputdata_t &inputdata );
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void InputSetBrightness( inputdata_t &inputdata );
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void InputSetColorTransitionTime( inputdata_t &inputdata );
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void InputSetConstant( inputdata_t &inputdata ) { m_flConstantAtten = CorrectConstantAtten(inputdata.value.Float()); }
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void InputSetLinear( inputdata_t &inputdata ) { m_flLinearAtten = CorrectLinearAtten(inputdata.value.Float()); }
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void InputSetQuadratic( inputdata_t &inputdata ) { m_flQuadraticAtten = CorrectQuadraticAtten(inputdata.value.Float()); }
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void InputSetShadowAtten( inputdata_t &inputdata ) { m_flShadowAtten = inputdata.value.Float(); }
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void InputSetNearZ( inputdata_t &inputdata );
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void InputSetFarZ( inputdata_t &inputdata );
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void InputAlwaysDrawOn( inputdata_t &inputdata ) { m_bAlwaysDraw = true; }
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void InputAlwaysDrawOff( inputdata_t &inputdata ) { m_bAlwaysDraw = false; }
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void InputStopFollowingTarget( inputdata_t &inputdata ) { m_bDontFollowTarget = true; }
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void InputStartFollowingTarget( inputdata_t &inputdata ) { m_bDontFollowTarget = false; }
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// Corrects keyvalue/input attenuation for internal FlashlightEffect_t attenuation.
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float CorrectConstantAtten( float fl ) { return fl * 0.5f; }
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float CorrectLinearAtten( float fl ) { return fl * 100.0f; }
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float CorrectQuadraticAtten( float fl ) { return fl * 10000.0f; }
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#endif
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void InitialThink( void );
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CNetworkHandle( CBaseEntity, m_hTargetEntity );
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#ifdef MAPBASE
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CNetworkVar( bool, m_bDontFollowTarget );
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#endif
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private:
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CNetworkVar( bool, m_bState );
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CNetworkVar( bool, m_bAlwaysUpdate );
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CNetworkVar( float, m_flLightFOV );
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#ifdef MAPBASE
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CNetworkVar( float, m_flLightHorFOV );
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#endif
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CNetworkVar( bool, m_bEnableShadows );
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CNetworkVar( bool, m_bLightOnlyTarget );
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CNetworkVar( bool, m_bLightWorld );
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CNetworkVar( bool, m_bCameraSpace );
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CNetworkVar( float, m_flBrightnessScale );
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CNetworkColor32( m_LightColor );
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CNetworkVar( float, m_flColorTransitionTime );
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CNetworkVar( float, m_flAmbient );
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CNetworkString( m_SpotlightTextureName, MAX_PATH );
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CNetworkVar( int, m_nSpotlightTextureFrame );
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CNetworkVar( float, m_flNearZ );
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CNetworkVar( float, m_flFarZ );
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CNetworkVar( int, m_nShadowQuality );
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#ifdef MAPBASE
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CNetworkVar( float, m_flConstantAtten );
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CNetworkVar( float, m_flLinearAtten );
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CNetworkVar( float, m_flQuadraticAtten );
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CNetworkVar( float, m_flShadowAtten );
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CNetworkVar( bool, m_bAlwaysDraw );
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// 1 = New projected texture
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// 0 = Non-Mapbase projected texture, e.g. one that uses the VDC parenting fix instead of the spawnflag
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// Not needed on the client right now, change to CNetworkVar when it actually is needed
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bool m_bProjectedTextureVersion;
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#endif
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};
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#endif
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#endif // ENV_PROJECTEDTEXTURE_H
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