mirror of
https://github.com/mapbase-source/source-sdk-2013.git
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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
221 lines
6.6 KiB
C
221 lines
6.6 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines game-specific data
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef GAMEBSPFILE_H
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#define GAMEBSPFILE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "basetypes.h"
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//-----------------------------------------------------------------------------
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// This enumerations defines all the four-CC codes for the client lump names
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//-----------------------------------------------------------------------------
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// TODO: We may have some endian considerations here!
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#define GAMELUMP_MAKE_CODE(a, b, c, d) ((a) << 24 | (b) << 16 | (c) << 8 | (d) << 0)
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enum
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{
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GAMELUMP_DETAIL_PROPS = GAMELUMP_MAKE_CODE('d', 'p', 'r', 'p'),
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GAMELUMP_DETAIL_PROP_LIGHTING = GAMELUMP_MAKE_CODE('d', 'p', 'l', 't'),
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GAMELUMP_STATIC_PROPS = GAMELUMP_MAKE_CODE('s', 'p', 'r', 'p'),
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GAMELUMP_DETAIL_PROP_LIGHTING_HDR = GAMELUMP_MAKE_CODE('d', 'p', 'l', 'h'),
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};
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// Versions...
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enum
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{
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GAMELUMP_DETAIL_PROPS_VERSION = 4,
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GAMELUMP_DETAIL_PROP_LIGHTING_VERSION = 0,
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GAMELUMP_STATIC_PROPS_VERSION = 6,
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GAMELUMP_STATIC_PROP_LIGHTING_VERSION = 0,
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GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION = 0,
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};
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//-----------------------------------------------------------------------------
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// This is the data associated with the GAMELUMP_DETAIL_PROPS lump
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//-----------------------------------------------------------------------------
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#define DETAIL_NAME_LENGTH 128
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enum DetailPropOrientation_t
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{
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DETAIL_PROP_ORIENT_NORMAL = 0,
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DETAIL_PROP_ORIENT_SCREEN_ALIGNED,
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DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL,
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};
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// NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw
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// in detailobjectsystem.cpp
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enum DetailPropType_t
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{
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DETAIL_PROP_TYPE_MODEL = 0,
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DETAIL_PROP_TYPE_SPRITE,
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DETAIL_PROP_TYPE_SHAPE_CROSS,
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DETAIL_PROP_TYPE_SHAPE_TRI,
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};
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//-----------------------------------------------------------------------------
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// Model index when using studiomdls for detail props
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//-----------------------------------------------------------------------------
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struct DetailObjectDictLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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char m_Name[DETAIL_NAME_LENGTH]; // model name
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};
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//-----------------------------------------------------------------------------
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// Information about the sprite to render
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//-----------------------------------------------------------------------------
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struct DetailSpriteDictLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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// NOTE: All detail prop sprites must lie in the material detail/detailsprites
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Vector2D m_UL; // Coordinate of upper left
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Vector2D m_LR; // Coordinate of lower right
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Vector2D m_TexUL; // Texcoords of upper left
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Vector2D m_TexLR; // Texcoords of lower left
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};
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struct DetailObjectLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector m_Origin;
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QAngle m_Angles;
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unsigned short m_DetailModel; // either index into DetailObjectDictLump_t or DetailPropSpriteLump_t
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unsigned short m_Leaf;
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ColorRGBExp32 m_Lighting;
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unsigned int m_LightStyles;
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unsigned char m_LightStyleCount;
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unsigned char m_SwayAmount; // how much do the details sway
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unsigned char m_ShapeAngle; // angle param for shaped sprites
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unsigned char m_ShapeSize; // size param for shaped sprites
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unsigned char m_Orientation; // See DetailPropOrientation_t
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unsigned char m_Padding2[3]; // FIXME: Remove when we rev the detail lump again..
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unsigned char m_Type; // See DetailPropType_t
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unsigned char m_Padding3[3]; // FIXME: Remove when we rev the detail lump again..
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float m_flScale; // For sprites only currently
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};
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//-----------------------------------------------------------------------------
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// This is the data associated with the GAMELUMP_DETAIL_PROP_LIGHTING lump
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//-----------------------------------------------------------------------------
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struct DetailPropLightstylesLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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ColorRGBExp32 m_Lighting;
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unsigned char m_Style;
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};
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//-----------------------------------------------------------------------------
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// This is the data associated with the GAMELUMP_STATIC_PROPS lump
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//-----------------------------------------------------------------------------
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enum
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{
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STATIC_PROP_NAME_LENGTH = 128,
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// Flags field
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// These are automatically computed
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STATIC_PROP_FLAG_FADES = 0x1,
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STATIC_PROP_USE_LIGHTING_ORIGIN = 0x2,
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STATIC_PROP_NO_DRAW = 0x4, // computed at run time based on dx level
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// These are set in WC
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STATIC_PROP_IGNORE_NORMALS = 0x8,
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STATIC_PROP_NO_SHADOW = 0x10,
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STATIC_PROP_SCREEN_SPACE_FADE = 0x20,
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STATIC_PROP_NO_PER_VERTEX_LIGHTING = 0x40, // in vrad, compute lighting at
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// lighting origin, not for each vertex
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STATIC_PROP_NO_SELF_SHADOWING = 0x80, // disable self shadowing in vrad
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STATIC_PROP_WC_MASK = 0xd8, // all flags settable in hammer (?)
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};
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struct StaticPropDictLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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char m_Name[STATIC_PROP_NAME_LENGTH]; // model name
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};
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struct StaticPropLumpV4_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector m_Origin;
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QAngle m_Angles;
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unsigned short m_PropType;
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unsigned short m_FirstLeaf;
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unsigned short m_LeafCount;
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unsigned char m_Solid;
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unsigned char m_Flags;
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int m_Skin;
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float m_FadeMinDist;
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float m_FadeMaxDist;
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Vector m_LightingOrigin;
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
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};
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struct StaticPropLumpV5_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector m_Origin;
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QAngle m_Angles;
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unsigned short m_PropType;
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unsigned short m_FirstLeaf;
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unsigned short m_LeafCount;
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unsigned char m_Solid;
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unsigned char m_Flags;
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int m_Skin;
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float m_FadeMinDist;
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float m_FadeMaxDist;
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Vector m_LightingOrigin;
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float m_flForcedFadeScale;
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
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};
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struct StaticPropLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector m_Origin;
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QAngle m_Angles;
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unsigned short m_PropType;
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unsigned short m_FirstLeaf;
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unsigned short m_LeafCount;
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unsigned char m_Solid;
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unsigned char m_Flags;
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int m_Skin;
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float m_FadeMinDist;
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float m_FadeMaxDist;
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Vector m_LightingOrigin;
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float m_flForcedFadeScale;
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unsigned short m_nMinDXLevel;
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unsigned short m_nMaxDXLevel;
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
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};
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struct StaticPropLeafLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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unsigned short m_Leaf;
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};
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//-----------------------------------------------------------------------------
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// This is the data associated with the GAMELUMP_STATIC_PROP_LIGHTING lump
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//-----------------------------------------------------------------------------
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struct StaticPropLightstylesLump_t
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{
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ColorRGBExp32 m_Lighting;
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};
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#endif // GAMEBSPFILE_H
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