source-sdk-2013-mapbase/sp/src/game/client/c_point_camera.cpp
Blixibon c448f194ae Mapbase v5.0
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer
- Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix)
- Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow
- Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary)
- Fixed env_projectedtextures not updating on save/load
- Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates)
- Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time
- Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param
- Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago)
- Fixed map-specific localization files, cleaned up map-specific file code
- Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters
- Fixed math_lightpattern corruption when setting pattern/style while active
- Fixed the "Touch" input crashing when given no entity
- Added a way to add EFlags via keyvalue (suggested by Niker107)
- Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam)
- Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon)
- Added "Mapbase" header to Mapbase-specific code files
- Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox
- Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller
- Added "SetScale" input to sky_camera for live scale changing
- Added convar to control player crouch speed multiplier (suggested by ArtyIF)
- Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2)
- Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.)
- Added limited support for Valve's Quaternion class in VScript
- Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library
- Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought
- Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it
- Added various functions and hooks for VPhysics integration in VScript
- Added VScript-based custom suit devices
- Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell)
- Added ability to insert localization strings through VScript
- Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc.
- Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
2020-08-14 21:21:25 +00:00

162 lines
3.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_point_camera.h"
#include "toolframework/itoolframework.h"
#include "toolframework_client.h"
#include "tier1/KeyValues.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT( C_PointCamera, DT_PointCamera, CPointCamera )
RecvPropFloat( RECVINFO( m_FOV ) ),
RecvPropFloat( RECVINFO( m_Resolution ) ),
RecvPropInt( RECVINFO( m_bFogEnable ) ),
RecvPropInt( RECVINFO( m_FogColor ) ),
RecvPropFloat( RECVINFO( m_flFogStart ) ),
RecvPropFloat( RECVINFO( m_flFogEnd ) ),
RecvPropFloat( RECVINFO( m_flFogMaxDensity ) ),
RecvPropInt( RECVINFO( m_bActive ) ),
RecvPropInt( RECVINFO( m_bUseScreenAspectRatio ) ),
#ifdef MAPBASE
RecvPropInt( RECVINFO( m_iSkyMode ) ),
RecvPropString( RECVINFO( m_iszRenderTarget ) ),
#endif
END_RECV_TABLE()
C_EntityClassList<C_PointCamera> g_PointCameraList;
template<> C_PointCamera *C_EntityClassList<C_PointCamera>::m_pClassList = NULL;
C_PointCamera* GetPointCameraList()
{
return g_PointCameraList.m_pClassList;
}
C_PointCamera::C_PointCamera()
{
m_bActive = false;
m_bFogEnable = false;
#ifdef MAPBASE
m_iszRenderTarget[0] = '\0';
#endif
g_PointCameraList.Insert( this );
}
C_PointCamera::~C_PointCamera()
{
g_PointCameraList.Remove( this );
}
bool C_PointCamera::ShouldDraw()
{
return false;
}
void C_PointCamera::OnDataChanged( DataUpdateType_t type )
{
#ifdef MAPBASE
// Reset render texture
m_pRenderTarget = NULL;
#endif
return BaseClass::OnDataChanged( type );
}
float C_PointCamera::GetFOV()
{
return m_FOV;
}
float C_PointCamera::GetResolution()
{
return m_Resolution;
}
bool C_PointCamera::IsFogEnabled()
{
return m_bFogEnable;
}
void C_PointCamera::GetFogColor( unsigned char &r, unsigned char &g, unsigned char &b )
{
r = m_FogColor.r;
g = m_FogColor.g;
b = m_FogColor.b;
}
float C_PointCamera::GetFogStart()
{
return m_flFogStart;
}
float C_PointCamera::GetFogEnd()
{
return m_flFogEnd;
}
float C_PointCamera::GetFogMaxDensity()
{
return m_flFogMaxDensity;
}
bool C_PointCamera::IsActive()
{
return m_bActive;
}
void C_PointCamera::GetToolRecordingState( KeyValues *msg )
{
BaseClass::GetToolRecordingState( msg );
unsigned char r, g, b;
static MonitorRecordingState_t state;
state.m_bActive = IsActive() && !IsDormant();
state.m_flFOV = GetFOV();
state.m_bFogEnabled = IsFogEnabled();
state.m_flFogStart = GetFogStart();
state.m_flFogEnd = GetFogEnd();
GetFogColor( r, g, b );
state.m_FogColor.SetColor( r, g, b, 255 );
msg->SetPtr( "monitor", &state );
}
#ifdef MAPBASE
extern ITexture *GetCameraTexture( void );
extern void AddReleaseFunc( void );
ITexture *C_PointCamera::RenderTarget()
{
if (m_iszRenderTarget[0] != '\0')
{
if (!m_pRenderTarget)
{
// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
m_pRenderTarget = materials->FindTexture( m_iszRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
}
if (m_pRenderTarget)
return m_pRenderTarget;
}
return GetCameraTexture();
}
IMPLEMENT_CLIENTCLASS_DT( C_PointCameraOrtho, DT_PointCameraOrtho, CPointCameraOrtho )
RecvPropInt( RECVINFO( m_bOrtho ) ),
RecvPropArray( RecvPropFloat( RECVINFO( m_OrthoDimensions[0] ) ), m_OrthoDimensions ),
END_RECV_TABLE()
#endif