mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-06 12:15:30 +03:00
c448f194ae
- 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
162 lines
3.4 KiB
C++
162 lines
3.4 KiB
C++
//========= 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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#include "cbase.h"
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#include "c_point_camera.h"
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#include "toolframework/itoolframework.h"
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#include "toolframework_client.h"
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#include "tier1/KeyValues.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_CLIENTCLASS_DT( C_PointCamera, DT_PointCamera, CPointCamera )
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RecvPropFloat( RECVINFO( m_FOV ) ),
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RecvPropFloat( RECVINFO( m_Resolution ) ),
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RecvPropInt( RECVINFO( m_bFogEnable ) ),
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RecvPropInt( RECVINFO( m_FogColor ) ),
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RecvPropFloat( RECVINFO( m_flFogStart ) ),
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RecvPropFloat( RECVINFO( m_flFogEnd ) ),
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RecvPropFloat( RECVINFO( m_flFogMaxDensity ) ),
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RecvPropInt( RECVINFO( m_bActive ) ),
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RecvPropInt( RECVINFO( m_bUseScreenAspectRatio ) ),
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#ifdef MAPBASE
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RecvPropInt( RECVINFO( m_iSkyMode ) ),
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RecvPropString( RECVINFO( m_iszRenderTarget ) ),
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#endif
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END_RECV_TABLE()
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C_EntityClassList<C_PointCamera> g_PointCameraList;
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template<> C_PointCamera *C_EntityClassList<C_PointCamera>::m_pClassList = NULL;
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C_PointCamera* GetPointCameraList()
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{
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return g_PointCameraList.m_pClassList;
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}
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C_PointCamera::C_PointCamera()
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{
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m_bActive = false;
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m_bFogEnable = false;
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#ifdef MAPBASE
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m_iszRenderTarget[0] = '\0';
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#endif
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g_PointCameraList.Insert( this );
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}
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C_PointCamera::~C_PointCamera()
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{
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g_PointCameraList.Remove( this );
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}
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bool C_PointCamera::ShouldDraw()
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{
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return false;
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}
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void C_PointCamera::OnDataChanged( DataUpdateType_t type )
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{
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#ifdef MAPBASE
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// Reset render texture
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m_pRenderTarget = NULL;
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#endif
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return BaseClass::OnDataChanged( type );
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}
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float C_PointCamera::GetFOV()
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{
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return m_FOV;
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}
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float C_PointCamera::GetResolution()
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{
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return m_Resolution;
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}
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bool C_PointCamera::IsFogEnabled()
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{
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return m_bFogEnable;
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}
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void C_PointCamera::GetFogColor( unsigned char &r, unsigned char &g, unsigned char &b )
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{
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r = m_FogColor.r;
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g = m_FogColor.g;
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b = m_FogColor.b;
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}
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float C_PointCamera::GetFogStart()
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{
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return m_flFogStart;
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}
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float C_PointCamera::GetFogEnd()
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{
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return m_flFogEnd;
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}
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float C_PointCamera::GetFogMaxDensity()
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{
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return m_flFogMaxDensity;
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}
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bool C_PointCamera::IsActive()
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{
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return m_bActive;
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}
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void C_PointCamera::GetToolRecordingState( KeyValues *msg )
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{
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BaseClass::GetToolRecordingState( msg );
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unsigned char r, g, b;
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static MonitorRecordingState_t state;
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state.m_bActive = IsActive() && !IsDormant();
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state.m_flFOV = GetFOV();
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state.m_bFogEnabled = IsFogEnabled();
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state.m_flFogStart = GetFogStart();
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state.m_flFogEnd = GetFogEnd();
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GetFogColor( r, g, b );
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state.m_FogColor.SetColor( r, g, b, 255 );
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msg->SetPtr( "monitor", &state );
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}
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#ifdef MAPBASE
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extern ITexture *GetCameraTexture( void );
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extern void AddReleaseFunc( void );
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ITexture *C_PointCamera::RenderTarget()
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{
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if (m_iszRenderTarget[0] != '\0')
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{
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if (!m_pRenderTarget)
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{
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// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
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m_pRenderTarget = materials->FindTexture( m_iszRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
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}
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if (m_pRenderTarget)
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return m_pRenderTarget;
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}
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return GetCameraTexture();
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}
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IMPLEMENT_CLIENTCLASS_DT( C_PointCameraOrtho, DT_PointCameraOrtho, CPointCameraOrtho )
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RecvPropInt( RECVINFO( m_bOrtho ) ),
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RecvPropArray( RecvPropFloat( RECVINFO( m_OrthoDimensions[0] ) ), m_OrthoDimensions ),
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END_RECV_TABLE()
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#endif
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