source-sdk-2013-mapbase/sp/src/game/client/cbase.h
Blixibon eb014cce6c Mapbase v6.0
- Fixed path_track paths saving as pointers instead of handles
- Fixed player animations not falling to base class correctly
- Fixed logic_externaldata creating garbage in trailing spaces
- Added "SetHandModelSkin" input
- Added unique colors for various types of console message, adjustable via convars
- Added the ability to use map-specific weapon scripts
- Added a way to display (placeholder) text entirely from Faceposer scenes
- Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines
- Added the ability to change a game_text's font (very limited)
- Added LightToggle input to point_spotlight
- Added Enable/DisableSprites on npc_manhack
- Added ai_goal_police behavior from metrocops to Combine soldiers and citizens
- Added func_precipitation particle rain systems from the Alien Swarm SDK
- Added new func_precipitation spawnflags for controlling behavior in particle types
- Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on
- Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs
- Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed
- Added key for custom logo font on env_credits scripts
- Added SetSpeed and SetPushDir inputs for trigger_push
- Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish
- Added OnLostEnemy/Player support for npc_combine_camera
- Added enhanced save/restore for the Response System, toggleable via convar
- Added a convar which allows users to disable weapon autoswitching when picking up ammo
- Split VScript base script into its own file
- Added VScript descriptions for NPC squads and the manager class which handles them
- Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP
- Added VScript to VBSP with basic map file interfacing
- Made some VScript documentation more clear due to deprecation of online documentation
- Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation
- Added VScript-driven custom weapons
- Added clientside VScript scopes
- Added a bunch of weapon-related VScript functions
- Split a bunch of cluttered VScript stuff into different files
- Added VScript functions for "following" entities/bonemerging
- Added VScript functions for grenades
- Added a few more VScript trigger functions
- Added OnDeath hook for VScript
- Fixed documentation for aliased functions in VScript
- Fixed $bumpmask not working on SDK_LightmappedGeneric
- Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake)
- Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working
- Added limited support for $envmapmask in the bumpmapping shader
- Fixed more issues with parallax corrected cubemaps and instances
- Made instance variable recursion consistent with VMFII
2020-11-26 02:26:55 +00:00

63 lines
1.4 KiB
C

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CBASE_H
#define CBASE_H
#ifdef _WIN32
#pragma once
#endif
struct studiohdr_t;
#include <stdio.h>
#include <stdlib.h>
#include <tier0/platform.h>
#include <tier0/dbg.h>
#include <tier1/strtools.h>
#include <vstdlib/random.h>
#include <utlvector.h>
#include <const.h>
#include "string_t.h"
// These two have to be included very early
#include <predictableid.h>
#include <predictable_entity.h>
#include "cdll_util.h"
#include <util_shared.h>
#include <icvar.h>
#include <baseentity_shared.h>
#ifdef MAPBASE
#include "tier1/mapbase_con_groups.h"
#endif
// This is a precompiled header. Include a bunch of common stuff.
// This is kind of ugly in that it adds a bunch of dependency where it isn't needed.
// But on balance, the compile time is much lower (even incrementally) once the precompiled
// headers contain these headers.
#include "precache_register.h"
#include "c_basecombatweapon.h"
#include "c_basecombatcharacter.h"
#include "gamerules.h"
#include "c_baseplayer.h"
#include "itempents.h"
#include "vphysics_interface.h"
#include "physics.h"
#include "c_recipientfilter.h"
#include "cdll_client_int.h"
#include "worldsize.h"
#include "engine/ivmodelinfo.h"
#endif // CBASE_H