mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-06 12:15:30 +03:00
eb014cce6c
- 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
63 lines
1.4 KiB
C
63 lines
1.4 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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#ifndef CBASE_H
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#define CBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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struct studiohdr_t;
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#include <stdio.h>
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#include <stdlib.h>
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#include <tier0/platform.h>
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#include <tier0/dbg.h>
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#include <tier1/strtools.h>
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#include <vstdlib/random.h>
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#include <utlvector.h>
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#include <const.h>
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#include "string_t.h"
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// These two have to be included very early
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#include <predictableid.h>
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#include <predictable_entity.h>
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#include "cdll_util.h"
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#include <util_shared.h>
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#include <icvar.h>
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#include <baseentity_shared.h>
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#ifdef MAPBASE
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#include "tier1/mapbase_con_groups.h"
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#endif
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// This is a precompiled header. Include a bunch of common stuff.
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// This is kind of ugly in that it adds a bunch of dependency where it isn't needed.
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// But on balance, the compile time is much lower (even incrementally) once the precompiled
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// headers contain these headers.
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#include "precache_register.h"
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#include "c_basecombatweapon.h"
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#include "c_basecombatcharacter.h"
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#include "gamerules.h"
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#include "c_baseplayer.h"
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#include "itempents.h"
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#include "vphysics_interface.h"
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#include "physics.h"
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#include "c_recipientfilter.h"
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#include "cdll_client_int.h"
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#include "worldsize.h"
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#include "engine/ivmodelinfo.h"
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#endif // CBASE_H
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