source-sdk-2013-mapbase/sp/src/game/client/C_Env_Projected_Texture.h
Blixibon dc7f20acc8 Mapbase v2.0; bulk commit
- 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
2019-12-14 04:20:02 +00:00

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3.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ENVPROJECTEDTEXTURE_H
#define C_ENVPROJECTEDTEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "basetypes.h"
#ifdef ASW_PROJECTED_TEXTURES
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_EnvProjectedTexture : public C_BaseEntity
{
DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
void SetMaterial( IMaterial *pMaterial );
void SetLightColor( byte r, byte g, byte b, byte a );
void SetSize( float flSize );
void SetRotation( float flRotation );
virtual void OnDataChanged( DataUpdateType_t updateType );
void ShutDownLightHandle( void );
#ifdef MAPBASE
virtual void Simulate();
#else
virtual bool Simulate();
#endif
void UpdateLight( void );
C_EnvProjectedTexture();
~C_EnvProjectedTexture();
static void SetVisibleBBoxMinHeight( float flVisibleBBoxMinHeight ) { m_flVisibleBBoxMinHeight = flVisibleBBoxMinHeight; }
static float GetVisibleBBoxMinHeight( void ) { return m_flVisibleBBoxMinHeight; }
static C_EnvProjectedTexture *Create( );
private:
inline bool IsBBoxVisible( void );
bool IsBBoxVisible( Vector vecExtentsMin,
Vector vecExtentsMax );
ClientShadowHandle_t m_LightHandle;
bool m_bForceUpdate;
EHANDLE m_hTargetEntity;
#ifdef MAPBASE
bool m_bDontFollowTarget;
#endif
bool m_bState;
bool m_bAlwaysUpdate;
float m_flLightFOV;
#ifdef MAPBASE
float m_flLightHorFOV;
#endif
bool m_bEnableShadows;
bool m_bLightOnlyTarget;
bool m_bLightWorld;
bool m_bCameraSpace;
float m_flBrightnessScale;
color32 m_LightColor;
Vector m_CurrentLinearFloatLightColor;
float m_flCurrentLinearFloatLightAlpha;
#ifdef MAPBASE
float m_flCurrentBrightnessScale;
#endif
float m_flColorTransitionTime;
float m_flAmbient;
float m_flNearZ;
float m_flFarZ;
char m_SpotlightTextureName[ MAX_PATH ];
CTextureReference m_SpotlightTexture;
int m_nSpotlightTextureFrame;
int m_nShadowQuality;
#ifdef MAPBASE
float m_flConstantAtten;
float m_flLinearAtten;
float m_flQuadraticAtten;
float m_flShadowAtten;
bool m_bAlwaysDraw;
//bool m_bProjectedTextureVersion;
#endif
Vector m_vecExtentsMin;
Vector m_vecExtentsMax;
static float m_flVisibleBBoxMinHeight;
};
bool C_EnvProjectedTexture::IsBBoxVisible( void )
{
return IsBBoxVisible( GetAbsOrigin() + m_vecExtentsMin, GetAbsOrigin() + m_vecExtentsMax );
}
#else
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_EnvProjectedTexture : public C_BaseEntity
{
DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_EnvProjectedTexture();
~C_EnvProjectedTexture();
virtual void OnDataChanged( DataUpdateType_t updateType );
void ShutDownLightHandle( void );
virtual void Simulate();
void UpdateLight( bool bForceUpdate );
bool ShadowsEnabled();
float GetFOV();
private:
ClientShadowHandle_t m_LightHandle;
EHANDLE m_hTargetEntity;
bool m_bState;
float m_flLightFOV;
bool m_bEnableShadows;
bool m_bLightOnlyTarget;
bool m_bLightWorld;
bool m_bCameraSpace;
color32 m_cLightColor;
float m_flAmbient;
char m_SpotlightTextureName[ MAX_PATH ];
int m_nSpotlightTextureFrame;
int m_nShadowQuality;
bool m_bCurrentShadow;
public:
C_EnvProjectedTexture *m_pNext;
};
C_EnvProjectedTexture* GetEnvProjectedTextureList();
#endif
#endif // C_ENVPROJECTEDTEXTURE_H