source-sdk-2013-mapbase/sp/src/game/client/viewpostprocess.h
Blixibon 87cd9b24bb Mapbase v6.1
- Added postprocess_controller entity from later versions of Source
- Added env_dof_controller entity from later versions of Source
- Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK
- Fixed auto-breaking game_text/choreo text not null terminating
- Fixed console groups showing up at the wrong developer levels
- Added more mesages to console groups, including a new "NPC AI" console group
- Fixed typos and added elaboration in various cvars, console messages, etc.
- Fixed npc_metropolice not using frag grenades correctly when allowed to use them
- Fixed npc_metropolice not registering stitching squad slots in AI
- Fixed SetModel input late precache warning
- Fixed env_global_light angles resetting upon loading a save
- Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak
- Allowed VScript functions which return null strings to actually return null instead of empty strings
- Added VScript member variable documentation
- Fixed VScript documentation lines sometimes mixing together
- Fixed VScript singletons having a ! at the beginning of descriptions
- Added Color struct to VScript and allowed color-related inputs to use it
- Added more VScript functions for weapons, ammo, ragdolling, and response contexts
- Added GameRules singleton for VScript
- Exposed AI interaction system to VScript
- Recovered some lost documentation from older revisions of the Mapbase wiki
- Added a way to get the current game's load type in VScript
- Fixed Precache/SpawnEntityFromTable not accounting for a few important field types
- Added VScript functions for getting a player's eye vectors
- Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing
- Changed the way metrocops deploy their manhacks so they could use their manhack death response properly
- Fixed "Use Server" keyvalue on game_convar_mod not working
- Adjusted CAI_Expresser in VScript
2020-12-17 03:38:23 +00:00

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C

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef VIEWPOSTPROCESS_H
#define VIEWPOSTPROCESS_H
#if defined( _WIN32 )
#pragma once
#endif
struct PostProcessParameters_t;
void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, bool bPostVGui = false );
void DoImageSpaceMotionBlur( const CViewSetup &viewSetup );
void DumpTGAofRenderTarget( const int width, const int height, const char *pFilename );
void SetRenderTargetAndViewPort( ITexture *rt );
bool IsDepthOfFieldEnabled();
void DoDepthOfField( const CViewSetup &view );
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters );
void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters, bool override );
void SetViewFadeParams( byte r, byte g, byte b, byte a, bool bModulate );
#endif // VIEWPOSTPROCESS_H