mirror of
https://github.com/mapbase-source/source-sdk-2013.git
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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
104 lines
2.9 KiB
C++
104 lines
2.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Resource collection entity
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef SKYCAMERA_H
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#define SKYCAMERA_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CSkyCamera;
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#ifdef MAPBASE
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#define SF_SKY_MASTER (1 << 0)
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#define SF_SKY_START_UPDATING (1 << 1)
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//=============================================================================
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//
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// Sky Camera Class
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// Now derived directly from CBaseEntity for parenting and angles! (please don't break anything)
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//
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//=============================================================================
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class CSkyCamera : public CBaseEntity
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#else
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//=============================================================================
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//
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// Sky Camera Class
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//
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class CSkyCamera : public CLogicalEntity
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#endif
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{
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#ifdef MAPBASE
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DECLARE_CLASS( CSkyCamera, CBaseEntity );
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#else
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DECLARE_CLASS( CSkyCamera, CLogicalEntity );
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#endif
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public:
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DECLARE_DATADESC();
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CSkyCamera();
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~CSkyCamera();
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virtual void Spawn( void );
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virtual void Activate();
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#ifdef MAPBASE
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bool AcceptInput( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, int outputID );
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int UpdateTransmitState() { return HasSpawnFlags( SF_SKY_START_UPDATING ) ? SetTransmitState( FL_EDICT_ALWAYS ) : BaseClass::UpdateTransmitState(); }
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void SetCameraEntityMode();
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void SetCameraPositionMode();
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bool DoUpdate( bool bUpdateData = false );
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void UpdateThink();
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void InputForceUpdate( inputdata_t &inputdata );
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void InputStartUpdating( inputdata_t &inputdata );
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void InputStopUpdating( inputdata_t &inputdata );
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void InputActivateSkybox( inputdata_t &inputdata );
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void InputDeactivateSkybox( inputdata_t &inputdata );
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void InputSetFogStartDist( inputdata_t &data );
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void InputSetFogEndDist( inputdata_t &data );
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void InputTurnOnFog( inputdata_t &data );
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void InputTurnOffFog( inputdata_t &data );
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void InputSetFogColor( inputdata_t &data );
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void InputSetFogColorSecondary( inputdata_t &data );
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void InputSetFogMaxDensity( inputdata_t &inputdata );
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void InputCopyFogController( inputdata_t &inputdata );
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void InputCopyFogControllerWithScale( inputdata_t &inputdata );
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void InputSetFarZ( inputdata_t &data );
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void InputSetSkyColor( inputdata_t &inputdata ) { m_skyboxData.skycolor = inputdata.value.Color32(); }
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void InputSetScale( inputdata_t &inputdata ) { m_skyboxData.scale = inputdata.value.Int(); }
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#endif
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public:
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sky3dparams_t m_skyboxData;
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bool m_bUseAngles;
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#ifdef MAPBASE
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// Uses angles for actual skybox
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bool m_bUseAnglesForSky;
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#endif
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CSkyCamera *m_pNext;
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};
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//-----------------------------------------------------------------------------
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// Retrives the current skycamera
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//-----------------------------------------------------------------------------
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CSkyCamera* GetCurrentSkyCamera();
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CSkyCamera* GetSkyCameraList();
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#endif // SKYCAMERA_H
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