source-sdk-2013-mapbase/sp/src/game/server/SkyCamera.h
Blixibon c448f194ae Mapbase v5.0
- 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
2020-08-14 21:21:25 +00:00

104 lines
2.9 KiB
C++

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