source-sdk-2013-mapbase/sp/src/game/client/c_te_effect_dispatch.h
Blixibon 63323222fe Mapbase v4.3
- Fixed a crash with multiple trigger_look targets
- Fixed an issue where some zombie submodel server ragdolls are not solid to the world
- Fixed a crash with certain instance classes being loaded in a savegame before the class is registered
- Added some of Tony Sergi's missing Source 2007 fixes (contributed by Kris)
- Added "ClientCommand" hook for VScript to allow handling of unknown console commands
- Added "PlayerRunCommand" hook for VScript to control player movement
- Added new button-related script functions for players (GetButtons, DisableButtons, etc.)
- Added CUserCmd accessor in VScript for the "PlayerRunCommand" hook
- Added "GetWaterLevel" function for VScript
- Exposed "Ignite" to VScript for controlling how a fire starts
- Fixed NPCs being unable to unholster weapons
- Fixed Mapbase crashing when Steam isn't running
- Fixed issues with angled/updating sky_camera save/restore
- Added VBSP "-skyboxcubemap" parameter to enable skybox default cubemaps + "-defaultcubemapres" to control their resolution
- Added ability to disable VScript in a map (and fixed a few potential complications from disabling VScript)
- Made clientside VScript only initialize after world is spawned in order to receive serverside script language in time
- Added tons of VScript functions to CBaseAnimating related to bodygroups, sequences, etc.
- Added VScript functions to players for getting user ID and player name, similar to logic_playerinfo
- Added a few L4D2 script functions missing from the ASW SDK
- Added "Localize" singleton with a single "GetTokenAsUTF8" function for getting localization strings
- Disabled r_hunkalloclightmaps by the request of various users (apparently this completely removes the "Engine hunk overflow" error and allows for really high-res lightmaps)
- Fixed npc_antlionguard NPC_TranslateActivity not hooking into base class (allows for VScript manipulation)
- Added various unused antlion guard activities to npc_antlionguard AI, allowing for usage as registered activities
- Added keyvalue to set LOS mask on combine_mine
- Added +USE bounding box limiter to prop_interactable
2020-07-16 15:43:30 +00:00

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1.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_TE_EFFECT_DISPATCH_H
#define C_TE_EFFECT_DISPATCH_H
#ifdef _WIN32
#pragma once
#endif
#include "effect_dispatch_data.h"
typedef void (*ClientEffectCallback)( const CEffectData &data );
class CClientEffectRegistration
{
public:
CClientEffectRegistration( const char *pEffectName, ClientEffectCallback fn );
public:
const char *m_pEffectName;
ClientEffectCallback m_pFunction;
CClientEffectRegistration *m_pNext;
static CClientEffectRegistration *s_pHead;
};
//
// Use this macro to register a client effect callback.
// If you do DECLARE_CLIENT_EFFECT( "MyEffectName", MyCallback ), then MyCallback will be
// called when the server does DispatchEffect( "MyEffect", data )
//
#define DECLARE_CLIENT_EFFECT( effectName, callbackFunction ) \
static CClientEffectRegistration ClientEffectReg_##callbackFunction( effectName, callbackFunction );
void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData );
void DispatchEffect( const char *pName, const CEffectData &data );
void DispatchEffect( const char *pName, const CEffectData &data, IRecipientFilter &filter );
#endif // C_TE_EFFECT_DISPATCH_H