mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-07 20:55:31 +03:00
63323222fe
- 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
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_TE_EFFECT_DISPATCH_H
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#define C_TE_EFFECT_DISPATCH_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "effect_dispatch_data.h"
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typedef void (*ClientEffectCallback)( const CEffectData &data );
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class CClientEffectRegistration
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{
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public:
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CClientEffectRegistration( const char *pEffectName, ClientEffectCallback fn );
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public:
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const char *m_pEffectName;
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ClientEffectCallback m_pFunction;
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CClientEffectRegistration *m_pNext;
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static CClientEffectRegistration *s_pHead;
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};
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//
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// Use this macro to register a client effect callback.
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// If you do DECLARE_CLIENT_EFFECT( "MyEffectName", MyCallback ), then MyCallback will be
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// called when the server does DispatchEffect( "MyEffect", data )
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//
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#define DECLARE_CLIENT_EFFECT( effectName, callbackFunction ) \
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static CClientEffectRegistration ClientEffectReg_##callbackFunction( effectName, callbackFunction );
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void DispatchEffectToCallback( const char *pEffectName, const CEffectData &m_EffectData );
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void DispatchEffect( const char *pName, const CEffectData &data );
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void DispatchEffect( const char *pName, const CEffectData &data, IRecipientFilter &filter );
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#endif // C_TE_EFFECT_DISPATCH_H
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