mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-01 09:45:31 +03:00
c5f3fa0778
- Overhauled matcher system and added expanded wildcard support, meaning "text", "te?t", "blah_test", etc. are now supported instead of only trailing * - Added support for regular expression matching - Added the missing matrixinvert.h file, which prevented programmers from compiling vbsp - Fixed env_global_light brightness - Added info_player_view_proxy, an entity which mimics a player's view (created for script_intro) - New UnZoomWithRate and SetZoomRate inputs on env_zoom - New "Don't change target's angles" flag on logic_measure_movement - Fixed logic_measure_movement not using ignore origin flags correctly - Fixed filter_damage_mod secondary filter not recognizing mode correctly - Fixed DisableGeigerCounter causing NPCs to ignore player, and possibly fixed other adverse effects in similar code - Added SetEntityName input for setting an entity's targetname - Added "SetTarget" support to point_posecontroller - Added "sk_alyx_health" convar for adjustable npc_alyx health, restored/fixed "sk_barney_health" for adjustable npc_barney health - Added ignore flags and several direction-related inputs to math_vector - Added pose parameter stuff to logic_modelinfo - Fixed ChangeWeapon not changing during combat - Fixed holster/unholster on NPCs without holster/unholster animations - Fixed func_tank and other "player in the way" code ignoring notarget - Added SetPoseParameter input to animating entities - Introduced an experimental chapter system which allows for custom chapter title/restriction management - Added SetChapterTitle input to worldspawn for dynamic title changing - Fixed func_tankairboatgun damage credit, added ability to use its damage keyvalues - Fixed mapbase_rpc_enabled not actually affecting RPC - Moved some newly found Combine soldier grenade code to ai_grenade for other grenade users - Fixed some problems with the new shared activities - Restored an old Mapbase entity as "prop_interactable", an entity which contains all of the functionality of a func_button/func_door in a prop entity - Added env_microphone pitch scale for scaling the pitch of transmitted sounds - Added experimental, long-overdue code for scenes to be able to access !target#'s and other scene-related names through AI_INPUT - Added "mat_specular_disable_on_missing", which "disables" specular reflections when the cubemap texture is missing - Fixed $envmapmasktransform and $bumptransform on VertexLitGeneric and related shaders - Areaportal leaks now stop compilation in leaktest - Replaced "-nodefaultcubemap" with "-defaultcubemap" as the shader changes allow maps to compile without default cubemaps by default with little effect
79 lines
2.3 KiB
C
79 lines
2.3 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 BASEPLAYER_SHARED_H
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#define BASEPLAYER_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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// PlayerUse defines
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#define PLAYER_USE_RADIUS 80.f
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#define CONE_45_DEGREES 0.707f
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#define CONE_15_DEGREES 0.9659258f
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#define CONE_90_DEGREES 0
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#define TRAIN_ACTIVE 0x80
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#define TRAIN_NEW 0xc0
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#define TRAIN_OFF 0x00
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#define TRAIN_NEUTRAL 0x01
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#define TRAIN_SLOW 0x02
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#define TRAIN_MEDIUM 0x03
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#define TRAIN_FAST 0x04
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#define TRAIN_BACK 0x05
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// entity messages
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#define PLAY_PLAYER_JINGLE 1
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#define UPDATE_PLAYER_RADAR 2
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#define DEATH_ANIMATION_TIME 3.0f
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typedef struct
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{
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Vector m_vecAutoAimDir; // The direction autoaim wishes to point.
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Vector m_vecAutoAimPoint; // The point (world space) that autoaim is aiming at.
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EHANDLE m_hAutoAimEntity; // The entity that autoaim is aiming at.
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bool m_bAutoAimAssisting; // If this is true, autoaim is aiming at the target. If false, the player is naturally aiming.
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bool m_bOnTargetNatural;
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float m_fScale;
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float m_fMaxDist;
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} autoaim_params_t;
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enum stepsoundtimes_t
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{
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STEPSOUNDTIME_NORMAL = 0,
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STEPSOUNDTIME_ON_LADDER,
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STEPSOUNDTIME_WATER_KNEE,
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STEPSOUNDTIME_WATER_FOOT,
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};
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void CopySoundNameWithModifierToken( char *pchDest, const char *pchSource, int nMaxLenInChars, const char *pchToken );
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#ifdef MAPBASE
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// Internal player spawnflags.
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// These are only meant to be used internally or accessed via logic_playerproxy.
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// I'm sure this isn't a bad idea whatsoever...
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//
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// They start at 16 because some NPC spawnflags (e.g. Wait Till Seen)
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// used in places with both NPCs and players don't check whether the target is a NPC or a player.
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// Spawnflags are also transmitted to the client and use a special network proxy to get around this without having to transmit unused bits.
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// Be sure to update the SendPropInt() entry for m_spawnflags in player.cpp when you add any new spawnflags!
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#define SF_PLAYER_NO_GEIGER (1 << 16)
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#define SF_PLAYER_HIDE_SQUAD_HUD (1 << 17)
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#define SF_PLAYER_SUPPRESS_FIRING (1 << 18)
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#endif
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// Shared header file for players
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#if defined( CLIENT_DLL )
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#define CBasePlayer C_BasePlayer
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#include "c_baseplayer.h"
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#else
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#include "player.h"
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#endif
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#endif // BASEPLAYER_SHARED_H
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