Blixibon 418a9dcccc Mapbase v4.1
- Exposed CAmmoDef to VScript and changed ammo type functions accordingly
- Added TakeHealth and IsAlive to CBaseEntity
- Added $treeSway
- Added several inputs to control env_wind keyvalues + a new $treeSway scale keyvalue
- Added "Expanded name fixup" keyvalue to point_template which allows name fixup to fix up output parameters
- Fixed the rope on rappelling NPCs causing graphical issues
- Fixed prop_vehicle_prisoner_pod missing "EnterVehicle", "EnterVehicleImmediate", and "ExitVehicle" inputs
- Fixed hostile citizens not damaging player
- Fixed an uncommon npc_metropolice crash from when it's not in a squad
- Made SetTarget input update target handling on NPCs
- Changed ammo type functions to be more organized, added AmmoDef singleton
- Added more precache functions
- Added various misc. entity functions, like GetAllWeapons or AddOutput
- Added more utility functions
2020-06-21 15:10:56 +00:00

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C

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: defines constants to use for the materialsystem and shaderapi
// SetxxxRenderingParameter functions
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef RENDERPARM_H
#define RENDERPARM_H
#ifndef _WIN32
#pragma once
#endif
enum RenderParamVector_t
{
VECTOR_RENDERPARM_HMDWARP_LEFT_CENTRE = 0,
VECTOR_RENDERPARM_HMDWARP_LEFT_COEFF012,
VECTOR_RENDERPARM_HMDWARP_LEFT_COEFF34_RED_OFFSET,
VECTOR_RENDERPARM_HMDWARP_RIGHT_CENTRE,
VECTOR_RENDERPARM_HMDWARP_RIGHT_COEFF012,
VECTOR_RENDERPARM_HMDWARP_RIGHT_COEFF34_BLUE_OFFSET,
VECTOR_RENDERPARM_HMDWARP_GROW_OUTIN,
VECTOR_RENDERPARM_HMDWARP_GROW_ABOVEBELOW,
VECTOR_RENDERPARM_HMDWARP_ASPECT,
INT_RENDERPARM_DISTORTION_TYPE,
VECTOR_RENDERPARM_WIND_DIRECTION,
MAX_VECTOR_RENDER_PARMS = 20
};
#define MAX_FLOAT_RENDER_PARMS 20
enum RenderParamInt_t
{
INT_RENDERPARM_ENABLE_FIXED_LIGHTING = 0,
INT_RENDERPARM_MORPH_ACCUMULATOR_X_OFFSET,
INT_RENDERPARM_MORPH_ACCUMULATOR_Y_OFFSET,
INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_WIDTH,
INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_HEIGHT,
INT_RENDERPARM_MORPH_ACCUMULATOR_4TUPLE_COUNT,
INT_RENDERPARM_MORPH_WEIGHT_X_OFFSET,
INT_RENDERPARM_MORPH_WEIGHT_Y_OFFSET,
INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_WIDTH,
INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_HEIGHT,
INT_RENDERPARM_WRITE_DEPTH_TO_DESTALPHA,
INT_RENDERPARM_BACK_BUFFER_INDEX,
INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_FIRST,
INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_LAST = INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_FIRST + 4,
MAX_INT_RENDER_PARMS = 20
};
// for INT_RENDERPARM_BACK_BUFFER_INDEX
#define BACK_BUFFER_INDEX_DEFAULT 0
#define BACK_BUFFER_INDEX_HDR 1
enum RenderParamTexture_t
{
TEXTURE_RENDERPARM_AMBIENT_OCCLUSION = 0,
MAX_TEXTURE_RENDER_PARMS = 2
};
// ENABLE_FIXED_LIGHTING modes:
#define ENABLE_FIXED_LIGHTING_NONE 0
#define ENABLE_FIXED_LIGHTING_BASICLIGHT 1
#define ENABLE_FIXED_LIGHTING_OUTPUTMRTS_FOR_DEFERRED_LIGHTING 2
#define ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH 3
enum RenderParamFloat_t
{
FLOAT_RENDERPARM_MINIMUMLIGHTING = 0,
};
#endif // RENDERPARM_H