mirror of
https://github.com/mapbase-source/source-sdk-2013.git
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c448f194ae
- 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
121 lines
3.3 KiB
C++
121 lines
3.3 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 CAMERA_H
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#define CAMERA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPointCamera : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CPointCamera, CBaseEntity );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CPointCamera();
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~CPointCamera();
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void Spawn( void );
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// Tell the client that this camera needs to be rendered
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void SetActive( bool bActive );
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int UpdateTransmitState(void);
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void ChangeFOVThink( void );
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void InputChangeFOV( inputdata_t &inputdata );
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void InputSetOnAndTurnOthersOff( inputdata_t &inputdata );
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void InputSetOn( inputdata_t &inputdata );
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void InputSetOff( inputdata_t &inputdata );
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#ifdef MAPBASE
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void InputSetSkyMode( inputdata_t &inputdata ) { m_iSkyMode = inputdata.value.Int(); }
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void InputSetRenderTarget( inputdata_t &inputdata ) { m_iszRenderTarget = inputdata.value.StringID(); }
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float GetFOV() const { return m_FOV; }
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#endif
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private:
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float m_TargetFOV;
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float m_DegreesPerSecond;
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CNetworkVar( float, m_FOV );
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CNetworkVar( float, m_Resolution );
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CNetworkVar( bool, m_bFogEnable );
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CNetworkColor32( m_FogColor );
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CNetworkVar( float, m_flFogStart );
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CNetworkVar( float, m_flFogEnd );
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CNetworkVar( float, m_flFogMaxDensity );
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CNetworkVar( bool, m_bActive );
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CNetworkVar( bool, m_bUseScreenAspectRatio );
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#ifdef MAPBASE
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CNetworkVar( int, m_iSkyMode );
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CNetworkVar( string_t, m_iszRenderTarget );
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#endif
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// Allows the mapmaker to control whether a camera is active or not
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bool m_bIsOn;
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public:
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CPointCamera *m_pNext;
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};
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPointCameraOrtho : public CPointCamera
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{
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public:
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DECLARE_CLASS( CPointCameraOrtho, CPointCamera );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CPointCameraOrtho();
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~CPointCameraOrtho();
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enum
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{
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ORTHO_TOP,
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ORTHO_BOTTOM,
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ORTHO_LEFT,
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ORTHO_RIGHT,
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NUM_ORTHO_DIMENSIONS
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};
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void Spawn( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
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void ChangeOrtho( int iType, const char *szChange );
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void ChangeOrthoThink( void );
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void InputSetOrthoEnabled( inputdata_t &inputdata ) { m_bOrtho = inputdata.value.Bool(); }
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void InputScaleOrtho( inputdata_t &inputdata );
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void InputSetOrthoTop( inputdata_t &inputdata ) { ChangeOrtho(ORTHO_TOP, inputdata.value.String()); }
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void InputSetOrthoBottom( inputdata_t &inputdata ) { ChangeOrtho( ORTHO_BOTTOM, inputdata.value.String() ); }
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void InputSetOrthoLeft( inputdata_t &inputdata ) { ChangeOrtho( ORTHO_LEFT, inputdata.value.String() ); }
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void InputSetOrthoRight( inputdata_t &inputdata ) { ChangeOrtho( ORTHO_RIGHT, inputdata.value.String() ); }
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private:
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float m_TargetOrtho[NUM_ORTHO_DIMENSIONS];
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float m_TargetOrthoDPS;
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CNetworkVar( bool, m_bOrtho );
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CNetworkArray( float, m_OrthoDimensions, NUM_ORTHO_DIMENSIONS );
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};
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#endif
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CPointCamera *GetPointCameraList();
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#endif // CAMERA_H
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