source-sdk-2013-mapbase/sp/src/game/server/point_camera.h
Blixibon c448f194ae Mapbase v5.0
- 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
2020-08-14 21:21:25 +00:00

121 lines
3.3 KiB
C++

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