mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-10 05:56:45 +03:00
dc7f20acc8
- Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
96 lines
2.8 KiB
C++
96 lines
2.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef SCRIPT_INTRO_H
|
|
#define SCRIPT_INTRO_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
class CPointCamera;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: An entity that's used to control the intro sequence
|
|
//-----------------------------------------------------------------------------
|
|
class CScriptIntro : public CBaseEntity
|
|
{
|
|
DECLARE_CLASS(CScriptIntro, CBaseEntity);
|
|
public:
|
|
DECLARE_DATADESC();
|
|
DECLARE_SERVERCLASS();
|
|
|
|
virtual void Spawn( void );
|
|
virtual void Precache();
|
|
virtual void Activate( void );
|
|
virtual int UpdateTransmitState(void);
|
|
|
|
// Inputs
|
|
void InputSetPlayerViewEntity( inputdata_t &inputdata );
|
|
void InputSetCameraViewEntity( inputdata_t &inputdata );
|
|
void InputSetBlendMode( inputdata_t &inputdata );
|
|
void InputSetNextBlendMode( inputdata_t &inputdata );
|
|
void InputSetNextFOV( inputdata_t &inputdata );
|
|
void InputSetFOVBlendTime( inputdata_t &inputdata );
|
|
void InputSetFOV( inputdata_t &inputdata );
|
|
void InputSetNextBlendTime( inputdata_t &inputdata );
|
|
void InputActivate( inputdata_t &inputdata );
|
|
void InputDeactivate( inputdata_t &inputdata );
|
|
|
|
void InputFadeTo( inputdata_t &inputdata );
|
|
void InputSetFadeColor( inputdata_t &inputdata );
|
|
|
|
#ifdef MAPBASE
|
|
void InputSetDrawSky( inputdata_t &inputdata ) { m_bDrawSky = inputdata.value.Bool(); }
|
|
void InputSetDrawSky2( inputdata_t &inputdata ) { m_bDrawSky2 = inputdata.value.Bool(); }
|
|
#endif
|
|
|
|
bool GetIncludedPVSOrigin( Vector *pOrigin, CBaseEntity **ppCamera );
|
|
|
|
private:
|
|
// Think func used to finish the blend off
|
|
void BlendComplete( );
|
|
|
|
private:
|
|
CNetworkVar( Vector, m_vecPlayerView );
|
|
CNetworkVar( QAngle, m_vecPlayerViewAngles );
|
|
CNetworkVar( Vector, m_vecCameraView );
|
|
CNetworkVar( QAngle, m_vecCameraViewAngles );
|
|
CNetworkVar( int, m_iBlendMode );
|
|
CNetworkVar( int, m_iNextBlendMode );
|
|
CNetworkVar( float, m_flNextBlendTime );
|
|
CNetworkVar( float, m_flBlendStartTime );
|
|
CNetworkVar( int, m_iStartFOV );
|
|
CNetworkVar( bool, m_bActive );
|
|
#ifdef MAPBASE
|
|
CNetworkVar( bool, m_bDrawSky );
|
|
CNetworkVar( bool, m_bDrawSky2 );
|
|
CNetworkVar( bool, m_bUseEyePosition );
|
|
#endif
|
|
|
|
// Fov & fov blends
|
|
CNetworkVar( int, m_iNextFOV );
|
|
CNetworkVar( float, m_flNextFOVBlendTime );
|
|
CNetworkVar( float, m_flFOVBlendStartTime );
|
|
CNetworkVar( int, m_iFOV );
|
|
CNetworkVar( bool, m_bAlternateFOV );
|
|
|
|
// Fades
|
|
CNetworkArray( float, m_flFadeColor, 3 );
|
|
CNetworkVar( float, m_flFadeAlpha);
|
|
CNetworkVar( float, m_flFadeDuration );
|
|
|
|
CNetworkVar( EHANDLE, m_hCameraEntity );
|
|
|
|
int m_iQueuedBlendMode;
|
|
int m_iQueuedNextBlendMode;
|
|
};
|
|
|
|
extern CHandle<CScriptIntro> g_hIntroScript;
|
|
|
|
#endif // SCRIPT_INTRO_H
|