Blixibon dc7f20acc8 Mapbase v2.0; bulk commit
- 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
2019-12-14 04:20:02 +00:00

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