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https://github.com/mapbase-source/source-sdk-2013.git
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- Added postprocess_controller entity from later versions of Source - Added env_dof_controller entity from later versions of Source - Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK - Fixed auto-breaking game_text/choreo text not null terminating - Fixed console groups showing up at the wrong developer levels - Added more mesages to console groups, including a new "NPC AI" console group - Fixed typos and added elaboration in various cvars, console messages, etc. - Fixed npc_metropolice not using frag grenades correctly when allowed to use them - Fixed npc_metropolice not registering stitching squad slots in AI - Fixed SetModel input late precache warning - Fixed env_global_light angles resetting upon loading a save - Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak - Allowed VScript functions which return null strings to actually return null instead of empty strings - Added VScript member variable documentation - Fixed VScript documentation lines sometimes mixing together - Fixed VScript singletons having a ! at the beginning of descriptions - Added Color struct to VScript and allowed color-related inputs to use it - Added more VScript functions for weapons, ammo, ragdolling, and response contexts - Added GameRules singleton for VScript - Exposed AI interaction system to VScript - Recovered some lost documentation from older revisions of the Mapbase wiki - Added a way to get the current game's load type in VScript - Fixed Precache/SpawnEntityFromTable not accounting for a few important field types - Added VScript functions for getting a player's eye vectors - Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing - Changed the way metrocops deploy their manhacks so they could use their manhack death response properly - Fixed "Use Server" keyvalue on game_convar_mod not working - Adjusted CAI_Expresser in VScript
54 lines
1.2 KiB
C
54 lines
1.2 KiB
C
//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
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//
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// Purpose: common definitions for post-processing effects
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//
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//=============================================================================
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#ifndef POSTPROCESS_SHARED_H
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#define POSTPROCESS_SHARED_H
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#if defined( COMPILER_MSVC )
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#pragma once
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#endif
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enum PostProcessParameterNames_t
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{
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PPPN_FADE_TIME = 0,
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PPPN_LOCAL_CONTRAST_STRENGTH,
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PPPN_LOCAL_CONTRAST_EDGE_STRENGTH,
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PPPN_VIGNETTE_START,
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PPPN_VIGNETTE_END,
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PPPN_VIGNETTE_BLUR_STRENGTH,
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PPPN_FADE_TO_BLACK_STRENGTH,
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PPPN_DEPTH_BLUR_FOCAL_DISTANCE,
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PPPN_DEPTH_BLUR_STRENGTH,
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PPPN_SCREEN_BLUR_STRENGTH,
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PPPN_FILM_GRAIN_STRENGTH,
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POST_PROCESS_PARAMETER_COUNT
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};
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struct PostProcessParameters_t
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{
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PostProcessParameters_t()
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{
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memset( m_flParameters, 0, sizeof( m_flParameters ) );
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m_flParameters[ PPPN_VIGNETTE_START ] = 0.8f;
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m_flParameters[ PPPN_VIGNETTE_END ] = 1.1f;
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}
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float m_flParameters[ POST_PROCESS_PARAMETER_COUNT ];
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bool operator !=(PostProcessParameters_t other)
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{
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for (int i = 0; i < POST_PROCESS_PARAMETER_COUNT; ++i)
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{
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if (m_flParameters[i] != other.m_flParameters[i])
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return true;
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}
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return false;
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}
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};
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#endif // POSTPROCESS_SHARED_H
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