source-sdk-2013-mapbase/sp/src/game/server/env_dof_controller.h
Blixibon 87cd9b24bb Mapbase v6.1
- 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
2020-12-17 03:38:23 +00:00

57 lines
1.6 KiB
C++

#pragma once
struct DOFControlSettings_t
{
// Near plane
float flNearBlurDepth;
float flNearBlurRadius;
float flNearFocusDistance;
// Far plane
float flFarBlurDepth;
float flFarBlurRadius;
float flFarFocusDistance;
};
//-----------------------------------------------------------------------------
// Purpose: Entity that controls depth of field postprocessing
//-----------------------------------------------------------------------------
class CEnvDOFController : public CPointEntity
{
DECLARE_CLASS( CEnvDOFController, CPointEntity );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn();
virtual void Activate();
virtual int UpdateTransmitState();
void SetControllerState( DOFControlSettings_t setting );
void UpdateParamBlend();
// Inputs
void InputSetNearBlurDepth( inputdata_t &inputdata );
void InputSetNearFocusDepth( inputdata_t &inputdata );
void InputSetFarFocusDepth( inputdata_t &inputdata );
void InputSetFarBlurDepth( inputdata_t &inputdata );
void InputSetNearBlurRadius( inputdata_t &inputdata );
void InputSetFarBlurRadius( inputdata_t &inputdata );
void InputSetFocusTarget( inputdata_t &inputdata );
void InputSetFocusTargetRange( inputdata_t &inputdata );
private:
float m_flFocusTargetRange;
string_t m_strFocusTargetName; // Name of the entity to focus on
EHANDLE m_hFocusTarget;
CNetworkVar( bool, m_bDOFEnabled );
CNetworkVar( float, m_flNearBlurDepth );
CNetworkVar( float, m_flNearFocusDepth );
CNetworkVar( float, m_flFarFocusDepth );
CNetworkVar( float, m_flFarBlurDepth );
CNetworkVar( float, m_flNearBlurRadius );
CNetworkVar( float, m_flFarBlurRadius );
};