source-sdk-2013-mapbase/sp/src/game/client/c_world.h
samisalreadytaken bf182e1c5d vscript additions and fixes:
baseentity_shared.cpp
baseentity.cpp
c_baseentity.h
c_baseentity.cpp
c_world.h
   - Fixed critical ScriptSetContextThink bugs
   - Added C_BaseEntity::SetContextThink (ScriptSetContextThink)
   - Added C_BaseEntity::SetSize
   - Added C_BaseEntity::SetModel
   - Added C_BaseEntity::Destroy

baseentity.h
baseentity.cpp
   - Removed duplicate functions ScriptSetSize and ScriptUtilRemove

player.cpp
   - Moved player script instance registration before player_spawn event

vscript_server.cpp
   - Added CEntities::FindByClassNearestFacing

vscript_funcs_shared.cpp
   - Added GetFrameCount
   - Added IntervalPerTick

vscript_singletons.cpp
   - Better game event descriptors for CScriptGameEventListener
   - Added ::effects (CEffectsScriptHelper)
   - Added ::Convars (CScriptConvarAccessor)

vscript_shared.cpp
   - Fixed clientside entity printing in script VM

mapbase_con_groups.h
mapbase_con_groups.cpp
   - Improved performance by changing string comparisons to direct array access

vscript_bindings_base.h
vscript_bindings_base.cpp
   - Added CScriptKeyValues::SubKeysToTable

vscript_bindings_math.cpp
   - Added ::SimpleSplineRemapVal
   - Added ::SimpleSplineRemapValClamped
   - Added ::Bias
   - Added ::Gain
   - Added ::SmoothCurve
   - Added ::SmoothCurve_Tweak
   - Added ::ExponentialDecay

vscript_squirrel.nut
   - Added ::Lerp
   - Added ::FLerp
   - Added ::SimpleSpline

vscript_squirrel.cpp
   - Added Vector::_unm
   - Added Vector::Set
   - Added Vector::Add
   - Added Vector::Subtract
   - Added Vector::Multiply
   - Added Vector::Divide
   - Added Vector::DistTo
   - Added Vector::DistToSqr
   - Added Vector::IsEqualTo
   - Added Vector::WithinAABox
   - Added Vector::FromKVString
   - Changed vector print syntax
2021-03-06 02:04:55 +02:00

100 lines
2.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#if !defined( C_WORLD_H )
#define C_WORLD_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#if defined( CLIENT_DLL )
#define CWorld C_World
#endif
class C_World : public C_BaseEntity
{
public:
DECLARE_CLASS( C_World, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_World( void );
~C_World( void );
// Override the factory create/delete functions since the world is a singleton.
virtual bool Init( int entnum, int iSerialNum );
virtual void Release();
virtual void Precache();
virtual void Spawn();
virtual bool KeyValue( const char *szKeyName, const char *szValue );
// Don't worry about adding the world to the collision list; it's already there
virtual CollideType_t GetCollideType( void ) { return ENTITY_SHOULD_NOT_COLLIDE; }
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void PreDataUpdate( DataUpdateType_t updateType );
float GetWaveHeight() const;
const char *GetDetailSpriteMaterial() const;
#ifdef MAPBASE
// A special function which parses map data for the client world entity before LevelInitPreEntity().
// This can be used to access keyvalues early and without transmitting from the server.
void ParseWorldMapData( const char *pMapData );
#endif
#ifdef MAPBASE_VSCRIPT
void ClientThink() { ScriptContextThink(); }
// -2 = Use server language
ScriptLanguage_t GetScriptLanguage() { return (ScriptLanguage_t)(m_iScriptLanguageClient != -2 ? m_iScriptLanguageClient : m_iScriptLanguageServer); }
#endif
public:
enum
{
MAX_DETAIL_SPRITE_MATERIAL_NAME_LENGTH = 256,
};
float m_flWaveHeight;
Vector m_WorldMins;
Vector m_WorldMaxs;
bool m_bStartDark;
float m_flMaxOccludeeArea;
float m_flMinOccluderArea;
float m_flMinPropScreenSpaceWidth;
float m_flMaxPropScreenSpaceWidth;
bool m_bColdWorld;
#ifdef MAPBASE
char m_iszChapterTitle[64];
#endif
#ifdef MAPBASE_VSCRIPT
int m_iScriptLanguageServer;
int m_iScriptLanguageClient;
#endif
private:
void RegisterSharedActivities( void );
char m_iszDetailSpriteMaterial[MAX_DETAIL_SPRITE_MATERIAL_NAME_LENGTH];
};
inline float C_World::GetWaveHeight() const
{
return m_flWaveHeight;
}
inline const char *C_World::GetDetailSpriteMaterial() const
{
return m_iszDetailSpriteMaterial;
}
void ClientWorldFactoryInit();
void ClientWorldFactoryShutdown();
C_World* GetClientWorldEntity();
#endif // C_WORLD_H