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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
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56
sp/src/game/server/env_dof_controller.h
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56
sp/src/game/server/env_dof_controller.h
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#pragma once
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struct DOFControlSettings_t
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{
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// Near plane
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float flNearBlurDepth;
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float flNearBlurRadius;
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float flNearFocusDistance;
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// Far plane
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float flFarBlurDepth;
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float flFarBlurRadius;
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float flFarFocusDistance;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Entity that controls depth of field postprocessing
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//-----------------------------------------------------------------------------
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class CEnvDOFController : public CPointEntity
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{
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DECLARE_CLASS( CEnvDOFController, CPointEntity );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void Spawn();
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virtual void Activate();
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virtual int UpdateTransmitState();
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void SetControllerState( DOFControlSettings_t setting );
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void UpdateParamBlend();
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// Inputs
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void InputSetNearBlurDepth( inputdata_t &inputdata );
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void InputSetNearFocusDepth( inputdata_t &inputdata );
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void InputSetFarFocusDepth( inputdata_t &inputdata );
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void InputSetFarBlurDepth( inputdata_t &inputdata );
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void InputSetNearBlurRadius( inputdata_t &inputdata );
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void InputSetFarBlurRadius( inputdata_t &inputdata );
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void InputSetFocusTarget( inputdata_t &inputdata );
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void InputSetFocusTargetRange( inputdata_t &inputdata );
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private:
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float m_flFocusTargetRange;
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string_t m_strFocusTargetName; // Name of the entity to focus on
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EHANDLE m_hFocusTarget;
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CNetworkVar( bool, m_bDOFEnabled );
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CNetworkVar( float, m_flNearBlurDepth );
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CNetworkVar( float, m_flNearFocusDepth );
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CNetworkVar( float, m_flFarFocusDepth );
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CNetworkVar( float, m_flFarBlurDepth );
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CNetworkVar( float, m_flNearBlurRadius );
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CNetworkVar( float, m_flFarBlurRadius );
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};
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