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https://github.com/celisej567/source-sdk-2013.git
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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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80
sp/src/game/server/postprocesscontroller.h
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80
sp/src/game/server/postprocesscontroller.h
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#pragma once
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#include "GameEventListener.h"
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#include "postprocess_shared.h"
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// Spawn Flags
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#define SF_POSTPROCESS_MASTER 0x0001
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//=============================================================================
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// Class Postprocess Controller:
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//=============================================================================
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class CPostProcessController : public CBaseEntity
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{
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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DECLARE_CLASS( CPostProcessController, CBaseEntity );
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CPostProcessController();
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virtual ~CPostProcessController();
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virtual int UpdateTransmitState();
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// Input handlers
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void InputSetFadeTime(inputdata_t &data);
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void InputSetLocalContrastStrength(inputdata_t &data);
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void InputSetLocalContrastEdgeStrength(inputdata_t &data);
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void InputSetVignetteStart(inputdata_t &data);
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void InputSetVignetteEnd(inputdata_t &data);
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void InputSetVignetteBlurStrength(inputdata_t &data);
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void InputSetFadeToBlackStrength(inputdata_t &data);
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void InputSetDepthBlurFocalDistance(inputdata_t &data);
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void InputSetDepthBlurStrength(inputdata_t &data);
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void InputSetScreenBlurStrength(inputdata_t &data);
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void InputSetFilmGrainStrength(inputdata_t &data);
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void InputTurnOn(inputdata_t &data);
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void InputTurnOff(inputdata_t &data);
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void Spawn();
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bool IsMaster() const { return HasSpawnFlags( SF_FOG_MASTER ); }
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public:
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CNetworkArray( float, m_flPostProcessParameters, POST_PROCESS_PARAMETER_COUNT );
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CNetworkVar( bool, m_bMaster );
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};
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//=============================================================================
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//
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// Postprocess Controller System.
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//
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class CPostProcessSystem : public CAutoGameSystem, public CGameEventListener
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{
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public:
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// Creation/Init.
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CPostProcessSystem( char const *name ) : CAutoGameSystem( name )
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{
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m_hMasterController = nullptr;
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}
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~CPostProcessSystem()
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{
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m_hMasterController = nullptr;
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}
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virtual void LevelInitPreEntity();
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virtual void LevelInitPostEntity();
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virtual void FireGameEvent( IGameEvent *pEvent );
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CPostProcessController *GetMasterPostProcessController() { return m_hMasterController; }
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private:
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void InitMasterController();
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CHandle< CPostProcessController > m_hMasterController;
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};
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CPostProcessSystem *PostProcessSystem();
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