mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
98 lines
2.1 KiB
C++
98 lines
2.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_POINTCAMERA_H
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#define C_POINTCAMERA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseentity.h"
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#include "basetypes.h"
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class C_PointCamera : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_PointCamera, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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public:
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C_PointCamera();
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~C_PointCamera();
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bool IsActive();
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// C_BaseEntity.
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virtual bool ShouldDraw();
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// Mapbase uses this for m_iszRenderTarget
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virtual void OnDataChanged( DataUpdateType_t type );
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float GetFOV();
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float GetResolution();
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bool IsFogEnabled();
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void GetFogColor( unsigned char &r, unsigned char &g, unsigned char &b );
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float GetFogStart();
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float GetFogMaxDensity();
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float GetFogEnd();
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bool UseScreenAspectRatio() const { return m_bUseScreenAspectRatio; }
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#ifdef MAPBASE
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virtual bool IsOrtho() const { return false; }
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virtual void GetOrthoDimensions(float &up, float &dn, float &lf, float &rt) const {}
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SkyboxVisibility_t SkyMode() { return m_iSkyMode; }
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ITexture *RenderTarget();
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#endif
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virtual void GetToolRecordingState( KeyValues *msg );
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private:
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float m_FOV;
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float m_Resolution;
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bool m_bFogEnable;
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color32 m_FogColor;
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float m_flFogStart;
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float m_flFogEnd;
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float m_flFogMaxDensity;
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bool m_bActive;
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bool m_bUseScreenAspectRatio;
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#ifdef MAPBASE
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SkyboxVisibility_t m_iSkyMode;
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ITexture *m_pRenderTarget;
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char m_iszRenderTarget[64];
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#endif
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public:
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C_PointCamera *m_pNext;
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};
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#ifdef MAPBASE
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class C_PointCameraOrtho : public C_PointCamera
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{
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public:
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DECLARE_CLASS( C_PointCameraOrtho, C_PointCamera );
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DECLARE_CLIENTCLASS();
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public:
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bool IsOrtho() const { return m_bOrtho; }
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void GetOrthoDimensions( float &up, float &dn, float &lf, float &rt ) const
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{
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up = m_OrthoDimensions[0], dn = m_OrthoDimensions[1];
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lf = m_OrthoDimensions[2], rt = m_OrthoDimensions[3];
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}
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private:
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bool m_bOrtho;
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float m_OrthoDimensions[4];
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};
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#endif
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C_PointCamera *GetPointCameraList();
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#endif // C_POINTCAMERA_H
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