mirror of
https://github.com/celisej567/source-sdk-2013.git
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- Fixed path_track paths saving as pointers instead of handles - Fixed player animations not falling to base class correctly - Fixed logic_externaldata creating garbage in trailing spaces - Added "SetHandModelSkin" input - Added unique colors for various types of console message, adjustable via convars - Added the ability to use map-specific weapon scripts - Added a way to display (placeholder) text entirely from Faceposer scenes - Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines - Added the ability to change a game_text's font (very limited) - Added LightToggle input to point_spotlight - Added Enable/DisableSprites on npc_manhack - Added ai_goal_police behavior from metrocops to Combine soldiers and citizens - Added func_precipitation particle rain systems from the Alien Swarm SDK - Added new func_precipitation spawnflags for controlling behavior in particle types - Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on - Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs - Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed - Added key for custom logo font on env_credits scripts - Added SetSpeed and SetPushDir inputs for trigger_push - Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish - Added OnLostEnemy/Player support for npc_combine_camera - Added enhanced save/restore for the Response System, toggleable via convar - Added a convar which allows users to disable weapon autoswitching when picking up ammo - Split VScript base script into its own file - Added VScript descriptions for NPC squads and the manager class which handles them - Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP - Added VScript to VBSP with basic map file interfacing - Made some VScript documentation more clear due to deprecation of online documentation - Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation - Added VScript-driven custom weapons - Added clientside VScript scopes - Added a bunch of weapon-related VScript functions - Split a bunch of cluttered VScript stuff into different files - Added VScript functions for "following" entities/bonemerging - Added VScript functions for grenades - Added a few more VScript trigger functions - Added OnDeath hook for VScript - Fixed documentation for aliased functions in VScript - Fixed $bumpmask not working on SDK_LightmappedGeneric - Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake) - Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working - Added limited support for $envmapmask in the bumpmapping shader - Fixed more issues with parallax corrected cubemaps and instances - Made instance variable recursion consistent with VMFII
47 lines
1.5 KiB
C
47 lines
1.5 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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//=============================================================================//
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#ifndef PRECIPITATION_SHARED_H
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#define PRECIPITATION_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Types of precipitation
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enum PrecipitationType_t
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{
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PRECIPITATION_TYPE_RAIN = 0,
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PRECIPITATION_TYPE_SNOW,
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PRECIPITATION_TYPE_ASH,
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PRECIPITATION_TYPE_SNOWFALL,
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PRECIPITATION_TYPE_PARTICLERAIN,
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PRECIPITATION_TYPE_PARTICLEASH,
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PRECIPITATION_TYPE_PARTICLERAINSTORM,
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PRECIPITATION_TYPE_PARTICLESNOW,
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NUM_PRECIPITATION_TYPES
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};
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// Returns true if the precipitation type involves the new particle system code
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//
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// NOTE: We can get away with >= PARTICLERAIN, but if you're adding any new precipitation types
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// which DO NOT use the new particle system, please change this code to prevent it from being recognized
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// as a particle type.
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inline bool IsParticleRainType( PrecipitationType_t type )
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{
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// m_nPrecipType == PRECIPITATION_TYPE_PARTICLERAIN || m_nPrecipType == PRECIPITATION_TYPE_PARTICLEASH
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// || m_nPrecipType == PRECIPITATION_TYPE_PARTICLERAINSTORM || m_nPrecipType == PRECIPITATION_TYPE_PARTICLESNOW
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return type >= PRECIPITATION_TYPE_PARTICLERAIN;
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}
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#ifdef MAPBASE
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#define SF_PRECIP_PARTICLE_CLAMP (1 << 0) // Clamps particle types to the precipitation bounds; Mapbase uses this to compensate for the lack of blocker support.
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#define SF_PRECIP_PARTICLE_NO_OUTER (1 << 1) // Suppresses the outer particle system.
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#endif
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#endif // PRECIPITATION_SHARED_H
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