Files
source-sdk-2013/sp/src/game/server/mapbase/point_glow.cpp
Blixibon c448f194ae Mapbase v5.0
- 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
2020-08-14 21:21:25 +00:00

74 lines
2.6 KiB
C++

//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Mapbase off-shoot of tf_glow (created using SDK code only)
//
//=============================================================================
#include "cbase.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointGlow : public CPointEntity
{
DECLARE_CLASS( CPointGlow, CPointEntity );
public:
int UpdateTransmitState( void ) { return SetTransmitState( FL_EDICT_ALWAYS ); }
void Spawn( void );
void SetGlowTarget( CBaseEntity *pActivator, CBaseEntity *pCaller ) { m_hGlowTarget = gEntList.FindEntityByName(NULL, m_target, this, pActivator, pCaller); }
// Inputs
void InputSetTarget( inputdata_t &inputdata ) { BaseClass::InputSetTarget(inputdata); SetGlowTarget( inputdata.pActivator, inputdata.pCaller ); }
void InputEnable( inputdata_t &inputdata ) { m_bGlowDisabled = false; SetGlowTarget( inputdata.pActivator, inputdata.pCaller ); }
void InputDisable( inputdata_t &inputdata ) { m_bGlowDisabled = true; }
void InputToggle( inputdata_t &inputdata ) { m_bGlowDisabled ? InputEnable(inputdata) : InputDisable(inputdata); }
void InputSetGlowColor( inputdata_t &inputdata ) { m_GlowColor = inputdata.value.Color32(); }
CNetworkHandle( CBaseEntity, m_hGlowTarget );
CNetworkColor32( m_GlowColor );
CNetworkVar( bool, m_bGlowDisabled );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
};
LINK_ENTITY_TO_CLASS( point_glow, CPointGlow );
BEGIN_DATADESC( CPointGlow )
// Keys
DEFINE_KEYFIELD( m_GlowColor, FIELD_COLOR32, "GlowColor" ),
DEFINE_FIELD( m_hGlowTarget, FIELD_EHANDLE ),
DEFINE_KEYFIELD( m_bGlowDisabled, FIELD_BOOLEAN, "StartDisabled" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetGlowColor", InputSetGlowColor ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CPointGlow, DT_PointGlow )
SendPropEHandle( SENDINFO( m_hGlowTarget ) ),
SendPropInt( SENDINFO( m_GlowColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt ),
SendPropBool( SENDINFO( m_bGlowDisabled ) ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointGlow::Spawn()
{
m_hGlowTarget = gEntList.FindEntityByName( NULL, m_target, this );
BaseClass::Spawn();
}