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
104 lines
2.6 KiB
C++
104 lines
2.6 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose: Mapbase off-shoot of tf_glow (created using SDK code only)
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//
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//===========================================================================//
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#include "cbase.h"
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#include "glow_outline_effect.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class C_PointGlow : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_PointGlow, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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~C_PointGlow();
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enum
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{
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GLOW_VIS_ALWAYS,
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GLOW_VIS_NOT_WHEN_VISIBLE,
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GLOW_VIS_ONLY_WHEN_VISIBLE,
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};
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void OnDataChanged( DataUpdateType_t type );
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CGlowObject *GetGlowObject( void ){ return m_pGlowEffect; }
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void UpdateGlowEffect( void );
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void DestroyGlowEffect( void );
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EHANDLE m_hGlowTarget;
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color32 m_GlowColor;
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bool m_bGlowDisabled;
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CGlowObject *m_pGlowEffect;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_PointGlow, DT_PointGlow, CPointGlow )
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RecvPropEHandle( RECVINFO( m_hGlowTarget ) ),
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RecvPropInt( RECVINFO( m_GlowColor ), 0, RecvProxy_IntToColor32 ),
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RecvPropBool( RECVINFO( m_bGlowDisabled ) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PointGlow::~C_PointGlow()
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{
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DestroyGlowEffect();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PointGlow::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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UpdateGlowEffect();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PointGlow::UpdateGlowEffect( void )
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{
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// destroy the existing effect
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if ( m_pGlowEffect )
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{
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DestroyGlowEffect();
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}
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// create a new effect
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if ( !m_bGlowDisabled )
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{
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Vector4D vecColor( m_GlowColor.r, m_GlowColor.g, m_GlowColor.b, m_GlowColor.a );
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for (int i = 0; i < 4; i++)
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{
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if (vecColor[i] == 0.0f)
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continue;
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vecColor[i] /= 255.0f;
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}
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m_pGlowEffect = new CGlowObject( m_hGlowTarget, vecColor.AsVector3D(), vecColor.w, true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PointGlow::DestroyGlowEffect( void )
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{
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if ( m_pGlowEffect )
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{
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delete m_pGlowEffect;
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m_pGlowEffect = NULL;
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}
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}
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