* Added support for building shaders in your mod

* Added nav mesh support
* fixed many warnings and misc bugs
* Fixed the create*projects scripts in mp
* Added a bunch of stuff to .gitignore
This commit is contained in:
Joe Ludwig
2013-07-17 18:26:59 -07:00
parent 6a271d4a68
commit e16ea21dc8
434 changed files with 55921 additions and 3578 deletions

View File

@@ -58,6 +58,7 @@ public:
int GetPreviousPointForPoint( int index, int team, int iPrevIndex );
bool TeamCanCapPoint( int index, int team );
void SetCapLayoutInHUD( const char *pszLayout ) { Q_strncpy(m_pszCapLayoutInHUD.GetForModify(), pszLayout, MAX_CAPLAYOUT_LENGTH ); }
void SetCapLayoutCustomPosition( float flPositionX, float flPositionY ) { m_flCustomPositionX = flPositionX; m_flCustomPositionY = flPositionY; }
void SetWarnOnCap( int index, int iWarnLevel );
void SetWarnSound( int index, string_t iszSound );
void SetCPGroup( int index, int iCPGroup );
@@ -65,6 +66,7 @@ public:
void SetTrackAlarm( int index, bool bAlarm );
void SetCPUnlockTime( int index, float flTime );
void SetCPTimerTime( int index, float flTime );
void SetCPCapTimeScalesWithPlayers( int index, bool bScales );
// State functions, called many times
void SetNumPlayers( int index, int team, int iNumPlayers );
@@ -205,10 +207,15 @@ private:
// changes when a point is successfully captured
CNetworkArray( int, m_iOwner, MAX_CONTROL_POINTS );
CNetworkArray( bool, m_bCPCapRateScalesWithPlayers, MAX_CONTROL_POINTS );
// describes how to lay out the cap points in the hud
CNetworkString( m_pszCapLayoutInHUD, MAX_CAPLAYOUT_LENGTH );
// custom screen position for the cap points in the hud
CNetworkVar( float, m_flCustomPositionX );
CNetworkVar( float, m_flCustomPositionY );
// the groups the points belong to
CNetworkArray( int, m_iCPGroup, MAX_CONTROL_POINTS );