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