Mapbase v4.1

- Exposed CAmmoDef to VScript and changed ammo type functions accordingly
- Added TakeHealth and IsAlive to CBaseEntity
- Added $treeSway
- Added several inputs to control env_wind keyvalues + a new $treeSway scale keyvalue
- Added "Expanded name fixup" keyvalue to point_template which allows name fixup to fix up output parameters
- Fixed the rope on rappelling NPCs causing graphical issues
- Fixed prop_vehicle_prisoner_pod missing "EnterVehicle", "EnterVehicleImmediate", and "ExitVehicle" inputs
- Fixed hostile citizens not damaging player
- Fixed an uncommon npc_metropolice crash from when it's not in a squad
- Made SetTarget input update target handling on NPCs
- Changed ammo type functions to be more organized, added AmmoDef singleton
- Added more precache functions
- Added various misc. entity functions, like GetAllWeapons or AddOutput
- Added more utility functions
This commit is contained in:
Blixibon
2020-06-21 15:10:56 +00:00
parent 5b2547a6ff
commit 418a9dcccc
39 changed files with 923 additions and 67 deletions

View File

@@ -1801,22 +1801,6 @@ void CBaseCombatWeapon::InputHideWeapon( inputdata_t &inputdata )
SetWeaponVisible( false );
}
}
#ifdef MAPBASE_VSCRIPT
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::ScriptGetPrimaryAmmoType()
{
return GetPrimaryAmmoType() <= GetAmmoDef()->m_nAmmoIndex ? GetAmmoDef()->m_AmmoType[GetPrimaryAmmoType()].pName : NULL;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::ScriptGetSecondaryAmmoType()
{
return GetSecondaryAmmoType() <= GetAmmoDef()->m_nAmmoIndex ? GetAmmoDef()->m_AmmoType[GetSecondaryAmmoType()].pName : NULL;
}
#endif
#endif
//-----------------------------------------------------------------------------
@@ -2910,8 +2894,8 @@ BEGIN_ENT_SCRIPTDESC( CBaseCombatWeapon, CBaseAnimating, "The base class for all
DEFINE_SCRIPTFUNC( UsesClipsForAmmo2, "Check if the weapon uses clips for secondary ammo." )
#ifndef CLIENT_DLL
DEFINE_SCRIPTFUNC_NAMED( ScriptGetPrimaryAmmoType, "GetPrimaryAmmoType", "Get the weapon's primary ammo type." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetSecondaryAmmoType, "GetSecondaryAmmoType", "Get the weapon's secondary ammo type." )
DEFINE_SCRIPTFUNC( GetPrimaryAmmoType, "Get the weapon's primary ammo type." )
DEFINE_SCRIPTFUNC( GetSecondaryAmmoType, "Get the weapon's secondary ammo type." )
#endif
DEFINE_SCRIPTFUNC( GetSubType, "Get the weapon's subtype." )