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

@@ -143,6 +143,25 @@ BEGIN_VS_SHADER( SDK_VertexLitGeneric, "Help for SDK_VertexLitGeneric" )
#ifdef MAPBASE
SHADER_PARAM( PHONGDISABLEHALFLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Disable half lambert for phong" )
#endif
// vertexlitgeneric tree sway animation control
SHADER_PARAM( TREESWAY, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( TREESWAYHEIGHT, SHADER_PARAM_TYPE_FLOAT, "1000", "" )
SHADER_PARAM( TREESWAYSTARTHEIGHT, SHADER_PARAM_TYPE_FLOAT, "0.2", "" )
SHADER_PARAM( TREESWAYRADIUS, SHADER_PARAM_TYPE_FLOAT, "300", "" )
SHADER_PARAM( TREESWAYSTARTRADIUS, SHADER_PARAM_TYPE_FLOAT, "0.1", "" )
SHADER_PARAM( TREESWAYSPEED, SHADER_PARAM_TYPE_FLOAT, "1", "" )
SHADER_PARAM( TREESWAYSPEEDHIGHWINDMULTIPLIER, SHADER_PARAM_TYPE_FLOAT, "2", "" )
SHADER_PARAM( TREESWAYSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "10", "" )
SHADER_PARAM( TREESWAYSCRUMBLESPEED, SHADER_PARAM_TYPE_FLOAT, "0.1", "" )
SHADER_PARAM( TREESWAYSCRUMBLESTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0.1", "" )
SHADER_PARAM( TREESWAYSCRUMBLEFREQUENCY, SHADER_PARAM_TYPE_FLOAT, "0.1", "" )
SHADER_PARAM( TREESWAYFALLOFFEXP, SHADER_PARAM_TYPE_FLOAT, "1.5", "" )
SHADER_PARAM( TREESWAYSCRUMBLEFALLOFFEXP, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
SHADER_PARAM( TREESWAYSPEEDLERPSTART, SHADER_PARAM_TYPE_FLOAT, "3", "" )
SHADER_PARAM( TREESWAYSPEEDLERPEND, SHADER_PARAM_TYPE_FLOAT, "6", "" )
SHADER_PARAM( TREESWAYSTATIC, SHADER_PARAM_TYPE_BOOL, "0", "" )
SHADER_PARAM( TREESWAYSTATICVALUES, SHADER_PARAM_TYPE_VEC2, "[0.5 0.5]", "" )
END_SHADER_PARAMS
void SetupVars( VertexLitGeneric_DX9_Vars_t& info )
@@ -222,6 +241,24 @@ BEGIN_VS_SHADER( SDK_VertexLitGeneric, "Help for SDK_VertexLitGeneric" )
#ifdef MAPBASE
info.m_nPhongDisableHalfLambert = PHONGDISABLEHALFLAMBERT;
#endif
info.m_nTreeSway = TREESWAY;
info.m_nTreeSwayHeight = TREESWAYHEIGHT;
info.m_nTreeSwayStartHeight = TREESWAYSTARTHEIGHT;
info.m_nTreeSwayRadius = TREESWAYRADIUS;
info.m_nTreeSwayStartRadius = TREESWAYSTARTRADIUS;
info.m_nTreeSwaySpeed = TREESWAYSPEED;
info.m_nTreeSwaySpeedHighWindMultiplier = TREESWAYSPEEDHIGHWINDMULTIPLIER;
info.m_nTreeSwayStrength = TREESWAYSTRENGTH;
info.m_nTreeSwayScrumbleSpeed = TREESWAYSCRUMBLESPEED;
info.m_nTreeSwayScrumbleStrength = TREESWAYSCRUMBLESTRENGTH;
info.m_nTreeSwayScrumbleFrequency = TREESWAYSCRUMBLEFREQUENCY;
info.m_nTreeSwayFalloffExp = TREESWAYFALLOFFEXP;
info.m_nTreeSwayScrumbleFalloffExp = TREESWAYSCRUMBLEFALLOFFEXP;
info.m_nTreeSwaySpeedLerpStart = TREESWAYSPEEDLERPSTART;
info.m_nTreeSwaySpeedLerpEnd = TREESWAYSPEEDLERPEND;
info.m_nTreeSwayStatic = TREESWAYSTATIC;
info.m_nTreeSwayStaticValues = TREESWAYSTATICVALUES;
}
// Cloak Pass