mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
Mapbase v6.1
- Added postprocess_controller entity from later versions of Source - Added env_dof_controller entity from later versions of Source - Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK - Fixed auto-breaking game_text/choreo text not null terminating - Fixed console groups showing up at the wrong developer levels - Added more mesages to console groups, including a new "NPC AI" console group - Fixed typos and added elaboration in various cvars, console messages, etc. - Fixed npc_metropolice not using frag grenades correctly when allowed to use them - Fixed npc_metropolice not registering stitching squad slots in AI - Fixed SetModel input late precache warning - Fixed env_global_light angles resetting upon loading a save - Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak - Allowed VScript functions which return null strings to actually return null instead of empty strings - Added VScript member variable documentation - Fixed VScript documentation lines sometimes mixing together - Fixed VScript singletons having a ! at the beginning of descriptions - Added Color struct to VScript and allowed color-related inputs to use it - Added more VScript functions for weapons, ammo, ragdolling, and response contexts - Added GameRules singleton for VScript - Exposed AI interaction system to VScript - Recovered some lost documentation from older revisions of the Mapbase wiki - Added a way to get the current game's load type in VScript - Fixed Precache/SpawnEntityFromTable not accounting for a few important field types - Added VScript functions for getting a player's eye vectors - Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing - Changed the way metrocops deploy their manhacks so they could use their manhack death response properly - Fixed "Use Server" keyvalue on game_convar_mod not working - Adjusted CAI_Expresser in VScript
This commit is contained in:
@@ -470,7 +470,7 @@ CAI_Schedule *CAI_BaseNPC::GetNewSchedule( void )
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// You may not be in combat state with no enemy!!! (sjb) 11/4/03
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if( m_NPCState == NPC_STATE_COMBAT && !GetEnemy() )
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{
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DevMsg("**ERROR: Combat State with no enemy! slamming to ALERT\n");
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CGMsg( 1, CON_GROUP_NPC_AI, "**ERROR: Combat State with no enemy! slamming to ALERT\n" );
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SetState( NPC_STATE_ALERT );
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}
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@@ -693,7 +693,7 @@ void CAI_BaseNPC::MaintainSchedule ( void )
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if ( !GetCurSchedule() || GetCurSchedule()->NumTasks() == 0 )
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{
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DevMsg("ERROR: Missing or invalid schedule!\n");
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CGMsg( 1, CON_GROUP_NPC_AI, "ERROR: Missing or invalid schedule!\n" );
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SetActivity ( ACT_IDLE );
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return;
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}
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@@ -1007,7 +1007,7 @@ bool CAI_BaseNPC::FindCoverFromBestSound( Vector *pCoverPos )
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}
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else
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{
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DevMsg( 2, "Attempting to find cover from best sound, but best sound not founc.\n" );
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CGMsg( 2, CON_GROUP_NPC_AI, "Attempting to find cover from best sound, but best sound not founc.\n" );
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}
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return false;
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@@ -2743,7 +2743,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
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case TASK_SOUND_ANGRY:
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{
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// sounds are complete as soon as we get here, cause we've already played them.
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DevMsg( 2, "SOUND\n" );
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CGMsg( 2, CON_GROUP_NPC_AI, "SOUND\n" );
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TaskComplete();
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break;
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}
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@@ -2785,11 +2785,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
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{
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if ( !m_hCine )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
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#else
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DevMsg( "Scripted sequence destroyed while in use\n" );
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#endif
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TaskFail( FAIL_SCHEDULE_NOT_FOUND );
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break;
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}
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@@ -2800,11 +2796,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
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{
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if ( !m_hCine )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
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#else
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DevMsg( "Scripted sequence destroyed while in use\n" );
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#endif
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TaskFail( FAIL_SCHEDULE_NOT_FOUND );
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break;
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}
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@@ -3151,7 +3143,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
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default:
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{
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DevMsg( "No StartTask entry for %s\n", TaskName( task ) );
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CGMsg( 1, CON_GROUP_NPC_AI, "No StartTask entry for %s\n", TaskName( task ) );
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}
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break;
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}
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@@ -3298,7 +3290,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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// Put a debugging check in here
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if (GetHintNode()->User() != this)
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{
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DevMsg("Hint node (%s) being used by non-owner!\n",GetHintNode()->GetDebugName());
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CGMsg( 1, CON_GROUP_NPC_AI, "Hint node (%s) being used by non-owner!\n", GetHintNode()->GetDebugName() );
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}
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if ( IsActivityFinished() )
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@@ -4005,11 +3997,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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}
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else if (!m_hCine)
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Cine died!\n" );
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#else
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DevMsg( "Cine died!\n");
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#endif
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TaskComplete();
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}
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else if ( IsRunningDynamicInteraction() )
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@@ -4065,11 +4053,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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{
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if ( !m_hCine )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
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#else
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DevMsg( "Scripted sequence destroyed while in use\n" );
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#endif
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TaskFail( FAIL_SCHEDULE_NOT_FOUND );
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break;
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}
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@@ -4088,11 +4072,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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{
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if ( !m_hCine )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
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#else
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DevMsg( "Scripted sequence destroyed while in use\n" );
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#endif
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TaskFail( FAIL_SCHEDULE_NOT_FOUND );
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break;
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}
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@@ -4249,7 +4229,7 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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default:
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{
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DevMsg( "No RunTask entry for %s\n", TaskName( pTask->iTask ) );
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CGMsg( 1, CON_GROUP_NPC_AI, "No RunTask entry for %s\n", TaskName( pTask->iTask ) );
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TaskComplete();
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}
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break;
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@@ -4421,11 +4401,7 @@ int CAI_BaseNPC::GetScriptCustomMoveSequence( void )
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iSequence = LookupSequence( STRING( m_hCine->m_iszCustomMove ) );
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if ( iSequence == ACTIVITY_NOT_AVAILABLE )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
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#else
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DevMsg( "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
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#endif
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}
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}
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else if ( m_iszSceneCustomMoveSeq != NULL_STRING )
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