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:
Blixibon
2020-12-17 03:38:23 +00:00
parent 6d45d9591e
commit 87cd9b24bb
82 changed files with 4596 additions and 337 deletions

View File

@@ -671,6 +671,8 @@ public:
bool ScriptAcceptInput(const char *szInputName, const char *szValue, HSCRIPT hActivator, HSCRIPT hCaller);
#endif
bool ScriptInputHook( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, ScriptVariant_t &functionReturn );
//
// Input handlers.
//
@@ -982,6 +984,7 @@ public:
bool HasContext( string_t name, string_t value ) const; // NOTE: string_t version only compares pointers!
bool HasContext( const char *nameandvalue ) const;
const char *GetContextValue( const char *contextName ) const;
float GetContextExpireTime( const char *name );
void RemoveContext( const char *nameandvalue );
void AddContext( const char *name, const char *value, float duration = 0.0f );
#endif
@@ -1327,7 +1330,9 @@ public:
//
// Also, keep in mind pretty much all existing DispatchInteraction() calls are only performed on CBaseCombatCharacters.
// You'll need to change their code manually if you want other, non-character entities to use the interaction.
bool DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { return ( interactionType > 0 ) ? HandleInteraction( interactionType, data, sourceEnt ) : false; }
bool DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
// Do not call HandleInteraction directly, use DispatchInteraction
virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { return false; }
#endif
@@ -2066,6 +2071,7 @@ public:
void ScriptAddContext( const char *name, const char *value, float duration = 0.0f );
const char *ScriptGetContext( const char *name );
HSCRIPT ScriptGetContextIndex( int index );
int ScriptClassify(void);
@@ -2090,10 +2096,16 @@ public:
int ScriptGetMoveType() { return GetMoveType(); }
void ScriptSetMoveType( int iMoveType ) { SetMoveType( (MoveType_t)iMoveType ); }
bool ScriptDispatchInteraction( int interactionType, HSCRIPT data, HSCRIPT sourceEnt );
int ScriptGetTakeDamage() { return m_takedamage; }
void ScriptSetTakeDamage( int val ) { m_takedamage = val; }
static ScriptHook_t g_Hook_UpdateOnRemove;
static ScriptHook_t g_Hook_VPhysicsCollision;
static ScriptHook_t g_Hook_FireBullets;
static ScriptHook_t g_Hook_OnDeath;
static ScriptHook_t g_Hook_HandleInteraction;
#endif
string_t m_iszVScripts;