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

@@ -115,6 +115,9 @@ static const char *s_pChunkModelName[CHOPPER_MAX_CHUNKS] =
#define SF_HELICOPTER_IGNORE_AVOID_FORCES 0x00080000
#define SF_HELICOPTER_AGGRESSIVE 0x00100000
#define SF_HELICOPTER_LONG_SHADOW 0x00200000
#ifdef MAPBASE
#define SF_HELICOPTER_AIM_WITH_GUN_OFF 0x00400000
#endif
#define CHOPPER_SLOW_BOMB_SPEED 250
@@ -4856,6 +4859,26 @@ void CNPC_AttackHelicopter::Hunt( void )
{
BullrushBombs();
}
#ifdef MAPBASE
// Some may want the hunter-chopper to aim at different positions searching for its target
// without actually firing at anything. Gun aiming is only handled in FireGun(), which is
// disabled when the gun is disabled. point_posecontroller doesn't seem to work well for this either,
// so a new spawnflag is handled here to allow the chopper to aim at its enemy even when the gun is off.
else if ( HasSpawnFlags( SF_HELICOPTER_AIM_WITH_GUN_OFF ) && GetEnemy() )
{
// Get gun attachment points
Vector vBasePos;
GetAttachment( m_nGunBaseAttachment, vBasePos );
Vector vecFireAtPosition;
ComputeFireAtPosition( &vecFireAtPosition );
Vector vTargetDir = vecFireAtPosition - vBasePos;
VectorNormalize( vTargetDir );
PoseGunTowardTargetDirection( vTargetDir );
}
#endif
}
#ifdef HL2_EPISODIC