Mapbase v5.0

- Added keyvalue to hl2_gamerules which allows respawning in singleplayer
- Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix)
- Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow
- Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary)
- Fixed env_projectedtextures not updating on save/load
- Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates)
- Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time
- Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param
- Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago)
- Fixed map-specific localization files, cleaned up map-specific file code
- Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters
- Fixed math_lightpattern corruption when setting pattern/style while active
- Fixed the "Touch" input crashing when given no entity
- Added a way to add EFlags via keyvalue (suggested by Niker107)
- Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam)
- Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon)
- Added "Mapbase" header to Mapbase-specific code files
- Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox
- Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller
- Added "SetScale" input to sky_camera for live scale changing
- Added convar to control player crouch speed multiplier (suggested by ArtyIF)
- Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2)
- Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.)
- Added limited support for Valve's Quaternion class in VScript
- Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library
- Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought
- Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it
- Added various functions and hooks for VPhysics integration in VScript
- Added VScript-based custom suit devices
- Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell)
- Added ability to insert localization strings through VScript
- Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc.
- Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
This commit is contained in:
Blixibon
2020-08-14 21:21:25 +00:00
parent f9ba141a31
commit c448f194ae
124 changed files with 12659 additions and 410 deletions

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//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose:
//

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//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Recreates Portal 2 linked_portal_door functionality using SDK code only.
// (basically a combination of point_camera and func_reflective_glass)
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "view_shared.h"
#include "viewrender.h"
#include "c_func_fake_worldportal.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT( C_FuncFakeWorldPortal, DT_FuncFakeWorldPortal, CFuncFakeWorldPortal )
RecvPropEHandle( RECVINFO( m_hTargetPlane ) ),
RecvPropVector( RECVINFO( m_PlaneAngles ) ),
RecvPropInt( RECVINFO( m_iSkyMode ) ),
RecvPropFloat( RECVINFO( m_flScale ) ),
RecvPropString( RECVINFO( m_iszRenderTarget ) ),
RecvPropEHandle( RECVINFO( m_hFogController ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
C_EntityClassList<C_FuncFakeWorldPortal> g_FakeWorldPortalList;
template<> C_FuncFakeWorldPortal *C_EntityClassList<C_FuncFakeWorldPortal>::m_pClassList = NULL;
C_FuncFakeWorldPortal* GetFakeWorldPortalList()
{
return g_FakeWorldPortalList.m_pClassList;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
C_FuncFakeWorldPortal::C_FuncFakeWorldPortal()
{
m_iszRenderTarget[0] = '\0';
g_FakeWorldPortalList.Insert( this );
}
C_FuncFakeWorldPortal::~C_FuncFakeWorldPortal()
{
g_FakeWorldPortalList.Remove( this );
}
bool C_FuncFakeWorldPortal::ShouldDraw()
{
return true;
}
//-----------------------------------------------------------------------------
// Do we have a fake world portal in view?
//-----------------------------------------------------------------------------
C_FuncFakeWorldPortal *IsFakeWorldPortalInView( const CViewSetup& view, cplane_t &plane )
{
// Early out if no cameras
C_FuncFakeWorldPortal *pReflectiveGlass = GetFakeWorldPortalList();
if ( !pReflectiveGlass )
return NULL;
Frustum_t frustum;
GeneratePerspectiveFrustum( view.origin, view.angles, view.zNear, view.zFar, view.fov, view.m_flAspectRatio, frustum );
cplane_t localPlane;
Vector vecOrigin, vecWorld, vecDelta, vecForward;
AngleVectors( view.angles, &vecForward, NULL, NULL );
for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
{
if ( pReflectiveGlass->IsDormant() )
continue;
if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
continue;
Vector vecMins, vecMaxs;
pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
if ( R_CullBox( vecMins, vecMaxs, frustum ) )
continue;
const model_t *pModel = pReflectiveGlass->GetModel();
const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
for ( int i = 0; i < nCount; ++i )
{
modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
VectorTransform( vecOrigin, mat, vecWorld );
if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
continue;
VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
if ( vecDelta.Dot( plane.normal ) >= 0 )
continue;
// Must have valid plane
if ( !pReflectiveGlass->m_hTargetPlane )
continue;
return pReflectiveGlass;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Iterates through fake world portals instead of just picking one
//-----------------------------------------------------------------------------
C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const CViewSetup& view, cplane_t &plane,
const Frustum_t &frustum )
{
// Early out if no cameras
C_FuncFakeWorldPortal *pReflectiveGlass = NULL;
if (!pStart)
pReflectiveGlass = GetFakeWorldPortalList();
else
pReflectiveGlass = pStart->m_pNext;
cplane_t localPlane;
Vector vecOrigin, vecWorld, vecDelta;
for ( ; pReflectiveGlass != NULL; pReflectiveGlass = pReflectiveGlass->m_pNext )
{
if ( pReflectiveGlass->IsDormant() )
continue;
if ( pReflectiveGlass->m_iViewHideFlags & (1 << CurrentViewID()) )
continue;
Vector vecMins, vecMaxs;
pReflectiveGlass->GetRenderBoundsWorldspace( vecMins, vecMaxs );
if ( R_CullBox( vecMins, vecMaxs, frustum ) )
continue;
const model_t *pModel = pReflectiveGlass->GetModel();
const matrix3x4_t& mat = pReflectiveGlass->EntityToWorldTransform();
int nCount = modelinfo->GetBrushModelPlaneCount( pModel );
for ( int i = 0; i < nCount; ++i )
{
modelinfo->GetBrushModelPlane( pModel, i, localPlane, &vecOrigin );
MatrixTransformPlane( mat, localPlane, plane ); // Transform to world space
VectorTransform( vecOrigin, mat, vecWorld );
if ( view.origin.Dot( plane.normal ) <= plane.dist ) // Check for view behind plane
continue;
VectorSubtract( vecWorld, view.origin, vecDelta ); // Backface cull
if ( vecDelta.Dot( plane.normal ) >= 0 )
continue;
// Must have valid plane
if ( !pReflectiveGlass->m_hTargetPlane )
continue;
return pReflectiveGlass;
}
}
return NULL;
}
void C_FuncFakeWorldPortal::OnDataChanged( DataUpdateType_t type )
{
// Reset render texture
m_pRenderTarget = NULL;
// Reset fog
m_pFog = NULL;
return BaseClass::OnDataChanged( type );
}
extern ITexture *GetWaterReflectionTexture( void );
ITexture *C_FuncFakeWorldPortal::RenderTarget()
{
if (m_iszRenderTarget[0] != '\0')
{
if (!m_pRenderTarget)
{
// We don't use a CTextureReference for this because we don't want to shut down the texture on removal/change
m_pRenderTarget = materials->FindTexture( m_iszRenderTarget, TEXTURE_GROUP_RENDER_TARGET );
}
if (m_pRenderTarget)
return m_pRenderTarget;
}
return GetWaterReflectionTexture();
}
fogparams_t *C_FuncFakeWorldPortal::GetFog()
{
if (m_pFog)
return m_pFog;
if (m_hFogController)
{
C_FogController *pFogController = dynamic_cast<C_FogController*>(m_hFogController.Get());
if (pFogController)
{
m_pFog = &pFogController->m_fog;
}
else
{
Warning("%s is not an env_fog_controller\n", m_hFogController->GetEntityName());
}
}
return NULL;
}

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//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Recreates Portal 2 linked_portal_door functionality using SDK code only.
// (basically a combination of point_camera and func_reflective_glass)
//
// $NoKeywords: $
//===========================================================================//
#ifndef C_FUNC_FAKE_WORLDPORTAL
#define C_FUNC_FAKE_WORLDPORTAL
#ifdef _WIN32
#pragma once
#endif
struct cplane_t;
class CViewSetup;
class C_FuncFakeWorldPortal : public C_BaseEntity
{
public:
DECLARE_CLASS( C_FuncFakeWorldPortal, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_FuncFakeWorldPortal();
virtual ~C_FuncFakeWorldPortal();
virtual bool ShouldDraw();
virtual void OnDataChanged( DataUpdateType_t type );
SkyboxVisibility_t SkyMode() { return m_iSkyMode; }
ITexture *RenderTarget();
fogparams_t *GetFog();
public:
EHANDLE m_hTargetPlane;
QAngle m_PlaneAngles;
SkyboxVisibility_t m_iSkyMode;
float m_flScale;
EHANDLE m_hFogController;
fogparams_t *m_pFog;
char m_iszRenderTarget[64];
ITexture *m_pRenderTarget;
C_FuncFakeWorldPortal *m_pNext;
};
//-----------------------------------------------------------------------------
// Do we have reflective glass in view? If so, what's the reflection plane?
//-----------------------------------------------------------------------------
C_FuncFakeWorldPortal *IsFakeWorldPortalInView( const CViewSetup& view, cplane_t &plane );
C_FuncFakeWorldPortal *NextFakeWorldPortal( C_FuncFakeWorldPortal *pStart, const CViewSetup& view, cplane_t &plane,
const Frustum_t &frustum );
#endif // C_FUNC_FAKE_WORLDPORTAL

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//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Mapbase off-shoot of tf_glow (created using SDK code only)
//
//===========================================================================//
#include "cbase.h"
#include "glow_outline_effect.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class C_PointGlow : public C_BaseEntity
{
public:
DECLARE_CLASS( C_PointGlow, C_BaseEntity );
DECLARE_CLIENTCLASS();
~C_PointGlow();
enum
{
GLOW_VIS_ALWAYS,
GLOW_VIS_NOT_WHEN_VISIBLE,
GLOW_VIS_ONLY_WHEN_VISIBLE,
};
void OnDataChanged( DataUpdateType_t type );
CGlowObject *GetGlowObject( void ){ return m_pGlowEffect; }
void UpdateGlowEffect( void );
void DestroyGlowEffect( void );
EHANDLE m_hGlowTarget;
color32 m_GlowColor;
bool m_bGlowDisabled;
CGlowObject *m_pGlowEffect;
};
IMPLEMENT_CLIENTCLASS_DT( C_PointGlow, DT_PointGlow, CPointGlow )
RecvPropEHandle( RECVINFO( m_hGlowTarget ) ),
RecvPropInt( RECVINFO( m_GlowColor ), 0, RecvProxy_IntToColor32 ),
RecvPropBool( RECVINFO( m_bGlowDisabled ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PointGlow::~C_PointGlow()
{
DestroyGlowEffect();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PointGlow::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
UpdateGlowEffect();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PointGlow::UpdateGlowEffect( void )
{
// destroy the existing effect
if ( m_pGlowEffect )
{
DestroyGlowEffect();
}
// create a new effect
if ( !m_bGlowDisabled )
{
Vector4D vecColor( m_GlowColor.r, m_GlowColor.g, m_GlowColor.b, m_GlowColor.a );
for (int i = 0; i < 4; i++)
{
if (vecColor[i] == 0.0f)
continue;
vecColor[i] /= 255.0f;
}
m_pGlowEffect = new CGlowObject( m_hGlowTarget, vecColor.AsVector3D(), vecColor.w, true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PointGlow::DestroyGlowEffect( void )
{
if ( m_pGlowEffect )
{
delete m_pGlowEffect;
m_pGlowEffect = NULL;
}
}