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

View File

@@ -230,6 +230,8 @@ public:
COutputInt m_RequestedPlayerArmor;
COutputFloat m_RequestedPlayerAuxPower;
COutputFloat m_RequestedPlayerFlashBattery;
COutputEvent m_OnPlayerSpawn;
#endif
void InputRequestPlayerHealth( inputdata_t &inputdata );
@@ -602,6 +604,11 @@ BEGIN_ENT_SCRIPTDESC( CHL2_Player, CBasePlayer, "The HL2 player entity." )
DEFINE_SCRIPTFUNC_NAMED( SuitPower_GetCurrentPercentage, "GetAuxPower", "Gets the player's available aux power." )
DEFINE_SCRIPTFUNC( GetFlashlightBattery, "Gets the energy available in the player's flashlight. If the legacy (aux power-based) flashlight is enabled, this returns the aux power." )
DEFINE_SCRIPTFUNC( InitCustomSuitDevice, "Initializes a custom suit device. (just sets drain rate for now)" )
DEFINE_SCRIPTFUNC( AddCustomSuitDevice, "Adds a custom suit device ID. (1-3)" )
DEFINE_SCRIPTFUNC( RemoveCustomSuitDevice, "Removes a custom suit device ID. (1-3)" )
DEFINE_SCRIPTFUNC( IsCustomSuitDeviceActive, "Checks if a custom suit device is active." )
END_SCRIPTDESC();
#endif
@@ -633,6 +640,16 @@ CHL2_Player::CHL2_Player()
#endif
CSuitPowerDevice SuitDeviceBreather( bits_SUIT_DEVICE_BREATHER, 6.7f ); // 100 units in 15 seconds (plus three padded seconds)
#ifdef MAPBASE
// Default: 100 units in 8 seconds
CSuitPowerDevice SuitDeviceCustom[] =
{
{ bits_SUIT_DEVICE_CUSTOM0, 12.5f },
{ bits_SUIT_DEVICE_CUSTOM1, 12.5f },
{ bits_SUIT_DEVICE_CUSTOM2, 12.5f },
};
#endif
IMPLEMENT_SERVERCLASS_ST(CHL2_Player, DT_HL2_Player)
SendPropDataTable(SENDINFO_DT(m_HL2Local), &REFERENCE_SEND_TABLE(DT_HL2Local), SendProxy_SendLocalDataTable),
@@ -1322,6 +1339,13 @@ void CHL2_Player::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper)
}
#ifdef MAPBASE
void CHL2_Player::SpawnedAtPoint( CBaseEntity *pSpawnPoint )
{
FirePlayerProxyOutput( "OnPlayerSpawn", variant_t(), this, pSpawnPoint );
}
//-----------------------------------------------------------------------------
ConVar hl2_use_hl2dm_anims( "hl2_use_hl2dm_anims", "0", FCVAR_NONE, "Allows SP HL2 players to use HL2:DM animations (for custom player models)" );
void CHL2_Player::ResetAnimation( void )
@@ -1522,6 +1546,17 @@ void CHL2_Player::Spawn(void)
BaseClass::Spawn();
#ifdef MAPBASE
// Ported from CHL2MP_Player. Fixes issues with respawning players in SP
if ( !IsObserver() )
{
pl.deadflag = false;
RemoveSolidFlags( FSOLID_NOT_SOLID );
RemoveEffects( EF_NODRAW );
}
#endif
//
// Our player movement speed is set once here. This will override the cl_xxxx
// cvars unless they are set to be lower than this.
@@ -3093,6 +3128,14 @@ void CHL2_Player::Event_Killed( const CTakeDamageInfo &info )
#ifdef MAPBASE
FirePlayerProxyOutput( "PlayerDied", variant_t(), info.GetAttacker(), this );
if (IsSuitEquipped())
{
// Make sure all devices are deactivated (for respawn)
m_HL2Local.m_bitsActiveDevices = 0x00000000;
m_flSuitPowerLoad = 0;
m_flTimeAllSuitDevicesOff = gpGlobals->curtime;
}
#else
FirePlayerProxyOutput( "PlayerDied", variant_t(), this, this );
#endif
@@ -4336,6 +4379,64 @@ void CHL2_Player::DisplayLadderHudHint()
#endif//CLIENT_DLL
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CHL2_Player::InitCustomSuitDevice( int iDeviceID, float flDrainRate )
{
if (iDeviceID < 0 || iDeviceID > 2)
{
Warning("InitCustomSuitDevice : \"%i\" is not a valid custom device slot\n", iDeviceID);
return;
}
SuitDeviceCustom[iDeviceID].SetDeviceDrainRate( flDrainRate );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CHL2_Player::AddCustomSuitDevice( int iDeviceID )
{
if (iDeviceID < 0 || iDeviceID > 2)
{
Warning("AddCustomSuitDevice : \"%i\" is not a valid custom device slot\n", iDeviceID);
return;
}
SuitPower_AddDevice( SuitDeviceCustom[iDeviceID] );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CHL2_Player::RemoveCustomSuitDevice( int iDeviceID )
{
if (iDeviceID < 0 || iDeviceID > 2)
{
Warning("AddCustomSuitDevice : \"%i\" is not a valid custom device slot\n", iDeviceID);
return;
}
SuitPower_RemoveDevice( SuitDeviceCustom[iDeviceID] );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CHL2_Player::IsCustomSuitDeviceActive( int iDeviceID )
{
if (iDeviceID < 0 || iDeviceID > 2)
{
Warning("IsCustomSuitDeviceActive : \"%i\" is not a valid custom device slot\n", iDeviceID);
return false;
}
return SuitPower_IsDeviceActive( SuitDeviceCustom[iDeviceID] );
}
#endif
//-----------------------------------------------------------------------------
// Shuts down sounds
//-----------------------------------------------------------------------------
@@ -4370,10 +4471,14 @@ void CHL2_Player::ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set )
#ifdef MAPBASE
const char *CHL2_Player::GetOverrideStepSound( const char *pszBaseStepSoundName )
{
const char *szSound = GetContextValue(FindContextByName("footsteps"));
if (szSound[0] != '\0')
int idx = FindContextByName("footsteps");
if (idx != -1)
{
return szSound;
const char *szSound = GetContextValue(idx);
if (szSound[0] != '\0')
{
return szSound;
}
}
return pszBaseStepSoundName;
}
@@ -4466,6 +4571,7 @@ BEGIN_DATADESC( CLogicPlayerProxy )
DEFINE_OUTPUT( m_RequestedPlayerArmor, "PlayerArmor" ),
DEFINE_OUTPUT( m_RequestedPlayerAuxPower, "PlayerAuxPower" ),
DEFINE_OUTPUT( m_RequestedPlayerFlashBattery, "PlayerFlashBattery" ),
DEFINE_OUTPUT( m_OnPlayerSpawn, "OnPlayerSpawn" ),
#endif
DEFINE_INPUTFUNC( FIELD_VOID, "RequestPlayerHealth", InputRequestPlayerHealth ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetFlashlightSlowDrain", InputSetFlashlightSlowDrain ),