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

@@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. =================
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 =================
//
// Purpose: Due to this being a custom integration of VScript based on the Alien Swarm SDK, we don't have access to
// some of the code normally available in games like L4D2 or Valve's original VScript DLL.
@@ -15,12 +15,67 @@
#pragma once
#endif
//-----------------------------------------------------------------------------
// Exposes csurface_t to VScript
//-----------------------------------------------------------------------------
class CSurfaceScriptAccessor
{
public:
CSurfaceScriptAccessor( csurface_t &surf ) { m_surf = &surf; m_surfaceData = g_pScriptVM->RegisterInstance( physprops->GetSurfaceData( m_surf->surfaceProps ) ); }
~CSurfaceScriptAccessor() { delete m_surfaceData; }
// cplane_t stuff
const char* Name() const { return m_surf->name; }
HSCRIPT SurfaceProps() const { return m_surfaceData; }
void Destroy() { delete this; }
private:
csurface_t *m_surf;
HSCRIPT m_surfaceData;
};
//-----------------------------------------------------------------------------
// Exposes cplane_t to VScript
//-----------------------------------------------------------------------------
class CPlaneTInstanceHelper : public IScriptInstanceHelper
{
bool Get( void *p, const char *pszKey, ScriptVariant_t &variant )
{
cplane_t *pi = ((cplane_t *)p);
if (FStrEq(pszKey, "normal"))
variant = pi->normal;
else if (FStrEq(pszKey, "dist"))
variant = pi->dist;
else
return false;
return true;
}
//bool Set( void *p, const char *pszKey, ScriptVariant_t &variant );
};
//-----------------------------------------------------------------------------
// Exposes trace_t to VScript
//-----------------------------------------------------------------------------
class CTraceInfoAccessor
{
public:
~CTraceInfoAccessor()
{
if (m_surfaceAccessor)
{
CSurfaceScriptAccessor *pScriptSurface = HScriptToClass<CSurfaceScriptAccessor>( m_surfaceAccessor );
//g_pScriptVM->RemoveInstance( m_surfaceAccessor );
delete pScriptSurface;
}
//if (m_planeAccessor)
//{
// g_pScriptVM->RemoveInstance( m_planeAccessor );
//}
}
// CGrameTrace stuff
bool DidHitWorld() const { return m_tr.DidHitWorld(); }
@@ -43,8 +98,8 @@ public:
bool IsDispSurfaceProp1() { return m_tr.IsDispSurfaceProp1(); }
bool IsDispSurfaceProp2() { return m_tr.IsDispSurfaceProp2(); }
Vector StartPos() const { return m_tr.startpos; }
Vector EndPos() const { return m_tr.endpos; }
const Vector& StartPos() const { return m_tr.startpos; }
const Vector& EndPos() const { return m_tr.endpos; }
float Fraction() const { return m_tr.fraction; }
@@ -54,109 +109,20 @@ public:
bool AllSolid() const { return m_tr.allsolid; }
bool StartSolid() const { return m_tr.startsolid; }
HSCRIPT Surface() { return m_surfaceAccessor; }
void SetSurface( HSCRIPT hPlaneAccessor ) { m_surfaceAccessor = hPlaneAccessor; }
HSCRIPT Plane() { return m_planeAccessor; }
void SetPlane( HSCRIPT hPlaneAccessor ) { m_planeAccessor = hPlaneAccessor; }
trace_t &GetTrace() { return m_tr; }
void Destroy() { delete this; }
private:
trace_t m_tr;
};
//-----------------------------------------------------------------------------
// Exposes FireBulletsInfo_t to VScript
//-----------------------------------------------------------------------------
class CFireBulletsInfoAccessor
{
public:
CFireBulletsInfoAccessor( FireBulletsInfo_t *info ) { m_info = info; }
int GetShots() { return m_info->m_iShots; }
void SetShots( int value ) { m_info->m_iShots = value; }
Vector GetSource() { return m_info->m_vecSrc; }
void SetSource( Vector value ) { m_info->m_vecSrc = value; }
Vector GetDirShooting() { return m_info->m_vecDirShooting; }
void SetDirShooting( Vector value ) { m_info->m_vecDirShooting = value; }
Vector GetSpread() { return m_info->m_vecSpread; }
void SetSpread( Vector value ) { m_info->m_vecSpread = value; }
float GetDistance() { return m_info->m_flDistance; }
void SetDistance( float value ) { m_info->m_flDistance = value; }
int GetAmmoType() { return m_info->m_iAmmoType; }
void SetAmmoType( int value ) { m_info->m_iAmmoType = value; }
int GetTracerFreq() { return m_info->m_iTracerFreq; }
void SetTracerFreq( int value ) { m_info->m_iTracerFreq = value; }
float GetDamage() { return m_info->m_flDamage; }
void SetDamage( float value ) { m_info->m_flDamage = value; }
int GetPlayerDamage() { return m_info->m_iPlayerDamage; }
void SetPlayerDamage( float value ) { m_info->m_iPlayerDamage = value; }
int GetFlags() { return m_info->m_nFlags; }
void SetFlags( float value ) { m_info->m_nFlags = value; }
float GetDamageForceScale() { return m_info->m_flDamageForceScale; }
void SetDamageForceScale( float value ) { m_info->m_flDamageForceScale = value; }
HSCRIPT GetAttacker();
void SetAttacker( HSCRIPT value );
HSCRIPT GetAdditionalIgnoreEnt();
void SetAdditionalIgnoreEnt( HSCRIPT value );
bool GetPrimaryAttack() { return m_info->m_bPrimaryAttack; }
void SetPrimaryAttack( bool value ) { m_info->m_bPrimaryAttack = value; }
FireBulletsInfo_t *GetInfo() { return m_info; }
void Destroy() { delete m_info; delete this; }
private:
FireBulletsInfo_t *m_info;
};
//-----------------------------------------------------------------------------
// Exposes CUserCmd to VScript
//-----------------------------------------------------------------------------
class CUserCmdAccessor
{
public:
CUserCmdAccessor( CUserCmd *cmd ) { m_cmd = cmd; }
int GetCommandNumber() { return m_cmd->command_number; }
int ScriptGetTickCount() { return m_cmd->tick_count; }
const QAngle& GetViewAngles() { return m_cmd->viewangles; }
void SetViewAngles( const QAngle& val ) { m_cmd->viewangles = val; }
float GetForwardMove() { return m_cmd->forwardmove; }
void SetForwardMove( float val ) { m_cmd->forwardmove = val; }
float GetSideMove() { return m_cmd->sidemove; }
void SetSideMove( float val ) { m_cmd->sidemove = val; }
float GetUpMove() { return m_cmd->upmove; }
void SetUpMove( float val ) { m_cmd->upmove = val; }
int GetButtons() { return m_cmd->buttons; }
void SetButtons( int val ) { m_cmd->buttons = val; }
int GetImpulse() { return m_cmd->impulse; }
void SetImpulse( int val ) { m_cmd->impulse = val; }
int GetWeaponSelect() { return m_cmd->weaponselect; }
void SetWeaponSelect( int val ) { m_cmd->weaponselect = val; }
int GetWeaponSubtype() { return m_cmd->weaponsubtype; }
void SetWeaponSubtype( int val ) { m_cmd->weaponsubtype = val; }
int GetRandomSeed() { return m_cmd->random_seed; }
int GetMouseX() { return m_cmd->mousedx; }
void SetMouseX( int val ) { m_cmd->mousedx = val; }
int GetMouseY() { return m_cmd->mousedy; }
void SetMouseY( int val ) { m_cmd->mousedy = val; }
private:
CUserCmd *m_cmd;
HSCRIPT m_surfaceAccessor;
HSCRIPT m_planeAccessor;
};
#endif