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

@@ -210,7 +210,14 @@ enum CastVote
#define bits_SUIT_DEVICE_FLASHLIGHT 0x00000002
#define bits_SUIT_DEVICE_BREATHER 0x00000004
#define MAX_SUIT_DEVICES 3
#ifdef MAPBASE
// Custom suit power devices
#define bits_SUIT_DEVICE_CUSTOM0 0x00000008
#define bits_SUIT_DEVICE_CUSTOM1 0x00000010
#define bits_SUIT_DEVICE_CUSTOM2 0x00000020
#endif
#define MAX_SUIT_DEVICES 6 // Mapbase boosts this to 6 for the custom devices
//===================================================================================================================
@@ -658,6 +665,10 @@ class CBaseEntity;
// Bullet firing information
//-----------------------------------------------------------------------------
class CBaseEntity;
#ifdef MAPBASE_VSCRIPT
// For the VScript functions in FireBUlletsInfo_t
FORWARD_DECLARE_HANDLE( HSCRIPT );
#endif
enum FireBulletsFlags_t
{
@@ -715,6 +726,10 @@ struct FireBulletsInfo_t
#endif
}
#ifdef MAPBASE
~FireBulletsInfo_t() {}
#endif
int m_iShots;
Vector m_vecSrc;
Vector m_vecDirShooting;
@@ -737,6 +752,46 @@ struct FireBulletsInfo_t
// I planned ahead and made it a CUtlVector instead.
CUtlVector<CBaseEntity*> *m_pIgnoreEntList;
#endif
#ifdef MAPBASE_VSCRIPT // These functions are used by VScript to expose FireBulletsInfo_t to users.
int GetShots() { return m_iShots; }
void SetShots( int value ) { m_iShots = value; }
Vector GetSource() { return m_vecSrc; }
void SetSource( Vector value ) { m_vecSrc = value; }
Vector GetDirShooting() { return m_vecDirShooting; }
void SetDirShooting( Vector value ) { m_vecDirShooting = value; }
Vector GetSpread() { return m_vecSpread; }
void SetSpread( Vector value ) { m_vecSpread = value; }
float GetDistance() { return m_flDistance; }
void SetDistance( float value ) { m_flDistance = value; }
int GetAmmoType() { return m_iAmmoType; }
void SetAmmoType( int value ) { m_iAmmoType = value; }
int GetTracerFreq() { return m_iTracerFreq; }
void SetTracerFreq( int value ) { m_iTracerFreq = value; }
float GetDamage() { return m_flDamage; }
void SetDamage( float value ) { m_flDamage = value; }
int GetPlayerDamage() { return m_iPlayerDamage; }
void SetPlayerDamage( float value ) { m_iPlayerDamage = value; }
int GetFlags() { return m_nFlags; }
void SetFlags( float value ) { m_nFlags = value; }
float GetDamageForceScale() { return m_flDamageForceScale; }
void SetDamageForceScale( float value ) { m_flDamageForceScale = value; }
HSCRIPT ScriptGetAttacker();
void ScriptSetAttacker( HSCRIPT value );
HSCRIPT ScriptGetAdditionalIgnoreEnt();
void ScriptSetAdditionalIgnoreEnt( HSCRIPT value );
bool GetPrimaryAttack() { return m_bPrimaryAttack; }
void SetPrimaryAttack( bool value ) { m_bPrimaryAttack = value; }
#endif
};
//-----------------------------------------------------------------------------