Mapbase v3.0

- Overhauled matcher system and added expanded wildcard support, meaning "text", "te?t", "blah_test", etc. are now supported instead of only trailing *
- Added support for regular expression matching
- Added the missing matrixinvert.h file, which prevented programmers from compiling vbsp
- Fixed env_global_light brightness
- Added info_player_view_proxy, an entity which mimics a player's view (created for script_intro)
- New UnZoomWithRate and SetZoomRate inputs on env_zoom
- New "Don't change target's angles" flag on logic_measure_movement
- Fixed logic_measure_movement not using ignore origin flags correctly
- Fixed filter_damage_mod secondary filter not recognizing mode correctly
- Fixed DisableGeigerCounter causing NPCs to ignore player, and possibly fixed other adverse effects in similar code
- Added SetEntityName input for setting an entity's targetname
- Added "SetTarget" support to point_posecontroller
- Added "sk_alyx_health" convar for adjustable npc_alyx health, restored/fixed "sk_barney_health" for adjustable npc_barney health
- Added ignore flags and several direction-related inputs to math_vector
- Added pose parameter stuff to logic_modelinfo
- Fixed ChangeWeapon not changing during combat
- Fixed holster/unholster on NPCs without holster/unholster animations
- Fixed func_tank and other "player in the way" code ignoring notarget
- Added SetPoseParameter input to animating entities
- Introduced an experimental chapter system which allows for custom chapter title/restriction management
- Added SetChapterTitle input to worldspawn for dynamic title changing
- Fixed func_tankairboatgun damage credit, added ability to use its damage keyvalues
- Fixed mapbase_rpc_enabled not actually affecting RPC
- Moved some newly found Combine soldier grenade code to ai_grenade for other grenade users
- Fixed some problems with the new shared activities
- Restored an old Mapbase entity as "prop_interactable", an entity which contains all of the functionality of a func_button/func_door in a prop entity
- Added env_microphone pitch scale for scaling the pitch of transmitted sounds
- Added experimental, long-overdue code for scenes to be able to access !target#'s and other scene-related names through AI_INPUT
- Added "mat_specular_disable_on_missing", which "disables" specular reflections when the cubemap texture is missing
- Fixed $envmapmasktransform and $bumptransform on VertexLitGeneric and related shaders
- Areaportal leaks now stop compilation in leaktest
- Replaced "-nodefaultcubemap" with "-defaultcubemap" as the shader changes allow maps to compile without default cubemaps by default with little effect
This commit is contained in:
Blixibon
2020-02-05 19:08:49 +00:00
parent b8611071c5
commit c5f3fa0778
63 changed files with 1909 additions and 335 deletions
+27
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@@ -110,6 +110,8 @@ public:
// Soldiers use "lefthand", cops use "LHand", and citizens use "anim_attachment_LH"
virtual const char* GetGrenadeAttachment() { return "anim_attachment_LH"; }
void ClearAttackConditions( void );
Vector GetAltFireTarget() { return m_vecAltFireTarget; }
virtual bool CanAltFireEnemy( bool bUseFreeKnowledge );
void DelayAltFireAttack( float flDelay );
@@ -493,6 +495,31 @@ bool CAI_GrenadeUser<BASE_NPC>::CheckCanThrowGrenade( const Vector &vecTarget )
}
}
//-----------------------------------------------------------------------------
// Purpose: This was copied from soldier code for general AI grenades.
//
// "Soldiers use CAN_RANGE_ATTACK2 to indicate whether they can throw
// a grenade. Because they check only every half-second or so, this
// condition must persist until it is updated again by the code
// that determines whether a grenade can be thrown, so prevent the
// base class from clearing it out. (sjb)"
//-----------------------------------------------------------------------------
template <class BASE_NPC>
void CAI_GrenadeUser<BASE_NPC>::ClearAttackConditions()
{
bool fCanRangeAttack2 = IsGrenadeCapable() && HasCondition( COND_CAN_RANGE_ATTACK2 );
// Call the base class.
BaseClass::ClearAttackConditions();
if( fCanRangeAttack2 )
{
// We don't allow the base class to clear this condition because we
// don't sense for it every frame.
SetCondition( COND_CAN_RANGE_ATTACK2 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Task helpers
//-----------------------------------------------------------------------------
-160
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@@ -1,160 +0,0 @@
//========= Copyright Valve Corporation, All rights reserved. =================
//
// Purpose: General matching functions for things like wildcards and !=.
//
// $NoKeywords: $
//=============================================================================
#define MAPBASE_MATCHERS 1
extern bool ResponseSystemCompare(const char *criterion, const char *value);
//extern const char *ResponseSystemCompare(const char *criterion, const char *value, bool bReturnToken);
//=============================================================================
// These are the "matchers" that compare with wildcards (any*) and operators (<3).
//
// Matcher_Match - Supports operators and wildcards.
// Matcher_NamesMatch - Only supports wildcards.
// Matcher_Compare - Long story short, Matcher_Match didn't support wildcards before.
// This was used to support both matchers and wildcards.
// Now it just redirects to Matcher_Match.
//
// AppearsToBeANumber - Checks if the string might be a number.
// Stolen from the Response System, just like the other matchers.
//=============================================================================
// Compares with != and the like. Basically hijacks the response system matching.
// Now supports trailing wildcards (query* == querything)
// pszQuery = The value that should have the operator(s) at the beginning
// szValue = The value tested against the criterion
inline bool Matcher_Match(const char *pszQuery, const char *szValue)
{
// I wasn't kidding when I said all this did was hijack response system matching.
return ResponseSystemCompare(pszQuery, szValue);
// (pszQuery && szValue) ? ResponseSystemCompare(pszQuery, szValue, pass) : FStrEq(pszQuery, szValue);
}
inline bool Matcher_Match(const char *pszQuery, int iValue)
{
return Matcher_Match(pszQuery, UTIL_VarArgs("%i", iValue));
}
// Compares two strings with trailing wildcards. Nothing more. Use Matcher_Match if you want <, !=, etc.
// pszQuery = The value that should have the wildcard.
// szValue = The value tested against the query.
// It's basically just baseentity.cpp's NamesMatch().
FORCEINLINE bool Matcher_NamesMatch(const char *pszQuery, const char *szValue)
{
if ( szValue == NULL )
return (!pszQuery || *pszQuery == 0 || *pszQuery == '*');
// If the pointers are identical, we're identical
if ( szValue == pszQuery )
return true;
while ( *szValue && *pszQuery )
{
unsigned char cName = *szValue;
unsigned char cQuery = *pszQuery;
// simple ascii case conversion
if ( cName == cQuery )
;
else if ( cName - 'A' <= (unsigned char)'Z' - 'A' && cName - 'A' + 'a' == cQuery )
;
else if ( cName - 'a' <= (unsigned char)'z' - 'a' && cName - 'a' + 'A' == cQuery )
;
else
break;
++szValue;
++pszQuery;
}
if ( *pszQuery == 0 && *szValue == 0 )
return true;
// @TODO (toml 03-18-03): Perhaps support real wildcards. Right now, only thing supported is trailing *
if ( *pszQuery == '*' )
return true;
return false;
}
// Identical to Matcher_NamesMatch(), but either value could use a wildcard.
// pszQuery = The value that serves as the query. This value can use wildcards.
// szValue = The value tested against the query. This value can use wildcards as well.
FORCEINLINE bool Matcher_NamesMatch_MutualWildcard(const char *pszQuery, const char *szValue)
{
if ( szValue == NULL )
return (!pszQuery || *pszQuery == 0 || *pszQuery == '*');
if ( pszQuery == NULL )
return (!szValue || *szValue == 0 || *szValue == '*');
// If the pointers are identical, we're identical
if ( szValue == pszQuery )
return true;
while ( *szValue && *pszQuery )
{
unsigned char cName = *szValue;
unsigned char cQuery = *pszQuery;
// simple ascii case conversion
if ( cName == cQuery )
;
else if ( cName - 'A' <= (unsigned char)'Z' - 'A' && cName - 'A' + 'a' == cQuery )
;
else if ( cName - 'a' <= (unsigned char)'z' - 'a' && cName - 'a' + 'A' == cQuery )
;
else
break;
++szValue;
++pszQuery;
}
if ( *pszQuery == 0 && *szValue == 0 )
return true;
// @TODO (toml 03-18-03): Perhaps support real wildcards. Right now, only thing supported is trailing *
if ( *pszQuery == '*' || *szValue == '*' )
return true;
return false;
}
// While Matcher_Match didn't support wildcards,
// this was used to match with both matchers and wildcards.
// Now that Matcher_Match supports wildcards, it just redirects to that,
// but I use this anyway for consistency purposes and force-of-habit.
// pszQuery = The value that should have the operator or wildcard
// szValue = The value tested against the criterion
inline bool Matcher_Compare(const char *pszQuery, const char *szValue)
{
return Matcher_Match(pszQuery, szValue);
#if 0
// I have to do this so wildcards could test *before* the response system comparison.
// I know it removes the operators twice, but I won't worry about it.
bool match = Matcher_NamesMatch(Matcher_RemoveOperators(pszQuery), szValue);
if (match)
return Matcher_Match(pszQuery, szValue);
return false;
#endif
}
// Yeeted right out of the Response System.
// Checks if the specified string appears to be a number of some sort.
static bool AppearsToBeANumber( char const *token )
{
if ( atof( token ) != 0.0f )
return true;
char const *p = token;
while ( *p )
{
if ( *p != '0' )
return false;
p++;
}
return true;
}