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
+51 -1
View File
@@ -24,6 +24,7 @@
#include "soundscape_system.h"
#include "AI_ResponseSystem.h"
#include "mapbase/SystemConvarMod.h"
#include "gameinterface.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
@@ -170,7 +171,11 @@ public:
if (!gameinfo->GetBool("hide_mod_name", false))
{
// Store the game's name
Q_strncpy(g_iszGameName, gameinfo->GetString("game"), sizeof(g_iszGameName));
const char *pszGameName = gameinfo->GetString("game_rpc", NULL);
if (pszGameName == NULL)
pszGameName = gameinfo->GetString("game");
Q_strncpy(g_iszGameName, pszGameName, sizeof(g_iszGameName));
}
}
gameinfo->deleteThis();
@@ -370,6 +375,51 @@ BEGIN_DATADESC_NO_BASE( CMapbaseSystem )
END_DATADESC()
#ifdef GAME_DLL
static CUtlVector<MODTITLECOMMENT> g_MapbaseChapterMaps;
static CUtlVector<MODCHAPTER> g_MapbaseChapterList;
CUtlVector<MODTITLECOMMENT> *Mapbase_GetChapterMaps()
{
if (g_MapbaseChapterMaps.Count() == 0)
{
// Check the chapter list
KeyValues *chapterlist = new KeyValues("ChapterList");
if (chapterlist->LoadFromFile(filesystem, "scripts/chapters.txt", "MOD"))
{
KeyValues *pKey = chapterlist->GetFirstSubKey();
if (pKey)
{
if (Q_stricmp( pKey->GetName(), "Chapters" ) == 0)
{
for (KeyValues *pChapters = pKey->GetFirstSubKey(); pChapters; pChapters = pChapters->GetNextKey())
{
int index = g_MapbaseChapterList.AddToTail();
g_MapbaseChapterList[index].iChapter = atoi(pChapters->GetName());
Q_strncpy(g_MapbaseChapterList[index].pChapterName, pChapters->GetString(), sizeof(g_MapbaseChapterList[index]));
}
}
for (pKey = pKey->GetNextKey(); pKey; pKey = pKey->GetNextKey())
{
int index = g_MapbaseChapterMaps.AddToTail();
Q_strncpy(g_MapbaseChapterMaps[index].pBSPName, pKey->GetName(), sizeof(g_MapbaseChapterMaps[index].pBSPName));
Q_strncpy(g_MapbaseChapterMaps[index].pTitleName, pKey->GetString(), sizeof(g_MapbaseChapterMaps[index].pTitleName));
//comment.pBSPName = pKey->GetName();
//comment.pTitleName = pKey->GetString();
}
}
}
chapterlist->deleteThis();
}
return &g_MapbaseChapterMaps;
}
CUtlVector<MODCHAPTER> *Mapbase_GetChapterList()
{
return &g_MapbaseChapterList;
}
ThreeState_t Flashlight_GetLegacyVersionKey()
{
KeyValues *gameinfo = new KeyValues( "GameInfo" );