mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
This commit is contained in:
@@ -44,6 +44,12 @@ BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_KEYFIELD( m_flBrightnessScale, FIELD_FLOAT, "brightnessscale" ),
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DEFINE_FIELD( m_LightColor, FIELD_COLOR32 ),
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DEFINE_KEYFIELD( m_flColorTransitionTime, FIELD_FLOAT, "colortransitiontime" ),
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#ifdef MAPBASE
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DEFINE_FIELD( m_flConstantAtten, FIELD_FLOAT ),
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DEFINE_FIELD( m_flLinearAtten, FIELD_FLOAT ),
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DEFINE_FIELD( m_flQuadraticAtten, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_flShadowAtten, FIELD_FLOAT, "shadowatten" ),
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#endif
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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@@ -66,9 +72,14 @@ BEGIN_DATADESC( CEnvProjectedTexture )
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSpotlightFrame", InputSetSpotlightFrame ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetBrightness", InputSetBrightness ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetColorTransitionTime", InputSetColorTransitionTime ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetQuadratic", InputSetQuadratic ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetLinear", InputSetLinear ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetConstant", InputSetConstant ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetShadowAtten", InputSetShadowAtten ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearZ", InputSetNearZ ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarZ", InputSetFarZ ),
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DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysDrawOn", InputAlwaysDrawOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "AlwaysDrawOff", InputAlwaysDrawOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StopFollowingTarget", InputStopFollowingTarget ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartFollowingTarget", InputStartFollowingTarget ),
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#endif
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@@ -100,6 +111,10 @@ IMPLEMENT_SERVERCLASS_ST( CEnvProjectedTexture, DT_EnvProjectedTexture )
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SendPropFloat( SENDINFO( m_flFarZ ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f ),
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SendPropInt( SENDINFO( m_nShadowQuality ), 1, SPROP_UNSIGNED ), // Just one bit for now
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#ifdef MAPBASE
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SendPropFloat( SENDINFO( m_flConstantAtten ) ),
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SendPropFloat( SENDINFO( m_flLinearAtten ) ),
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SendPropFloat( SENDINFO( m_flQuadraticAtten ) ),
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SendPropFloat( SENDINFO( m_flShadowAtten ) ),
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SendPropBool( SENDINFO( m_bAlwaysDraw ) ),
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// Not needed on the client right now, change when it actually is needed
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@@ -128,11 +143,21 @@ CEnvProjectedTexture::CEnvProjectedTexture( void )
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m_nSpotlightTextureFrame = 0;
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m_flBrightnessScale = 1.0f;
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m_LightColor.Init( 255, 255, 255, 255 );
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#ifdef MAPBASE
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m_flColorTransitionTime = 0.0f;
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#else
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m_flColorTransitionTime = 0.5f;
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#endif
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m_flAmbient = 0.0f;
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m_flNearZ = 4.0f;
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m_flFarZ = 750.0f;
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m_nShadowQuality = 0;
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#ifdef MAPBASE
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m_flQuadraticAtten = 0.0f;
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m_flLinearAtten = 100.0f;
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m_flConstantAtten = 0.0f;
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m_flShadowAtten = 0.0f;
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#endif
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}
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void UTIL_ColorStringToLinearFloatColor( Vector &color, const char *pString )
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@@ -195,6 +220,20 @@ bool CEnvProjectedTexture::KeyValue( const char *szKeyName, const char *szValue
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Q_strcpy( m_SpotlightTextureName.GetForModify(), szValue );
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#endif
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}
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#ifdef MAPBASE
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else if ( FStrEq( szKeyName, "constant_attn" ) )
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{
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m_flConstantAtten = CorrectConstantAtten( atof( szValue ) );
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}
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else if ( FStrEq( szKeyName, "linear_attn" ) )
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{
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m_flLinearAtten = CorrectLinearAtten( atof( szValue ) );
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}
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else if ( FStrEq( szKeyName, "quadratic_attn" ) )
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{
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m_flQuadraticAtten = CorrectQuadraticAtten( atof( szValue ) );
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}
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#endif
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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@@ -215,6 +254,26 @@ bool CEnvProjectedTexture::GetKeyValue( const char *szKeyName, char *szValue, in
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Q_snprintf( szValue, iMaxLen, "%s", m_SpotlightTextureName.Get() );
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return true;
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}
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#ifdef MAPBASE
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else if ( FStrEq( szKeyName, "constant_attn" ) )
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{
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// Undo correction
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Q_snprintf( szValue, iMaxLen, "%f", m_flConstantAtten *= 2.0f );
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return true;
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}
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else if ( FStrEq( szKeyName, "linear_attn" ) )
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{
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// Undo correction
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Q_snprintf( szValue, iMaxLen, "%f", m_flLinearAtten *= 0.01f );
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return true;
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}
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else if ( FStrEq( szKeyName, "quadratic_attn" ) )
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{
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// Undo correction
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Q_snprintf( szValue, iMaxLen, "%f", m_flQuadraticAtten *= 0.0001f );
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return true;
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}
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#endif
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return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen );
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}
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