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:
Blixibon
2019-12-14 04:20:02 +00:00
parent a1dba884a3
commit dc7f20acc8
97 changed files with 2845 additions and 485 deletions

View File

@@ -17,6 +17,9 @@
#include "tier1/strtools.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#ifdef MAPBASE
#include "ai_speech.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@@ -148,10 +151,11 @@ void CGenericActor::Spawn()
m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS );
#ifdef MAPBASE
CapabilitiesAdd( bits_CAP_SQUAD );
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_DOORS_GROUP );
#else
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS );
#endif
// remove head turn if no eyes or forward attachment
@@ -187,6 +191,163 @@ void CGenericActor::Precache()
#ifdef MAPBASE
//=========================================================
#define TLK_ACTOR_PAIN "TLK_WOUND"
#define TLK_ACTOR_DEATH "TLK_DEATH"
#define TLK_ACTOR_ALERT "TLK_STARTCOMBAT"
#define TLK_ACTOR_IDLE "TLK_IDLE"
#define TLK_ACTOR_FEAR "TLK_FEAR"
#define TLK_ACTOR_LOSTENEMY "TLK_LOSTENEMY"
#define TLK_ACTOR_FOUNDENEMY "TLK_REFINDENEMY"
//=========================================================
// Enhanced generic actor with built-in response system usage, weapon capabilities, and more.
//=========================================================
class CGenericActorCustom : public CGenericActor
{
private:
DECLARE_CLASS( CGenericActorCustom, CGenericActor );
public:
//DECLARE_DATADESC();
CGenericActorCustom() { }
void Spawn( void );
void Precache( void );
bool KeyValue( const char *szKeyName, const char *szValue );
void SpeakIfAllowed( const char *concept, AI_CriteriaSet *modifiers = NULL );
void ModifyOrAppendCriteria( AI_CriteriaSet& set );
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
void AlertSound( void );
void IdleSound( void );
void FearSound( void );
void LostEnemySound( void );
void FoundEnemySound( void );
};
LINK_ENTITY_TO_CLASS( generic_actor_custom, CGenericActorCustom );
//BEGIN_DATADESC( CGenericActorCustom )
//END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::Spawn()
{
BaseClass::Spawn();
CapabilitiesAdd( bits_CAP_USE_WEAPONS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::Precache()
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Cache user entity field values until spawn is called.
// Input : szKeyName - Key to handle.
// szValue - Value for key.
// Output : Returns true if the key was handled, false if not.
//-----------------------------------------------------------------------------
bool CGenericActorCustom::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "UseShotRegulator"))
{
if (atoi(szValue) > 0)
CapabilitiesAdd( bits_CAP_USE_SHOT_REGULATOR );
else
CapabilitiesRemove( bits_CAP_USE_SHOT_REGULATOR );
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
//-----------------------------------------------------------------------------
// Purpose: Speak concept
//-----------------------------------------------------------------------------
void CGenericActorCustom::SpeakIfAllowed( const char *concept, AI_CriteriaSet *modifiers )
{
Speak( concept, modifiers ? *modifiers : AI_CriteriaSet() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::ModifyOrAppendCriteria( AI_CriteriaSet& set )
{
BaseClass::ModifyOrAppendCriteria( set );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::PainSound( const CTakeDamageInfo &info )
{
AI_CriteriaSet modifiers;
ModifyOrAppendDamageCriteria( modifiers, info );
SpeakIfAllowed( TLK_ACTOR_PAIN, &modifiers );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::DeathSound( const CTakeDamageInfo &info )
{
AI_CriteriaSet modifiers;
ModifyOrAppendDamageCriteria( modifiers, info );
SpeakIfAllowed( TLK_ACTOR_DEATH, &modifiers );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::AlertSound( void )
{
SpeakIfAllowed( TLK_ACTOR_ALERT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::IdleSound( void )
{
SpeakIfAllowed( TLK_ACTOR_IDLE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::FearSound( void )
{
SpeakIfAllowed( TLK_ACTOR_FEAR );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::LostEnemySound( void )
{
SpeakIfAllowed( TLK_ACTOR_LOSTENEMY );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGenericActorCustom::FoundEnemySound( void )
{
SpeakIfAllowed( TLK_ACTOR_FOUNDENEMY );
}
#endif