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