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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:
@@ -36,6 +36,9 @@
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#include "datacache/imdlcache.h"
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#include "util.h"
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#include "cdll_int.h"
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#ifdef MAPBASE
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#include "fmtstr.h"
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#endif
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#ifdef PORTAL
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#include "PortalSimulation.h"
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@@ -204,6 +207,46 @@ void CEntityFactoryDictionary::ReportEntitySizes()
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}
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}
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#ifdef MAPBASE
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int EntityFactory_AutoComplete( const char *cmdname, CUtlVector< CUtlString > &commands, CUtlRBTree< CUtlString > &symbols, char *substring, int checklen = 0 )
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{
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CEntityFactoryDictionary *pFactoryDict = (CEntityFactoryDictionary*)EntityFactoryDictionary();
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for ( int i = pFactoryDict->m_Factories.First(); i != pFactoryDict->m_Factories.InvalidIndex(); i = pFactoryDict->m_Factories.Next( i ) )
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{
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const char *name = pFactoryDict->m_Factories.GetElementName( i );
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if (Q_strnicmp(name, substring, checklen))
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continue;
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CUtlString sym = name;
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int idx = symbols.Find(sym);
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if (idx == symbols.InvalidIndex())
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{
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symbols.Insert(sym);
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}
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// Too many
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if (symbols.Count() >= COMMAND_COMPLETION_MAXITEMS)
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break;
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}
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// Now fill in the results
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for (int i = symbols.FirstInorder(); i != symbols.InvalidIndex(); i = symbols.NextInorder(i))
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{
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const char *name = symbols[i].String();
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char buf[512];
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Q_strncpy(buf, name, sizeof(buf));
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Q_strlower(buf);
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CUtlString command;
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command = CFmtStr("%s %s", cmdname, buf);
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commands.AddToTail(command);
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}
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return symbols.Count();
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}
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#endif
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//-----------------------------------------------------------------------------
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// class CFlaggedEntitiesEnum
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@@ -2507,6 +2550,10 @@ void UTIL_PredictedPosition( CBaseEntity *pTarget, float flTimeDelta, Vector *ve
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if ( pAnimating != NULL )
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{
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vecPredictedVel = pAnimating->GetGroundSpeedVelocity();
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#ifdef MAPBASE
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if (vecPredictedVel.IsZero())
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vecPredictedVel = pAnimating->GetSmoothedVelocity();
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#endif
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}
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else
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{
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@@ -2524,7 +2571,7 @@ void UTIL_PredictedPosition( CBaseEntity *pTarget, float flTimeDelta, Vector *ve
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//-----------------------------------------------------------------------------
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// Purpose: Same as above, except you don't have to use the absolute origin and can use your own position to predict from.
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//-----------------------------------------------------------------------------
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void UTIL_PredictedPosition( CBaseEntity *pTarget, Vector &vecActualPosition, float flTimeDelta, Vector *vecPredictedPosition )
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void UTIL_PredictedPosition( CBaseEntity *pTarget, const Vector &vecActualPosition, float flTimeDelta, Vector *vecPredictedPosition )
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{
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if ( ( pTarget == NULL ) || ( vecPredictedPosition == NULL ) )
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return;
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@@ -2547,7 +2594,11 @@ void UTIL_PredictedPosition( CBaseEntity *pTarget, Vector &vecActualPosition, fl
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{
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CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(pTarget);
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if ( pAnimating != NULL )
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{
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vecPredictedVel = pAnimating->GetGroundSpeedVelocity();
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if (vecPredictedVel.IsZero())
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vecPredictedVel = pAnimating->GetSmoothedVelocity();
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}
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else
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vecPredictedVel = pTarget->GetSmoothedVelocity();
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}
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@@ -2556,6 +2607,38 @@ void UTIL_PredictedPosition( CBaseEntity *pTarget, Vector &vecActualPosition, fl
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// Get the result
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(*vecPredictedPosition) = vecActualPosition + ( vecPredictedVel * flTimeDelta );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Predicts angles through angular velocity instead of predicting origin through regular velocity.
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//-----------------------------------------------------------------------------
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void UTIL_PredictedAngles( CBaseEntity *pTarget, const QAngle &angActualAngles, float flTimeDelta, QAngle *angPredictedAngles )
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{
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if ( ( pTarget == NULL ) || ( angPredictedAngles == NULL ) )
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return;
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QAngle angPredictedVel;
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CBasePlayer *pPlayer = ToBasePlayer( pTarget );
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if ( pPlayer != NULL )
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{
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if ( pPlayer->IsInAVehicle() )
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angPredictedVel = pPlayer->GetVehicleEntity()->GetLocalAngularVelocity();
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else
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angPredictedVel = pPlayer->GetLocalAngularVelocity();
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}
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else
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{
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CBaseCombatCharacter *pCCTarget = pTarget->MyCombatCharacterPointer();
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if ( pCCTarget != NULL && pCCTarget->IsInAVehicle() )
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angPredictedVel = pCCTarget->GetVehicleEntity()->GetLocalAngularVelocity();
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else
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{
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angPredictedVel = pTarget->GetLocalAngularVelocity();
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}
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}
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// Get the result
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(*angPredictedAngles) = angActualAngles + ( angPredictedVel * flTimeDelta );
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}
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#endif
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//-----------------------------------------------------------------------------
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