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:
@@ -376,6 +376,9 @@ BEGIN_DATADESC( CWorld )
|
||||
|
||||
// keyvalues are parsed from map, but not saved/loaded
|
||||
DEFINE_KEYFIELD( m_iszChapterTitle, FIELD_STRING, "chaptertitle" ),
|
||||
#ifdef MAPBASE
|
||||
DEFINE_KEYFIELD( m_bChapterTitleNoMessage, FIELD_BOOLEAN, "chaptertitlenomessage" ),
|
||||
#endif
|
||||
DEFINE_KEYFIELD( m_bStartDark, FIELD_BOOLEAN, "startdark" ),
|
||||
DEFINE_KEYFIELD( m_bDisplayTitle, FIELD_BOOLEAN, "gametitle" ),
|
||||
DEFINE_FIELD( m_WorldMins, FIELD_VECTOR ),
|
||||
@@ -407,6 +410,9 @@ IMPLEMENT_SERVERCLASS_ST(CWorld, DT_WORLD)
|
||||
SendPropFloat (SENDINFO(m_flMinPropScreenSpaceWidth), 0, SPROP_NOSCALE ),
|
||||
SendPropStringT (SENDINFO(m_iszDetailSpriteMaterial) ),
|
||||
SendPropInt (SENDINFO(m_bColdWorld), 1, SPROP_UNSIGNED ),
|
||||
#ifdef MAPBASE
|
||||
SendPropStringT (SENDINFO(m_iszChapterTitle) ),
|
||||
#endif
|
||||
END_SEND_TABLE()
|
||||
|
||||
//
|
||||
@@ -678,6 +684,23 @@ void CWorld::Precache( void )
|
||||
// Call all registered precachers.
|
||||
CPrecacheRegister::Precache();
|
||||
|
||||
#ifdef MAPBASE
|
||||
if ( m_iszChapterTitle.Get() != NULL_STRING && !m_bChapterTitleNoMessage )
|
||||
{
|
||||
DevMsg( 2, "Chapter title: %s\n", STRING(m_iszChapterTitle.Get()) );
|
||||
CMessage *pMessage = (CMessage *)CBaseEntity::Create( "env_message", vec3_origin, vec3_angle, NULL );
|
||||
if ( pMessage )
|
||||
{
|
||||
pMessage->SetMessage( m_iszChapterTitle.Get() );
|
||||
m_iszChapterTitle.Set( NULL_STRING );
|
||||
|
||||
// send the message entity a play message command, delayed by 1 second
|
||||
pMessage->AddSpawnFlags( SF_MESSAGE_ONCE );
|
||||
pMessage->SetThink( &CMessage::SUB_CallUseToggle );
|
||||
pMessage->SetNextThink( gpGlobals->curtime + 1.0f );
|
||||
}
|
||||
}
|
||||
#else
|
||||
if ( m_iszChapterTitle != NULL_STRING )
|
||||
{
|
||||
DevMsg( 2, "Chapter title: %s\n", STRING(m_iszChapterTitle) );
|
||||
@@ -693,6 +716,7 @@ void CWorld::Precache( void )
|
||||
pMessage->SetNextThink( gpGlobals->curtime + 1.0f );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
g_iszFuncBrushClassname = AllocPooledString("func_brush");
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user