Mapbase v6.0

- Fixed path_track paths saving as pointers instead of handles
- Fixed player animations not falling to base class correctly
- Fixed logic_externaldata creating garbage in trailing spaces
- Added "SetHandModelSkin" input
- Added unique colors for various types of console message, adjustable via convars
- Added the ability to use map-specific weapon scripts
- Added a way to display (placeholder) text entirely from Faceposer scenes
- Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines
- Added the ability to change a game_text's font (very limited)
- Added LightToggle input to point_spotlight
- Added Enable/DisableSprites on npc_manhack
- Added ai_goal_police behavior from metrocops to Combine soldiers and citizens
- Added func_precipitation particle rain systems from the Alien Swarm SDK
- Added new func_precipitation spawnflags for controlling behavior in particle types
- Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on
- Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs
- Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed
- Added key for custom logo font on env_credits scripts
- Added SetSpeed and SetPushDir inputs for trigger_push
- Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish
- Added OnLostEnemy/Player support for npc_combine_camera
- Added enhanced save/restore for the Response System, toggleable via convar
- Added a convar which allows users to disable weapon autoswitching when picking up ammo
- Split VScript base script into its own file
- Added VScript descriptions for NPC squads and the manager class which handles them
- Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP
- Added VScript to VBSP with basic map file interfacing
- Made some VScript documentation more clear due to deprecation of online documentation
- Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation
- Added VScript-driven custom weapons
- Added clientside VScript scopes
- Added a bunch of weapon-related VScript functions
- Split a bunch of cluttered VScript stuff into different files
- Added VScript functions for "following" entities/bonemerging
- Added VScript functions for grenades
- Added a few more VScript trigger functions
- Added OnDeath hook for VScript
- Fixed documentation for aliased functions in VScript
- Fixed $bumpmask not working on SDK_LightmappedGeneric
- Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake)
- Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working
- Added limited support for $envmapmask in the bumpmapping shader
- Fixed more issues with parallax corrected cubemaps and instances
- Made instance variable recursion consistent with VMFII
This commit is contained in:
Blixibon
2020-11-26 02:26:55 +00:00
parent 3b5b3a9ccb
commit eb014cce6c
125 changed files with 8058 additions and 2767 deletions

View File

@@ -74,6 +74,28 @@ void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const voi
#endif
#ifdef MAPBASE_VSCRIPT
BEGIN_ENT_SCRIPTDESC( CBaseGrenade, CBaseAnimating, "The base class for grenades." )
DEFINE_SCRIPTFUNC( GetBlastForce, "Gets the grenade's blast force override. Grenades which use base damage force calculations return 0,0,0" )
DEFINE_SCRIPTFUNC( GetDamage, "Gets the grenade's blast damage." )
DEFINE_SCRIPTFUNC( GetDamageRadius, "Gets the grenade's blast damage radius." )
DEFINE_SCRIPTFUNC( SetDamage, "Sets the grenade's blast damage." )
DEFINE_SCRIPTFUNC( SetDamageRadius, "Sets the grenade's blast damage radius." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetThrower, "GetThrower", "Gets the grenade's thrower." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetThrower, "SetThrower", "Sets the grenade's thrower." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetOriginalThrower, "GetOriginalThrower", "Gets the grenade's original thrower after the thrower was changed due to being picked up by a gravity gun or something." )
DEFINE_SCRIPTFUNC_NAMED( GetDetonateTime, "GetTimer", "Gets the grenade's detonate time if it has one." )
DEFINE_SCRIPTFUNC( HasWarnedAI, "Whether or not the grenade has issued its DANGER sound to the world sound list yet." )
DEFINE_SCRIPTFUNC( IsLive, "Whether or not the grenade has issued its DANGER sound to the world sound list yet." )
DEFINE_SCRIPTFUNC( GetWarnAITime, "Gets the time at which the grenade will warn/has warned AI." )
END_SCRIPTDESC();
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( BaseGrenade, DT_BaseGrenade )
BEGIN_NETWORK_TABLE( CBaseGrenade, DT_BaseGrenade )