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

@@ -283,7 +283,11 @@ bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeapo
FileWeaponInfo_t *pFileInfo = GetFileWeaponInfoFromHandle( *phandle );
Assert( pFileInfo );
#ifdef MAPBASE
if ( pFileInfo->bParsedScript && !pFileInfo->bCustom )
#else
if ( pFileInfo->bParsedScript )
#endif
return true;
char sz[128];
@@ -300,6 +304,9 @@ bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeapo
if ( !pKV )
return false;
#ifdef MAPBASE
pFileInfo->bCustom = false;
#endif
pFileInfo->Parse( pKV, szWeaponName );
pKV->deleteThis();
@@ -307,6 +314,49 @@ bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeapo
return true;
}
#ifdef MAPBASE
extern const char *g_MapName;
bool ReadCustomWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeaponName, WEAPON_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey )
{
if ( !phandle )
{
Assert( 0 );
return false;
}
*phandle = FindWeaponInfoSlot( szWeaponName );
FileWeaponInfo_t *pFileInfo = GetFileWeaponInfoFromHandle( *phandle );
Assert( pFileInfo );
// Just parse the custom script anyway even if it was already loaded. This is because after one is loaded,
// there's no way of distinguishing between maps with no custom scripts and maps with their own new custom scripts.
//if ( pFileInfo->bParsedScript && pFileInfo->bCustom )
// return true;
char sz[128];
Q_snprintf( sz, sizeof( sz ), "maps/%s_%s", g_MapName, szWeaponName );
KeyValues *pKV = ReadEncryptedKVFile( filesystem, sz, pICEKey,
#if defined( DOD_DLL )
true // Only read .ctx files!
#else
false
#endif
);
if ( !pKV )
return false;
pFileInfo->bCustom = true;
pFileInfo->Parse( pKV, szWeaponName );
pKV->deleteThis();
return true;
}
#endif
//-----------------------------------------------------------------------------
// FileWeaponInfo_t implementation.