vscript additions and fixes:

vscript_client.cpp
   - Fixed local player script instance registration
   - Added CEntities::GetLocalPlayer
   - Added Con_IsVisible
   - Added IsWindowedMode
   - Added ScreenWidth
   - Added ScreenHeight
   - Added ScreenTransform
   - Added missing DoUniqueString

gameinterface.cpp
usercmd.h
usercmd.cpp
vscript_singletons.cpp
   - CNetMsgScriptHelper

vscript_singletons.cpp
   - Added hash map for CScriptSaveRestoreUtil
   - Added hash map for CScriptGameEventListener::s_GameEvents
   - Changed CScriptGameEventListener string contexts to hashes
   - Added invalid input condition on CScriptGameEventListener::ListenToGameEvent
   - Moved CDebugOverlayScriptHelper to shared code

ivscript.h
vscript_squirrel.cpp
   - Added IScriptVM::Get/Set/ClearValue (ScriptVariant_t key)

baseentity.h
baseentity.cpp
   - Added CBaseEntity::SetContextThink (ScriptSetContextThink)

vscript_server.cpp
vscript_client.cpp
vscript_funcs_shared.cpp
   - Changed the order user vscript_*.nut files are executed - after internal scripts, before mapspawn

vscript_squirrel.cpp
vscript_squirrel.nut
vscript_server.nut
vscript_shared.cpp
   - Localised all documentation under __Documentation

hl2_usermessages.cpp
   - Added usermessage ScriptMsg

c_baseplayer.cpp
   - Removed redundant check in ~C_BasePlayer
This commit is contained in:
samisalreadytaken
2020-12-25 23:07:46 +03:00
parent 6ba3cd4c03
commit ef7d9ccc0f
18 changed files with 1716 additions and 991 deletions

View File

@@ -906,7 +906,7 @@ CEventQueue::AddEvent( CBaseEntity *target, const char *targetInput, variant_t V
AddEvent( newEvent );
#ifdef MAPBASE_VSCRIPT
return reinterpret_cast<intptr_t>(newEvent);
return reinterpret_cast<intptr_t>(newEvent); // POINTER_TO_INT
#endif
}
@@ -1257,7 +1257,10 @@ void ServiceEventQueue( void )
#ifdef MAPBASE_VSCRIPT
//-----------------------------------------------------------------------------
// Remove events on entity by input.
// Remove pending events on entity by input.
//
// Also removes events that were targeted with their debug name (classname when unnamed).
// E.g. CancelEventsByInput( pRelay, "Trigger" ) removes all pending logic_relay "Trigger" events.
//-----------------------------------------------------------------------------
void CEventQueue::CancelEventsByInput( CBaseEntity *pTarget, const char *szInput )
{
@@ -1292,9 +1295,6 @@ void CEventQueue::CancelEventsByInput( CBaseEntity *pTarget, const char *szInput
bool CEventQueue::RemoveEvent( intptr_t event )
{
if ( !event )
return false;
EventQueuePrioritizedEvent_t *pe = reinterpret_cast<EventQueuePrioritizedEvent_t*>(event); // INT_TO_POINTER
for ( EventQueuePrioritizedEvent_t *pCur = m_Events.m_pNext; pCur; pCur = pCur->m_pNext )
@@ -1312,9 +1312,6 @@ bool CEventQueue::RemoveEvent( intptr_t event )
float CEventQueue::GetTimeLeft( intptr_t event )
{
if ( !event )
return 0.f;
EventQueuePrioritizedEvent_t *pe = reinterpret_cast<EventQueuePrioritizedEvent_t*>(event); // INT_TO_POINTER
for ( EventQueuePrioritizedEvent_t *pCur = m_Events.m_pNext; pCur; pCur = pCur->m_pNext )