mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-11 20:11:33 +03:00
- 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
63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 =================
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//
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// Purpose: Shared VScript math functions.
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef VSCRIPT_BINDINGS_MATH
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#define VSCRIPT_BINDINGS_MATH
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#ifdef _WIN32
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#pragma once
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#endif
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void RegisterMathBaseBindings( IScriptVM *pVM );
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// Some base bindings require VM functions
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extern IScriptVM *g_pScriptVM;
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//-----------------------------------------------------------------------------
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// Exposes matrix3x4_t to VScript
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//-----------------------------------------------------------------------------
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inline matrix3x4_t *ToMatrix3x4( HSCRIPT hMat ) { return HScriptToClass<matrix3x4_t>( hMat ); }
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static void ScriptFreeMatrixInstance( HSCRIPT hMat )
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{
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matrix3x4_t *smatrix = HScriptToClass<matrix3x4_t>( hMat );
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if (smatrix)
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{
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g_pScriptVM->RemoveInstance( hMat );
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delete smatrix;
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}
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}
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//-----------------------------------------------------------------------------
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// Exposes Quaternion to VScript
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//-----------------------------------------------------------------------------
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class CScriptQuaternionInstanceHelper : public IScriptInstanceHelper
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{
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bool ToString( void *p, char *pBuf, int bufSize );
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bool Get( void *p, const char *pszKey, ScriptVariant_t &variant );
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bool Set( void *p, const char *pszKey, ScriptVariant_t &variant );
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ScriptVariant_t *Add( void *p, ScriptVariant_t &variant );
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//ScriptVariant_t *Subtract( void *p, ScriptVariant_t &variant );
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//ScriptVariant_t *Multiply( void *p, ScriptVariant_t &variant );
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//ScriptVariant_t *Divide( void *p, ScriptVariant_t &variant );
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};
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inline Quaternion *ToQuaternion( HSCRIPT hQuat ) { return HScriptToClass<Quaternion>( hQuat ); }
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static void ScriptFreeQuaternionInstance( HSCRIPT hQuat )
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{
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Quaternion *squat = HScriptToClass<Quaternion>( hQuat );
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if (squat)
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{
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g_pScriptVM->RemoveInstance( hQuat );
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delete squat;
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}
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}
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#endif
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