Files
source-sdk-2013/sp/src/vscript/vscript_bindings_math.h
Blixibon eb014cce6c 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
2020-11-26 02:26:55 +00:00

63 lines
1.9 KiB
C++

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