mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-11 20:11:33 +03:00
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
74 lines
2.6 KiB
C++
74 lines
2.6 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose: Mapbase off-shoot of tf_glow (created using SDK code only)
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//
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//=============================================================================
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#include "cbase.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPointGlow : public CPointEntity
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{
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DECLARE_CLASS( CPointGlow, CPointEntity );
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public:
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int UpdateTransmitState( void ) { return SetTransmitState( FL_EDICT_ALWAYS ); }
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void Spawn( void );
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void SetGlowTarget( CBaseEntity *pActivator, CBaseEntity *pCaller ) { m_hGlowTarget = gEntList.FindEntityByName(NULL, m_target, this, pActivator, pCaller); }
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// Inputs
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void InputSetTarget( inputdata_t &inputdata ) { BaseClass::InputSetTarget(inputdata); SetGlowTarget( inputdata.pActivator, inputdata.pCaller ); }
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void InputEnable( inputdata_t &inputdata ) { m_bGlowDisabled = false; SetGlowTarget( inputdata.pActivator, inputdata.pCaller ); }
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void InputDisable( inputdata_t &inputdata ) { m_bGlowDisabled = true; }
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void InputToggle( inputdata_t &inputdata ) { m_bGlowDisabled ? InputEnable(inputdata) : InputDisable(inputdata); }
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void InputSetGlowColor( inputdata_t &inputdata ) { m_GlowColor = inputdata.value.Color32(); }
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CNetworkHandle( CBaseEntity, m_hGlowTarget );
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CNetworkColor32( m_GlowColor );
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CNetworkVar( bool, m_bGlowDisabled );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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};
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LINK_ENTITY_TO_CLASS( point_glow, CPointGlow );
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BEGIN_DATADESC( CPointGlow )
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// Keys
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DEFINE_KEYFIELD( m_GlowColor, FIELD_COLOR32, "GlowColor" ),
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DEFINE_FIELD( m_hGlowTarget, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_bGlowDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_INPUTFUNC( FIELD_COLOR32, "SetGlowColor", InputSetGlowColor ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CPointGlow, DT_PointGlow )
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SendPropEHandle( SENDINFO( m_hGlowTarget ) ),
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SendPropInt( SENDINFO( m_GlowColor ), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt ),
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SendPropBool( SENDINFO( m_bGlowDisabled ) ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointGlow::Spawn()
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{
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m_hGlowTarget = gEntList.FindEntityByName( NULL, m_target, this );
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BaseClass::Spawn();
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}
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