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
43 lines
1.5 KiB
C
43 lines
1.5 KiB
C
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VARIANT_TOOLS_H
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#define VARIANT_TOOLS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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// Quick way to define variants in a datadesc.
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extern ISaveRestoreOps *variantFuncs;
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#define DEFINE_VARIANT(name) { FIELD_CUSTOM, #name, { offsetof(classNameTypedef, name), 0 }, 1, FTYPEDESC_SAVE, NULL, variantFuncs, NULL }
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#define DEFINE_KEYVARIANT(name,mapname) { FIELD_CUSTOM, #name, { offsetof(classNameTypedef, name), 0 }, 1, FTYPEDESC_SAVE | FTYPEDESC_KEY, mapname, variantFuncs, NULL }
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// Most of these are defined in variant_t.cpp.
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// Creates a variant_t from the given string.
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// It could return as a String or a Float.
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variant_t Variant_Parse(const char *szValue);
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// Intended to convert FIELD_INPUT I/O parameters to other values, like integers, floats, or even entities.
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// This only changes FIELD_STRING variants. Other data like FIELD_EHANDLE or FIELD_INTEGER are not affected.
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variant_t Variant_ParseInput(inputdata_t inputdata);
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// A simpler version of Variant_ParseInput that does not allow FIELD_EHANDLE.
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variant_t Variant_ParseString(variant_t value);
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// val1 == val2
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bool Variant_Equal(variant_t val1, variant_t val2, bool bLenAllowed = true);
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// val1 > val2
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bool Variant_Greater(variant_t val1, variant_t val2, bool bLenAllowed = true);
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// val1 >= val2
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bool Variant_GreaterOrEqual(variant_t val1, variant_t val2, bool bLenAllowed = true);
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#endif |