Files
source-sdk-2013/sp/src/game/server/mapbase/GlobalStrings.cpp
Blixibon c448f194ae Mapbase v5.0
- 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
2020-08-14 21:21:25 +00:00

101 lines
3.5 KiB
C++

//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ==================
//
// Purpose: See GlobalStrings.h for more information.
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "GlobalStrings.h"
// Global strings must be initially declared here.
// Be sure to sync them with the externs in GlobalStrings.h.
// -------------------------------------------------------------
//
// Classnames
//
// -------------------------------------------------------------
#ifdef HL2_DLL
string_t gm_isz_class_Shotgun;
string_t gm_isz_class_SMG1;
string_t gm_isz_class_AR2;
string_t gm_isz_class_Pistol;
string_t gm_isz_class_Stunstick;
string_t gm_isz_class_Crowbar;
string_t gm_isz_class_RPG;
string_t gm_isz_class_357;
string_t gm_isz_class_Grenade;
string_t gm_isz_class_Physcannon;
string_t gm_isz_class_Crossbow;
string_t gm_isz_class_Strider;
string_t gm_isz_class_Gunship;
string_t gm_isz_class_Dropship;
string_t gm_isz_class_FloorTurret;
string_t gm_isz_class_CScanner;
string_t gm_isz_class_ClawScanner;
string_t gm_isz_class_Rollermine;
#endif
string_t gm_isz_class_Bullseye;
string_t gm_isz_class_PropPhysics;
string_t gm_isz_class_PropPhysicsOverride;
string_t gm_isz_class_FuncPhysbox;
string_t gm_isz_class_EnvFire;
// -------------------------------------------------------------
string_t gm_isz_name_player;
string_t gm_isz_name_activator;
// -------------------------------------------------------------
// -------------------------------------------------------------
// We know it hasn't been allocated yet
#define INITIALIZE_GLOBAL_STRING(string, text) string = AllocPooledString(text) //SetGlobalString(string, text)
void InitGlobalStrings()
{
#ifdef HL2_DLL
INITIALIZE_GLOBAL_STRING(gm_isz_class_Shotgun, "weapon_shotgun");
INITIALIZE_GLOBAL_STRING(gm_isz_class_SMG1, "weapon_smg1");
INITIALIZE_GLOBAL_STRING(gm_isz_class_AR2, "weapon_ar2");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Pistol, "weapon_pistol");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Stunstick, "weapon_stunstick");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Crowbar, "weapon_crowbar");
INITIALIZE_GLOBAL_STRING(gm_isz_class_RPG, "weapon_rpg");
INITIALIZE_GLOBAL_STRING(gm_isz_class_357, "weapon_357");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Grenade, "weapon_frag");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Physcannon, "weapon_physcannon");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Crossbow, "weapon_crossbow");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Strider, "npc_strider");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Gunship, "npc_combinegunship");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Dropship, "npc_combinedropship");
INITIALIZE_GLOBAL_STRING(gm_isz_class_FloorTurret, "npc_turret_floor");
INITIALIZE_GLOBAL_STRING(gm_isz_class_CScanner, "npc_cscanner");
INITIALIZE_GLOBAL_STRING(gm_isz_class_ClawScanner, "npc_clawscanner");
INITIALIZE_GLOBAL_STRING(gm_isz_class_Rollermine, "npc_rollermine");
#endif
INITIALIZE_GLOBAL_STRING(gm_isz_class_Bullseye, "npc_bullseye");
INITIALIZE_GLOBAL_STRING(gm_isz_class_PropPhysics, "prop_physics");
INITIALIZE_GLOBAL_STRING(gm_isz_class_PropPhysicsOverride, "prop_physics_override");
INITIALIZE_GLOBAL_STRING(gm_isz_class_FuncPhysbox, "func_physbox");
INITIALIZE_GLOBAL_STRING(gm_isz_class_EnvFire, "env_fire");
INITIALIZE_GLOBAL_STRING(gm_isz_name_player, "!player");
INITIALIZE_GLOBAL_STRING(gm_isz_name_activator, "!activator");
}
// -------------------------------------------------------------