mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +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
101 lines
3.5 KiB
C++
101 lines
3.5 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ==================
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//
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// Purpose: See GlobalStrings.h for more information.
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//
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// $NoKeywords: $
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//=============================================================================
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#include "cbase.h"
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#include "GlobalStrings.h"
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// Global strings must be initially declared here.
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// Be sure to sync them with the externs in GlobalStrings.h.
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// -------------------------------------------------------------
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//
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// Classnames
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//
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// -------------------------------------------------------------
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#ifdef HL2_DLL
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string_t gm_isz_class_Shotgun;
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string_t gm_isz_class_SMG1;
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string_t gm_isz_class_AR2;
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string_t gm_isz_class_Pistol;
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string_t gm_isz_class_Stunstick;
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string_t gm_isz_class_Crowbar;
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string_t gm_isz_class_RPG;
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string_t gm_isz_class_357;
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string_t gm_isz_class_Grenade;
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string_t gm_isz_class_Physcannon;
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string_t gm_isz_class_Crossbow;
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string_t gm_isz_class_Strider;
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string_t gm_isz_class_Gunship;
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string_t gm_isz_class_Dropship;
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string_t gm_isz_class_FloorTurret;
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string_t gm_isz_class_CScanner;
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string_t gm_isz_class_ClawScanner;
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string_t gm_isz_class_Rollermine;
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#endif
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string_t gm_isz_class_Bullseye;
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string_t gm_isz_class_PropPhysics;
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string_t gm_isz_class_PropPhysicsOverride;
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string_t gm_isz_class_FuncPhysbox;
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string_t gm_isz_class_EnvFire;
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// -------------------------------------------------------------
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string_t gm_isz_name_player;
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string_t gm_isz_name_activator;
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// -------------------------------------------------------------
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// -------------------------------------------------------------
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// We know it hasn't been allocated yet
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#define INITIALIZE_GLOBAL_STRING(string, text) string = AllocPooledString(text) //SetGlobalString(string, text)
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void InitGlobalStrings()
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{
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#ifdef HL2_DLL
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Shotgun, "weapon_shotgun");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_SMG1, "weapon_smg1");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_AR2, "weapon_ar2");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Pistol, "weapon_pistol");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Stunstick, "weapon_stunstick");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Crowbar, "weapon_crowbar");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_RPG, "weapon_rpg");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_357, "weapon_357");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Grenade, "weapon_frag");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Physcannon, "weapon_physcannon");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Crossbow, "weapon_crossbow");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Strider, "npc_strider");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Gunship, "npc_combinegunship");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Dropship, "npc_combinedropship");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_FloorTurret, "npc_turret_floor");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_CScanner, "npc_cscanner");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_ClawScanner, "npc_clawscanner");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Rollermine, "npc_rollermine");
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#endif
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INITIALIZE_GLOBAL_STRING(gm_isz_class_Bullseye, "npc_bullseye");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_PropPhysics, "prop_physics");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_PropPhysicsOverride, "prop_physics_override");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_FuncPhysbox, "func_physbox");
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INITIALIZE_GLOBAL_STRING(gm_isz_class_EnvFire, "env_fire");
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INITIALIZE_GLOBAL_STRING(gm_isz_name_player, "!player");
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INITIALIZE_GLOBAL_STRING(gm_isz_name_activator, "!activator");
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}
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// -------------------------------------------------------------
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