Files
source-sdk-2013/sp/src/game/shared/mapbase/vscript_funcs_shared.h
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

129 lines
4.0 KiB
C++

//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 =================
//
// Purpose: Due to this being a custom integration of VScript based on the Alien Swarm SDK, we don't have access to
// some of the code normally available in games like L4D2 or Valve's original VScript DLL.
// Instead, that code is recreated here, shared between server and client.
//
// It also contains other functions unique to Mapbase.
//
// $NoKeywords: $
//=============================================================================
#ifndef VSCRIPT_FUNCS_SHARED
#define VSCRIPT_FUNCS_SHARED
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Exposes csurface_t to VScript
//-----------------------------------------------------------------------------
class CSurfaceScriptAccessor
{
public:
CSurfaceScriptAccessor( csurface_t &surf ) { m_surf = &surf; m_surfaceData = g_pScriptVM->RegisterInstance( physprops->GetSurfaceData( m_surf->surfaceProps ) ); }
~CSurfaceScriptAccessor() { delete m_surfaceData; }
// cplane_t stuff
const char* Name() const { return m_surf->name; }
HSCRIPT SurfaceProps() const { return m_surfaceData; }
void Destroy() { delete this; }
private:
csurface_t *m_surf;
HSCRIPT m_surfaceData;
};
//-----------------------------------------------------------------------------
// Exposes cplane_t to VScript
//-----------------------------------------------------------------------------
class CPlaneTInstanceHelper : public IScriptInstanceHelper
{
bool Get( void *p, const char *pszKey, ScriptVariant_t &variant )
{
cplane_t *pi = ((cplane_t *)p);
if (FStrEq(pszKey, "normal"))
variant = pi->normal;
else if (FStrEq(pszKey, "dist"))
variant = pi->dist;
else
return false;
return true;
}
//bool Set( void *p, const char *pszKey, ScriptVariant_t &variant );
};
//-----------------------------------------------------------------------------
// Exposes trace_t to VScript
//-----------------------------------------------------------------------------
class CTraceInfoAccessor
{
public:
~CTraceInfoAccessor()
{
if (m_surfaceAccessor)
{
CSurfaceScriptAccessor *pScriptSurface = HScriptToClass<CSurfaceScriptAccessor>( m_surfaceAccessor );
//g_pScriptVM->RemoveInstance( m_surfaceAccessor );
delete pScriptSurface;
}
//if (m_planeAccessor)
//{
// g_pScriptVM->RemoveInstance( m_planeAccessor );
//}
}
// CGrameTrace stuff
bool DidHitWorld() const { return m_tr.DidHitWorld(); }
bool DidHitNonWorldEntity() const { return m_tr.DidHitNonWorldEntity(); }
int GetEntityIndex() const { return m_tr.GetEntityIndex(); }
bool DidHit() const { return m_tr.DidHit(); }
float FractionLeftSolid() const { return m_tr.fractionleftsolid; }
int HitGroup() const { return m_tr.hitgroup; }
int PhysicsBone() const { return m_tr.physicsbone; }
HSCRIPT Entity() const { return ToHScript(m_tr.m_pEnt); }
int HitBox() const { return m_tr.hitbox; }
// CBaseTrace stuff
bool IsDispSurface() { return m_tr.IsDispSurface(); }
bool IsDispSurfaceWalkable() { return m_tr.IsDispSurfaceWalkable(); }
bool IsDispSurfaceBuildable() { return m_tr.IsDispSurfaceBuildable(); }
bool IsDispSurfaceProp1() { return m_tr.IsDispSurfaceProp1(); }
bool IsDispSurfaceProp2() { return m_tr.IsDispSurfaceProp2(); }
const Vector& StartPos() const { return m_tr.startpos; }
const Vector& EndPos() const { return m_tr.endpos; }
float Fraction() const { return m_tr.fraction; }
int Contents() const { return m_tr.contents; }
int DispFlags() const { return m_tr.dispFlags; }
bool AllSolid() const { return m_tr.allsolid; }
bool StartSolid() const { return m_tr.startsolid; }
HSCRIPT Surface() { return m_surfaceAccessor; }
void SetSurface( HSCRIPT hPlaneAccessor ) { m_surfaceAccessor = hPlaneAccessor; }
HSCRIPT Plane() { return m_planeAccessor; }
void SetPlane( HSCRIPT hPlaneAccessor ) { m_planeAccessor = hPlaneAccessor; }
trace_t &GetTrace() { return m_tr; }
void Destroy() { delete this; }
private:
trace_t m_tr;
HSCRIPT m_surfaceAccessor;
HSCRIPT m_planeAccessor;
};
#endif