mirror of
https://github.com/celisej567/source-sdk-2013.git
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- 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
129 lines
4.0 KiB
C++
129 lines
4.0 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 =================
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//
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// Purpose: Due to this being a custom integration of VScript based on the Alien Swarm SDK, we don't have access to
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// some of the code normally available in games like L4D2 or Valve's original VScript DLL.
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// Instead, that code is recreated here, shared between server and client.
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//
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// It also contains other functions unique to Mapbase.
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef VSCRIPT_FUNCS_SHARED
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#define VSCRIPT_FUNCS_SHARED
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Exposes csurface_t to VScript
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//-----------------------------------------------------------------------------
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class CSurfaceScriptAccessor
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{
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public:
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CSurfaceScriptAccessor( csurface_t &surf ) { m_surf = &surf; m_surfaceData = g_pScriptVM->RegisterInstance( physprops->GetSurfaceData( m_surf->surfaceProps ) ); }
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~CSurfaceScriptAccessor() { delete m_surfaceData; }
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// cplane_t stuff
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const char* Name() const { return m_surf->name; }
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HSCRIPT SurfaceProps() const { return m_surfaceData; }
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void Destroy() { delete this; }
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private:
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csurface_t *m_surf;
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HSCRIPT m_surfaceData;
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};
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//-----------------------------------------------------------------------------
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// Exposes cplane_t to VScript
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//-----------------------------------------------------------------------------
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class CPlaneTInstanceHelper : public IScriptInstanceHelper
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{
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bool Get( void *p, const char *pszKey, ScriptVariant_t &variant )
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{
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cplane_t *pi = ((cplane_t *)p);
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if (FStrEq(pszKey, "normal"))
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variant = pi->normal;
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else if (FStrEq(pszKey, "dist"))
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variant = pi->dist;
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else
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return false;
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return true;
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}
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//bool Set( void *p, const char *pszKey, ScriptVariant_t &variant );
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};
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//-----------------------------------------------------------------------------
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// Exposes trace_t to VScript
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//-----------------------------------------------------------------------------
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class CTraceInfoAccessor
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{
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public:
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~CTraceInfoAccessor()
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{
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if (m_surfaceAccessor)
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{
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CSurfaceScriptAccessor *pScriptSurface = HScriptToClass<CSurfaceScriptAccessor>( m_surfaceAccessor );
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//g_pScriptVM->RemoveInstance( m_surfaceAccessor );
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delete pScriptSurface;
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}
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//if (m_planeAccessor)
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//{
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// g_pScriptVM->RemoveInstance( m_planeAccessor );
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//}
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}
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// CGrameTrace stuff
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bool DidHitWorld() const { return m_tr.DidHitWorld(); }
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bool DidHitNonWorldEntity() const { return m_tr.DidHitNonWorldEntity(); }
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int GetEntityIndex() const { return m_tr.GetEntityIndex(); }
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bool DidHit() const { return m_tr.DidHit(); }
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float FractionLeftSolid() const { return m_tr.fractionleftsolid; }
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int HitGroup() const { return m_tr.hitgroup; }
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int PhysicsBone() const { return m_tr.physicsbone; }
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HSCRIPT Entity() const { return ToHScript(m_tr.m_pEnt); }
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int HitBox() const { return m_tr.hitbox; }
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// CBaseTrace stuff
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bool IsDispSurface() { return m_tr.IsDispSurface(); }
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bool IsDispSurfaceWalkable() { return m_tr.IsDispSurfaceWalkable(); }
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bool IsDispSurfaceBuildable() { return m_tr.IsDispSurfaceBuildable(); }
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bool IsDispSurfaceProp1() { return m_tr.IsDispSurfaceProp1(); }
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bool IsDispSurfaceProp2() { return m_tr.IsDispSurfaceProp2(); }
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const Vector& StartPos() const { return m_tr.startpos; }
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const Vector& EndPos() const { return m_tr.endpos; }
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float Fraction() const { return m_tr.fraction; }
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int Contents() const { return m_tr.contents; }
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int DispFlags() const { return m_tr.dispFlags; }
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bool AllSolid() const { return m_tr.allsolid; }
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bool StartSolid() const { return m_tr.startsolid; }
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HSCRIPT Surface() { return m_surfaceAccessor; }
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void SetSurface( HSCRIPT hPlaneAccessor ) { m_surfaceAccessor = hPlaneAccessor; }
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HSCRIPT Plane() { return m_planeAccessor; }
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void SetPlane( HSCRIPT hPlaneAccessor ) { m_planeAccessor = hPlaneAccessor; }
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trace_t &GetTrace() { return m_tr; }
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void Destroy() { delete this; }
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private:
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trace_t m_tr;
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HSCRIPT m_surfaceAccessor;
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HSCRIPT m_planeAccessor;
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};
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#endif
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