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
2020-08-15 00:21:25 +03:00
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//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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2019-08-31 22:28:20 +03:00
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//
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// Purpose:
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//
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//===========================================================================//
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#include "cbase.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class C_FuncClientClip : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_FuncClientClip, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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void OnDataChanged( DataUpdateType_t type );
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void ClientThink();
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bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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bool m_bDisabled;
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};
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IMPLEMENT_CLIENTCLASS_DT( C_FuncClientClip, DT_FuncClientClip, CFuncClientClip )
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RecvPropBool( RECVINFO( m_bDisabled ) ),
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END_RECV_TABLE()
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void C_FuncClientClip::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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//if ( type == DATA_UPDATE_CREATED )
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//{
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SetSolid(GetMoveParent() ? SOLID_VPHYSICS : SOLID_BSP); // SOLID_VPHYSICS
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//}
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if ( !m_bDisabled )
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{
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VPhysicsDestroyObject();
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VPhysicsInitShadow( true, true );
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// Think constantly updates the shadow
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if (GetMoveParent())
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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else
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{
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// Disabling
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VPhysicsDestroyObject();
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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}
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void C_FuncClientClip::ClientThink()
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{
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// We shouldn't be thinking if we're disabled
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Assert(!m_bDisabled);
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if (VPhysicsGetObject())
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{
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// Constantly updates the shadow.
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// This think function should really only be active when we're parented.
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VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, TICK_INTERVAL );
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}
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else
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{
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// This should never happen...
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VPhysicsInitShadow( true, true );
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}
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BaseClass::ClientThink();
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}
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bool C_FuncClientClip::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
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{
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if ( m_bDisabled )
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return false;
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if ( !VPhysicsGetObject() )
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return false;
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physcollision->TraceBox( ray, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles(), &trace );
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if ( trace.DidHit() )
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{
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trace.surface.surfaceProps = VPhysicsGetObject()->GetMaterialIndex();
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return true;
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}
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return false;
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}
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