2013-12-02 19:31:46 -08:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef SCRIPTED_H
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#define SCRIPTED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifndef SCRIPTEVENT_H
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#include "scriptevent.h"
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#endif
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#include "ai_basenpc.h"
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//
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// The number of unique outputs that a script can fire from animation events.
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// These are fired via SCRIPT_EVENT_FIREEVENT in CAI_BaseNPC::HandleAnimEvent.
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//
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#define MAX_SCRIPT_EVENTS 8
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#define SF_SCRIPT_WAITTILLSEEN 1
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#define SF_SCRIPT_EXITAGITATED 2
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#define SF_SCRIPT_REPEATABLE 4 // Whether the script can be played more than once.
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#define SF_SCRIPT_LEAVECORPSE 8
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#define SF_SCRIPT_START_ON_SPAWN 16
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#define SF_SCRIPT_NOINTERRUPT 32
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#define SF_SCRIPT_OVERRIDESTATE 64
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#define SF_SCRIPT_DONT_TELEPORT_AT_END 128 // Don't fixup end position with a teleport when the SS is finished
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#define SF_SCRIPT_LOOP_IN_POST_IDLE 256 // Loop in the post idle animation after playing the action animation.
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#define SF_SCRIPT_HIGH_PRIORITY 512 // If set, we don't allow other scripts to steal our spot in the queue.
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#define SF_SCRIPT_SEARCH_CYCLICALLY 1024 // Start search from last entity found.
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#define SF_SCRIPT_NO_COMPLAINTS 2048 // doesn't bitch if it can't find anything
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#define SF_SCRIPT_ALLOW_DEATH 4096 // the actor using this scripted sequence may die without interrupting the scene (used for scripted deaths)
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enum script_moveto_t
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{
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CINE_MOVETO_WAIT = 0,
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CINE_MOVETO_WALK = 1,
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CINE_MOVETO_RUN = 2,
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CINE_MOVETO_CUSTOM = 3,
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CINE_MOVETO_TELEPORT = 4,
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CINE_MOVETO_WAIT_FACING = 5,
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};
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enum SCRIPT_PLAYER_DEATH
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{
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SCRIPT_DO_NOTHING = 0,
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SCRIPT_CANCEL = 1,
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};
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//
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// Interrupt levels for grabbing NPCs to act out scripted events. These indicate
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// how important it is to get a specific NPC, and can affect how they respond.
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//
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enum SS_INTERRUPT
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{
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SS_INTERRUPT_BY_CLASS = 0, // Indicates that we are asking for this NPC by class
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SS_INTERRUPT_BY_NAME, // Indicates that we are asking for this NPC by name
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};
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// when a NPC finishes an AI scripted sequence, we can choose
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// a schedule to place them in. These defines are the aliases to
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// resolve worldcraft input to real schedules (sjb)
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#define SCRIPT_FINISHSCHED_DEFAULT 0
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#define SCRIPT_FINISHSCHED_AMBUSH 1
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class CAI_ScriptedSequence : public CBaseEntity
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{
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DECLARE_CLASS( CAI_ScriptedSequence, CBaseEntity );
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public:
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void Spawn( void );
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virtual void Blocked( CBaseEntity *pOther );
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virtual void Touch( CBaseEntity *pOther );
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virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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virtual void Activate( void );
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virtual void UpdateOnRemove( void );
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void StartThink();
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void ScriptThink( void );
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void StopThink();
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DECLARE_DATADESC();
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void Pain( void );
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void Die( void );
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void DelayStart( bool bDelay );
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bool FindEntity( void );
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void StartScript( void );
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void FireScriptEvent( int nEvent );
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2019-08-31 19:28:20 +00:00
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#ifdef MAPBASE
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void OnBeginSequence( CBaseEntity *pActor );
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2021-05-27 09:53:31 -05:00
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void OnEntrySequence( CBaseEntity *pActor );
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void OnActionSequence( CBaseEntity *pActor );
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
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void OnPreIdleSequence( CBaseEntity *pActor );
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2019-08-31 19:28:20 +00:00
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#else
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2013-12-02 19:31:46 -08:00
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void OnBeginSequence( void );
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2019-08-31 19:28:20 +00:00
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#endif
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2013-12-02 19:31:46 -08:00
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void SetTarget( CBaseEntity *pTarget ) { m_hTargetEnt = pTarget; };
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CBaseEntity *GetTarget( void ) { return m_hTargetEnt; };
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// Input handlers
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void InputBeginSequence( inputdata_t &inputdata );
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void InputCancelSequence( inputdata_t &inputdata );
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void InputMoveToPosition( inputdata_t &inputdata );
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2019-08-31 19:28:20 +00:00
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#ifdef MAPBASE
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void InputSetTarget( inputdata_t &inputdata );
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#endif
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2013-12-02 19:31:46 -08:00
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bool IsTimeToStart( void );
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bool IsWaitingForBegin( void );
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void ReleaseEntity( CAI_BaseNPC *pEntity );
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void CancelScript( void );
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bool StartSequence( CAI_BaseNPC *pTarget, string_t iszSeq, bool completeOnEmpty );
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void SynchronizeSequence( CAI_BaseNPC *pNPC );
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bool FCanOverrideState ( void );
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void SequenceDone( CAI_BaseNPC *pNPC );
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void PostIdleDone( CAI_BaseNPC *pNPC );
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void FixScriptNPCSchedule( CAI_BaseNPC *pNPC, int iSavedCineFlags );
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void FixFlyFlag( CAI_BaseNPC *pNPC, int iSavedCineFlags );
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bool CanInterrupt( void );
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void AllowInterrupt( bool fAllow );
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void RemoveIgnoredConditions( void );
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bool PlayedSequence( void ) { return m_sequenceStarted; }
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bool CanEnqueueAfter( void );
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// Entry & Action loops
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bool IsPlayingEntry( void ) { return m_bIsPlayingEntry; }
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bool IsPlayingAction( void ) { return ( m_sequenceStarted && !m_bIsPlayingEntry ); }
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bool FinishedActionSequence( CAI_BaseNPC *pNPC );
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void SetLoopActionSequence( bool bLoop ) { m_bLoopActionSequence = bLoop; }
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bool ShouldLoopActionSequence( void ) { return m_bLoopActionSequence; }
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void StopActionLoop( bool bStopSynchronizedScenes );
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void SetSynchPostIdles( bool bSynch ) { m_bSynchPostIdles = bSynch; }
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void SynchNewSequence( CAI_BaseNPC::SCRIPTSTATE newState, string_t iszSequence, bool bSynchOtherScenes );
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// Dynamic scripted sequence spawning
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void ForceSetTargetEntity( CAI_BaseNPC *pTarget, bool bDontCancelOtherSequences );
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// Dynamic interactions
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void SetupInteractionPosition( CBaseEntity *pRelativeEntity, VMatrix &matDesiredLocalToWorld );
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void ModifyScriptedAutoMovement( Vector *vecNewPos );
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bool IsTeleportingDueToMoveTo( void ) { return m_bIsTeleportingDueToMoveTo; }
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// Debug
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virtual int DrawDebugTextOverlays( void );
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virtual void DrawDebugGeometryOverlays( void );
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void InputScriptPlayerDeath( inputdata_t &inputdata );
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private:
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friend class CAI_BaseNPC; // should probably try to eliminate this relationship
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string_t m_iszEntry; // String index for animation that must be played before entering the main action anim
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string_t m_iszPreIdle; // String index for idle animation to play before playing the action anim (only played while waiting for the script to begin)
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string_t m_iszPlay; // String index for scripted action animation
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string_t m_iszPostIdle; // String index for idle animation to play before playing the action anim
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string_t m_iszCustomMove; // String index for custom movement animation
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string_t m_iszNextScript; // Name of the script to run immediately after this one.
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string_t m_iszEntity; // Entity that is wanted for this script
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int m_fMoveTo;
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bool m_bIsPlayingEntry;
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bool m_bLoopActionSequence;
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bool m_bSynchPostIdles;
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bool m_bIgnoreGravity;
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bool m_bDisableNPCCollisions; // Used when characters must interpenetrate while riding on elevators, trains, etc.
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float m_flRadius; // Range to search for an NPC to possess.
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float m_flRepeat; // Repeat rate
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int m_iDelay; // A counter indicating how many scripts are NOT ready to start.
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bool m_bDelayed; // This moderately hacky hack ensures that we don't calls to DelayStart(true) or DelayStart(false)
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// twice in succession. This is necessary because we didn't want to remove the call to DelayStart(true)
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// from StartScript, even though DelayStart(true) is called from TASK_PRE_SCRIPT.
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// All of this is necessary in case the NPCs schedule gets cleared during the script and then they
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// reselect the schedule to play the script. Without this you can get NPCs stuck with m_iDelay = -1
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float m_startTime; // Time when script actually started, used for synchronization
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bool m_bWaitForBeginSequence; // Set to true when we are told to MoveToPosition. Holds the actor in the pre-action idle until BeginSequence is called.
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int m_saved_effects;
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int m_savedFlags;
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int m_savedCollisionGroup;
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bool m_interruptable;
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bool m_sequenceStarted;
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EHANDLE m_hTargetEnt;
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EHANDLE m_hNextCine; // The script to hand the NPC off to when we finish with them.
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bool m_bThinking;
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bool m_bInitiatedSelfDelete;
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bool m_bIsTeleportingDueToMoveTo;
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CAI_BaseNPC *FindScriptEntity( void );
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EHANDLE m_hLastFoundEntity;
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// Code forced us to use a specific NPC
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EHANDLE m_hForcedTarget;
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bool m_bDontCancelOtherSequences;
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bool m_bForceSynch;
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bool m_bTargetWasAsleep;
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COutputEvent m_OnBeginSequence;
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COutputEvent m_OnEndSequence;
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COutputEvent m_OnPostIdleEndSequence;
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COutputEvent m_OnCancelSequence;
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COutputEvent m_OnCancelFailedSequence; // Fired when a scene is cancelled before it's ever run
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COutputEvent m_OnScriptEvent[MAX_SCRIPT_EVENTS];
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
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#ifdef MAPBASE
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2021-05-27 09:53:31 -05:00
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COutputEvent m_OnEntrySequence;
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COutputEvent m_OnActionSequence;
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
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COutputEvent m_OnPreIdleSequence;
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2019-12-18 00:15:59 +00:00
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COutputEvent m_OnFoundNPC;
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
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#endif
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2013-12-02 19:31:46 -08:00
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static void ScriptEntityCancel( CBaseEntity *pentCine, bool bPretendSuccess = false );
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static const char *GetSpawnPreIdleSequenceForScript( CBaseEntity *pTargetEntity );
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// Dynamic interactions
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// For now, store just a single one of these. To synchronize positions
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// with multiple other NPCs, this needs to be an array of NPCs & desired position matrices.
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VMatrix m_matInteractionPosition;
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EHANDLE m_hInteractionRelativeEntity;
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int m_iPlayerDeathBehavior;
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2019-08-31 19:28:20 +00:00
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#ifdef MAPBASE
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// !activator functionality
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EHANDLE m_hActivator;
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#endif
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2013-12-02 19:31:46 -08:00
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};
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#endif // SCRIPTED_H
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