2013-12-03 07:31:46 +04:00
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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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_world.h"
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#include "ivmodemanager.h"
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#include "activitylist.h"
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#include "decals.h"
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#include "engine/ivmodelinfo.h"
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#include "ivieweffects.h"
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#include "shake.h"
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#include "eventlist.h"
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// NVNT haptic include for notification of world precache
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#include "haptics/haptic_utils.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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#ifdef CWorld
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#undef CWorld
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#endif
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C_GameRules *g_pGameRules = NULL;
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static C_World *g_pClientWorld;
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void ClientWorldFactoryInit()
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{
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g_pClientWorld = new C_World;
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}
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void ClientWorldFactoryShutdown()
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{
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delete g_pClientWorld;
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g_pClientWorld = NULL;
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}
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static IClientNetworkable* ClientWorldFactory( int entnum, int serialNum )
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{
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Assert( g_pClientWorld != NULL );
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g_pClientWorld->Init( entnum, serialNum );
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return g_pClientWorld;
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}
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IMPLEMENT_CLIENTCLASS_FACTORY( C_World, DT_World, CWorld, ClientWorldFactory );
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BEGIN_RECV_TABLE( C_World, DT_World )
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RecvPropFloat(RECVINFO(m_flWaveHeight)),
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RecvPropVector(RECVINFO(m_WorldMins)),
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RecvPropVector(RECVINFO(m_WorldMaxs)),
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RecvPropInt(RECVINFO(m_bStartDark)),
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RecvPropFloat(RECVINFO(m_flMaxOccludeeArea)),
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RecvPropFloat(RECVINFO(m_flMinOccluderArea)),
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RecvPropFloat(RECVINFO(m_flMaxPropScreenSpaceWidth)),
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RecvPropFloat(RECVINFO(m_flMinPropScreenSpaceWidth)),
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RecvPropString(RECVINFO(m_iszDetailSpriteMaterial)),
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RecvPropInt(RECVINFO(m_bColdWorld)),
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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 07:20:02 +03:00
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#ifdef MAPBASE
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RecvPropString(RECVINFO(m_iszChapterTitle)),
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#endif
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2020-05-27 18:22:45 +03:00
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#ifdef MAPBASE_VSCRIPT
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RecvPropInt(RECVINFO(m_iScriptLanguage)),
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#endif
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2013-12-03 07:31:46 +04:00
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END_RECV_TABLE()
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C_World::C_World( void )
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{
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}
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C_World::~C_World( void )
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{
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}
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bool C_World::Init( int entnum, int iSerialNum )
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{
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m_flWaveHeight = 0.0f;
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ActivityList_Init();
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EventList_Init();
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return BaseClass::Init( entnum, iSerialNum );
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}
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void C_World::Release()
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{
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ActivityList_Free();
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Term();
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}
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void C_World::PreDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PreDataUpdate( updateType );
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}
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void C_World::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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// Always force reset to normal mode upon receipt of world in new map
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if ( updateType == DATA_UPDATE_CREATED )
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{
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modemanager->SwitchMode( false, true );
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if ( m_bStartDark )
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{
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ScreenFade_t sf;
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memset( &sf, 0, sizeof( sf ) );
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sf.a = 255;
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sf.r = 0;
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sf.g = 0;
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sf.b = 0;
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sf.duration = (float)(1<<SCREENFADE_FRACBITS) * 5.0f;
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sf.holdTime = (float)(1<<SCREENFADE_FRACBITS) * 1.0f;
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sf.fadeFlags = FFADE_IN | FFADE_PURGE;
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vieweffects->Fade( sf );
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}
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OcclusionParams_t params;
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params.m_flMaxOccludeeArea = m_flMaxOccludeeArea;
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params.m_flMinOccluderArea = m_flMinOccluderArea;
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engine->SetOcclusionParameters( params );
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modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth );
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}
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}
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void C_World::RegisterSharedActivities( void )
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{
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ActivityList_RegisterSharedActivities();
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EventList_RegisterSharedEvents();
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}
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// -----------------------------------------
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// Sprite Index info
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// -----------------------------------------
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short g_sModelIndexLaser; // holds the index for the laser beam
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const char *g_pModelNameLaser = "sprites/laserbeam.vmt";
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short g_sModelIndexLaserDot; // holds the index for the laser beam dot
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short g_sModelIndexFireball; // holds the index for the fireball
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short g_sModelIndexSmoke; // holds the index for the smoke cloud
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short g_sModelIndexWExplosion; // holds the index for the underwater explosion
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short g_sModelIndexBubbles; // holds the index for the bubbles model
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short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
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short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
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//-----------------------------------------------------------------------------
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// Purpose: Precache global weapon sounds
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//-----------------------------------------------------------------------------
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void W_Precache(void)
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{
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PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
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g_sModelIndexFireball = modelinfo->GetModelIndex ("sprites/zerogxplode.vmt");// fireball
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g_sModelIndexWExplosion = modelinfo->GetModelIndex ("sprites/WXplo1.vmt");// underwater fireball
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g_sModelIndexSmoke = modelinfo->GetModelIndex ("sprites/steam1.vmt");// smoke
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g_sModelIndexBubbles = modelinfo->GetModelIndex ("sprites/bubble.vmt");//bubbles
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g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood
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g_sModelIndexBloodDrop = modelinfo->GetModelIndex ("sprites/blood.vmt"); // splattered blood
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g_sModelIndexLaser = modelinfo->GetModelIndex( (char *)g_pModelNameLaser );
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g_sModelIndexLaserDot = modelinfo->GetModelIndex("sprites/laserdot.vmt");
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}
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void C_World::Precache( void )
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{
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// UNDONE: Make most of these things server systems or precache_registers
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// =================================================
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// Activities
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// =================================================
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ActivityList_Free();
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EventList_Free();
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RegisterSharedActivities();
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// Get weapon precaches
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W_Precache();
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// Call all registered precachers.
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CPrecacheRegister::Precache();
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// NVNT notify system of precache
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if (haptics)
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haptics->WorldPrecache();
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}
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void C_World::Spawn( void )
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{
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Precache();
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}
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C_World *GetClientWorldEntity()
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{
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Assert( g_pClientWorld != NULL );
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return g_pClientWorld;
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}
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