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Added more VScript functions for player classes
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@ -2175,6 +2175,9 @@ BEGIN_ENT_SCRIPTDESC_ROOT( CBaseEntity, "Root class of all server-side entities"
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DEFINE_SCRIPTFUNC_NAMED( WorldSpaceCenter, "GetCenter", "Get vector to center of object - absolute coords")
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DEFINE_SCRIPTFUNC_NAMED( ScriptEyePosition, "EyePosition", "Get vector to eye position - absolute coords")
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#ifdef MAPBASE_VSCRIPT
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DEFINE_SCRIPTFUNC_NAMED( ScriptEyeAngles, "EyeAngles", "Get eye pitch, yaw, roll as a vector" )
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#endif
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DEFINE_SCRIPTFUNC_NAMED( ScriptSetAngles, "SetAngles", "Set entity pitch, yaw, roll")
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetAngles, "GetAngles", "Get entity pitch, yaw, roll as a vector")
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@ -2226,6 +2229,11 @@ BEGIN_ENT_SCRIPTDESC_ROOT( CBaseEntity, "Root class of all server-side entities"
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DEFINE_SCRIPTFUNC( ClearEffects, "Clear effect(s)" )
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DEFINE_SCRIPTFUNC( SetEffects, "Set effect(s)" )
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DEFINE_SCRIPTFUNC( IsEffectActive, "Check if an effect is active" )
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DEFINE_SCRIPTFUNC( IsPlayer, "Returns true if this entity is a player." )
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DEFINE_SCRIPTFUNC( IsNPC, "Returns true if this entity is a NPC." )
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DEFINE_SCRIPTFUNC( IsCombatCharacter, "Returns true if this entity is a combat character (player or NPC)." )
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DEFINE_SCRIPTFUNC_NAMED( IsBaseCombatWeapon, "IsWeapon", "Returns true if this entity is a weapon." )
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#endif
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DEFINE_SCRIPTFUNC( ValidateScriptScope, "Ensure that an entity's script scope has been created" )
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@ -1969,8 +1969,14 @@ public:
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HSCRIPT ScriptNextMovePeer(void);
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const Vector& ScriptEyePosition(void) { static Vector vec; vec = EyePosition(); return vec; }
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#ifdef MAPBASE_VSCRIPT
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const QAngle& ScriptEyeAngles(void) { static QAngle ang; ang = EyeAngles(); return ang; }
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void ScriptSetAngles(const QAngle angles) { Teleport(NULL, &angles, NULL); }
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const QAngle& ScriptGetAngles(void) { return GetAbsAngles(); }
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#else
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void ScriptSetAngles(float fPitch, float fYaw, float fRoll) { QAngle angles(fPitch, fYaw, fRoll); Teleport(NULL, &angles, NULL); }
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const Vector& ScriptGetAngles(void) { static Vector vec; QAngle qa = GetAbsAngles(); vec.x = qa.x; vec.y = qa.y; vec.z = qa.z; return vec; }
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#endif
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void ScriptSetSize(const Vector& mins, const Vector& maxs) { UTIL_SetSize(this, mins, maxs); }
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void ScriptUtilRemove(void) { UTIL_Remove(this); }
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@ -593,6 +593,18 @@ BEGIN_DATADESC( CHL2_Player )
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END_DATADESC()
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#ifdef MAPBASE_VSCRIPT
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BEGIN_ENT_SCRIPTDESC( CHL2_Player, CBasePlayer, "The HL2 player entity." )
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DEFINE_SCRIPTFUNC_NAMED( SuitPower_Drain, "RemoveAuxPower", "Removes from the player's available aux power." )
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DEFINE_SCRIPTFUNC_NAMED( SuitPower_Charge, "AddAuxPower", "Adds to the player's available aux power." )
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DEFINE_SCRIPTFUNC_NAMED( SuitPower_SetCharge, "SetAuxPower", "Sets the player's available aux power." )
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DEFINE_SCRIPTFUNC_NAMED( SuitPower_GetCurrentPercentage, "GetAuxPower", "Gets the player's available aux power." )
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DEFINE_SCRIPTFUNC( GetFlashlightBattery, "Gets the energy available in the player's flashlight. If the legacy (aux power-based) flashlight is enabled, this returns the aux power." )
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END_SCRIPTDESC();
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#endif
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CHL2_Player::CHL2_Player()
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{
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m_nNumMissPositions = 0;
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@ -4678,7 +4690,7 @@ void CLogicPlayerProxy::InputRequestPlayerFlashBattery( inputdata_t &inputdata )
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// If it's the EP2 flashlight, it returns the flashlight battery. If it's the legacy flashlight, it returns the aux power.
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// Note that this is on CHL2_Player, not CLogicPlayerProxy.
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inline float CHL2_Player::GetFlashlightBattery()
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float CHL2_Player::GetFlashlightBattery()
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{
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#ifdef HL2_EPISODIC
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return Flashlight_UseLegacyVersion() ? SuitPower_GetCurrentPercentage() : m_HL2Local.m_flFlashBattery;
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@ -79,6 +79,9 @@ class CHL2_Player : public CBasePlayer
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{
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public:
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DECLARE_CLASS( CHL2_Player, CBasePlayer );
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#ifdef MAPBASE_VSCRIPT
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DECLARE_ENT_SCRIPTDESC();
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#endif
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CHL2_Player();
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~CHL2_Player( void );
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@ -485,6 +485,19 @@ BEGIN_ENT_SCRIPTDESC( CBasePlayer, CBaseCombatCharacter, "The player entity." )
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DEFINE_SCRIPTFUNC_NAMED( VScriptGetExpresser, "GetExpresser", "Gets a handle for this player's expresser." )
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DEFINE_SCRIPTFUNC( FragCount, "Gets the number of frags (kills) this player has in a multiplayer game." )
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DEFINE_SCRIPTFUNC( DeathCount, "Gets the number of deaths this player has had in a multiplayer game." )
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DEFINE_SCRIPTFUNC( IsConnected, "Returns true if this player is connected." )
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DEFINE_SCRIPTFUNC( IsDisconnecting, "Returns true if this player is disconnecting." )
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DEFINE_SCRIPTFUNC( IsSuitEquipped, "Returns true if this player had the HEV suit equipped." )
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DEFINE_SCRIPTFUNC_NAMED( ArmorValue, "GetArmor", "Gets the player's armor." )
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DEFINE_SCRIPTFUNC_NAMED( SetArmorValue, "SetArmor", "Sets the player's armor." )
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DEFINE_SCRIPTFUNC( FlashlightIsOn, "Returns true if the flashlight is on." )
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DEFINE_SCRIPTFUNC( FlashlightTurnOn, "Turns on the flashlight." )
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DEFINE_SCRIPTFUNC( FlashlightTurnOff, "Turns off the flashlight." )
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END_SCRIPTDESC();
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#else
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BEGIN_ENT_SCRIPTDESC( CBasePlayer, CBaseAnimating, "The player entity." )
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