Mapbase v6.0

- Fixed path_track paths saving as pointers instead of handles
- Fixed player animations not falling to base class correctly
- Fixed logic_externaldata creating garbage in trailing spaces
- Added "SetHandModelSkin" input
- Added unique colors for various types of console message, adjustable via convars
- Added the ability to use map-specific weapon scripts
- Added a way to display (placeholder) text entirely from Faceposer scenes
- Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines
- Added the ability to change a game_text's font (very limited)
- Added LightToggle input to point_spotlight
- Added Enable/DisableSprites on npc_manhack
- Added ai_goal_police behavior from metrocops to Combine soldiers and citizens
- Added func_precipitation particle rain systems from the Alien Swarm SDK
- Added new func_precipitation spawnflags for controlling behavior in particle types
- Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on
- Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs
- Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed
- Added key for custom logo font on env_credits scripts
- Added SetSpeed and SetPushDir inputs for trigger_push
- Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish
- Added OnLostEnemy/Player support for npc_combine_camera
- Added enhanced save/restore for the Response System, toggleable via convar
- Added a convar which allows users to disable weapon autoswitching when picking up ammo
- Split VScript base script into its own file
- Added VScript descriptions for NPC squads and the manager class which handles them
- Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP
- Added VScript to VBSP with basic map file interfacing
- Made some VScript documentation more clear due to deprecation of online documentation
- Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation
- Added VScript-driven custom weapons
- Added clientside VScript scopes
- Added a bunch of weapon-related VScript functions
- Split a bunch of cluttered VScript stuff into different files
- Added VScript functions for "following" entities/bonemerging
- Added VScript functions for grenades
- Added a few more VScript trigger functions
- Added OnDeath hook for VScript
- Fixed documentation for aliased functions in VScript
- Fixed $bumpmask not working on SDK_LightmappedGeneric
- Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake)
- Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working
- Added limited support for $envmapmask in the bumpmapping shader
- Fixed more issues with parallax corrected cubemaps and instances
- Made instance variable recursion consistent with VMFII
This commit is contained in:
Blixibon 2020-11-26 02:26:55 +00:00
parent 3b5b3a9ccb
commit eb014cce6c
125 changed files with 8058 additions and 2767 deletions

9
README
View File

@ -43,9 +43,12 @@ Mapbase is intended to be usable by everyone, including licensed Source projects
The Alien Swarm SDK was used to backport features and code from newer branches of Source into a Source 2013/Half-Life 2 environment.
Mapbase also implements some of Tony Sergi's code changes from the Source 2007 SDK codebase. Both SDKs are publicly distributed by Valve and are available on Steam.
Some of the features backported from the Alien Swarm SDK (e.g. game instructor, particle rain) require assets from later versions of Source in order to work properly.
The required assets have been backported from Alien Swarm and Left 4 Dead for the release build. They are not available in the code repository.
Here's a list of Mapbase's other known external code sources:
- https://github.com/95Navigator/insolence-2013 (Initial custom shader code and projected texture improvements)
- https://github.com/95Navigator/insolence-2013 (Initial custom shader code and projected texture improvements; also used to implement ASW SDK particle precipitation code)
- https://github.com/Biohazard90/g-string_2013 (Custom shadow filters, included indirectly via Insolence repo)
- https://github.com/KyleGospo/City-17-Episode-One-Source (Brush phong and projected texture changes, included indirectly via Insolence repo)
- https://github.com/DownFall-Team/DownFall (Multiple skybox code and fix for ent_fire delay not using floats; Also used as a guide to port certain Alien Swarm SDK changes to Source 2013,
@ -87,11 +90,15 @@ Direct contributions:
- https://github.com/mapbase-source/source-sdk-2013/pull/5 (Custom VScript implementation by ReDucTor; was placed into feature branch before being merged in a subsequent PR)
- https://github.com/mapbase-source/source-sdk-2013/pull/3 ("playvideo" command playback fix from Avantate)
- https://github.com/mapbase-source/source-sdk-2013/pull/21 (Various GCC/Linux fixes from z33ky)
- https://github.com/mapbase-source/source-sdk-2013/pull/47 (VScript utility/consistency changes from samisalreadytaken)
- https://github.com/mapbase-source/source-sdk-2013/pull/59 (New VScript functions and singletons from samisalreadytaken based on API documentation in later Source/Source 2 games)
- https://github.com/mapbase-source/source-sdk-2013/pull/60 (Adjustment by RoyaleNoir to one of Saul's VDC changes)
- Demo autorecord code provided by Klems
- cc_emit crash fix provided by 1upD
- Custom HL2 ammo crate models created by Rara (Textures created by Blixibon; This is asset-based and, aside from the SLAM crate, not reflected in the code)
- Combine lock hardware on door01_left.mdl created by Kralich (This is asset-based and not reflected in the code)
- npc_vehicledriver fixes provided by CrAzY
- npc_combine cover behavior patches provided by iohnnyboy
//---------------------------------------------------------------------------------------------------------------------------------------------------

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@ -43,6 +43,9 @@
#ifdef MAPBASE
#include "viewrender.h"
#endif
#ifdef MAPBASE_VSCRIPT
#include "vscript_client.h"
#endif
#include "gamestringpool.h"
@ -438,6 +441,9 @@ BEGIN_ENT_SCRIPTDESC_ROOT( C_BaseEntity, "Root class of all client-side entities
DEFINE_SCRIPTFUNC_NAMED( ScriptGetUp, "GetUpVector", "Get the up vector of the entity" )
#ifdef MAPBASE_VSCRIPT
DEFINE_SCRIPTFUNC( ValidateScriptScope, "Ensure that an entity's script scope has been created" )
DEFINE_SCRIPTFUNC( GetScriptScope, "Retrieve the script-side data associated with an entity" )
DEFINE_SCRIPTFUNC( GetHealth, "" )
DEFINE_SCRIPTFUNC( GetMaxHealth, "" )
@ -465,7 +471,7 @@ BEGIN_ENT_SCRIPTDESC_ROOT( C_BaseEntity, "Root class of all client-side entities
DEFINE_SCRIPTFUNC( GetEffects, "Get effects" )
DEFINE_SCRIPTFUNC( IsEffectActive, "Check if an effect is active" )
DEFINE_SCRIPTFUNC( entindex, "" )
DEFINE_SCRIPTFUNC_NAMED( GetEntityIndex, "entindex", "" )
#endif
END_SCRIPTDESC();
@ -6519,6 +6525,138 @@ HSCRIPT C_BaseEntity::GetScriptInstance()
}
#ifdef MAPBASE_VSCRIPT
//-----------------------------------------------------------------------------
// Using my edict, cook up a unique VScript scope that's private to me, and
// persistent.
//-----------------------------------------------------------------------------
bool C_BaseEntity::ValidateScriptScope()
{
if (!m_ScriptScope.IsInitialized())
{
if (scriptmanager == NULL)
{
ExecuteOnce(DevMsg("Cannot execute script because scripting is disabled (-scripting)\n"));
return false;
}
if (g_pScriptVM == NULL)
{
ExecuteOnce(DevMsg(" Cannot execute script because there is no available VM\n"));
return false;
}
// Force instance creation
GetScriptInstance();
EHANDLE hThis;
hThis.Set(this);
bool bResult = m_ScriptScope.Init(STRING(m_iszScriptId));
if (!bResult)
{
DevMsg("%s couldn't create ScriptScope!\n", GetDebugName());
return false;
}
g_pScriptVM->SetValue(m_ScriptScope, "self", GetScriptInstance());
}
return true;
}
//-----------------------------------------------------------------------------
// Returns true if the function was located and called. false otherwise.
// NOTE: Assumes the function takes no parameters at the moment.
//-----------------------------------------------------------------------------
bool C_BaseEntity::CallScriptFunction( const char* pFunctionName, ScriptVariant_t* pFunctionReturn )
{
if (!ValidateScriptScope())
{
DevMsg("\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n");
return false;
}
HSCRIPT hFunc = m_ScriptScope.LookupFunction(pFunctionName);
if (hFunc)
{
m_ScriptScope.Call(hFunc, pFunctionReturn);
m_ScriptScope.ReleaseFunction(hFunc);
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Gets a function handle
//-----------------------------------------------------------------------------
HSCRIPT C_BaseEntity::LookupScriptFunction( const char* pFunctionName )
{
if (!m_ScriptScope.IsInitialized())
{
return NULL;
}
return m_ScriptScope.LookupFunction(pFunctionName);
}
//-----------------------------------------------------------------------------
// Calls and releases a function handle (ASSUMES SCRIPT SCOPE AND FUNCTION ARE VALID!)
//-----------------------------------------------------------------------------
bool C_BaseEntity::CallScriptFunctionHandle( HSCRIPT hFunc, ScriptVariant_t* pFunctionReturn )
{
m_ScriptScope.Call(hFunc, pFunctionReturn);
m_ScriptScope.ReleaseFunction(hFunc);
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Load, compile, and run a script file from disk.
// Input : *pScriptFile - The filename of the script file.
// bUseRootScope - If true, runs this script in the root scope, not
// in this entity's private scope.
//-----------------------------------------------------------------------------
bool C_BaseEntity::RunScriptFile( const char* pScriptFile, bool bUseRootScope )
{
if (!ValidateScriptScope())
{
DevMsg("\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n");
return false;
}
if (bUseRootScope)
{
return VScriptRunScript(pScriptFile);
}
else
{
return VScriptRunScript(pScriptFile, m_ScriptScope, true);
}
}
//-----------------------------------------------------------------------------
// Purpose: Compile and execute a discrete string of script source code
// Input : *pScriptText - A string containing script code to compile and run
//-----------------------------------------------------------------------------
bool C_BaseEntity::RunScript( const char* pScriptText, const char* pDebugFilename )
{
if (!ValidateScriptScope())
{
DevMsg("\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n");
return false;
}
if (m_ScriptScope.Run(pScriptText, pDebugFilename) == SCRIPT_ERROR)
{
DevWarning(" Entity %s encountered an error in RunScript()\n", GetDebugName());
}
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
HSCRIPT C_BaseEntity::ScriptGetMoveParent( void )

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@ -261,10 +261,27 @@ public:
string_t m_iClassname;
#ifdef MAPBASE_VSCRIPT
// VSCRIPT
bool ValidateScriptScope();
bool CallScriptFunction( const char* pFunctionName, ScriptVariant_t* pFunctionReturn );
HSCRIPT GetScriptScope() { return m_ScriptScope; }
HSCRIPT LookupScriptFunction(const char* pFunctionName);
bool CallScriptFunctionHandle(HSCRIPT hFunc, ScriptVariant_t* pFunctionReturn);
bool RunScriptFile( const char* pScriptFile, bool bUseRootScope = false );
bool RunScript( const char* pScriptText, const char* pDebugFilename = "C_BaseEntity::RunScript" );
#endif
HSCRIPT GetScriptInstance();
HSCRIPT m_hScriptInstance;
string_t m_iszScriptId;
#ifdef MAPBASE_VSCRIPT
CScriptScope m_ScriptScope;
#endif
// IClientUnknown overrides.
public:
@ -367,6 +384,11 @@ public:
virtual int entindex( void ) const;
#ifdef MAPBASE_VSCRIPT
// "I don't know why but wrapping entindex() works, while calling it directly crashes."
inline int C_BaseEntity::GetEntityIndex() const { return entindex(); }
#endif
// This works for client-only entities and returns the GetEntryIndex() of the entity's handle,
// so the sound system can get an IClientEntity from it.
int GetSoundSourceIndex() const;

View File

@ -6,6 +6,7 @@
//
//=============================================================================//
#include "cbase.h"
#include "c_effects.h"
#include "c_tracer.h"
#include "view.h"
#include "initializer.h"
@ -22,6 +23,7 @@
#include "collisionutils.h"
#include "tier0/vprof.h"
#include "viewrender.h"
#include "raytrace.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -35,6 +37,12 @@ float g_flSplashLifetime = 0.5f;
float g_flSplashAlpha = 0.3f;
ConVar r_RainSplashPercentage( "r_RainSplashPercentage", "20", FCVAR_CHEAT ); // N% chance of a rain particle making a splash.
ConVar r_RainParticleDensity( "r_RainParticleDensity", "1", FCVAR_NONE, "Density of Particle Rain 0-1" );
#ifdef MAPBASE
ConVar r_RainParticleClampOffset( "r_RainParticleClampOffset", "112", FCVAR_NONE, "How far inward or outward to extrude clamped precipitation particle systemss" );
ConVar r_RainParticleClampDebug( "r_RainParticleClampDebug", "0", FCVAR_NONE, "Enables debug code for precipitation particle system clamping" );
#endif
float GUST_INTERVAL_MIN = 1;
float GUST_INTERVAL_MAX = 2;
@ -60,151 +68,14 @@ CLIENTEFFECT_MATERIAL( "particle/rain" )
CLIENTEFFECT_MATERIAL( "particle/snow" )
CLIENTEFFECT_REGISTER_END()
//-----------------------------------------------------------------------------
// Precipitation particle type
//-----------------------------------------------------------------------------
class CPrecipitationParticle
{
public:
Vector m_Pos;
Vector m_Velocity;
float m_SpawnTime; // Note: Tweak with this to change lifetime
float m_Mass;
float m_Ramp;
float m_flCurLifetime;
float m_flMaxLifetime;
};
class CClient_Precipitation;
static CUtlVector<CClient_Precipitation*> g_Precipitations;
//===========
// Snow fall
//===========
class CSnowFallManager;
static CSnowFallManager *s_pSnowFallMgr = NULL;
bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity );
void SnowFallManagerDestroy( void );
class AshDebrisEffect : public CSimpleEmitter
{
public:
AshDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static AshDebrisEffect* Create( const char *pDebugName );
virtual float UpdateAlpha( const SimpleParticle *pParticle );
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
private:
AshDebrisEffect( const AshDebrisEffect & );
};
//-----------------------------------------------------------------------------
// Precipitation base entity
//-----------------------------------------------------------------------------
class CClient_Precipitation : public C_BaseEntity
{
class CPrecipitationEffect;
friend class CClient_Precipitation::CPrecipitationEffect;
public:
DECLARE_CLASS( CClient_Precipitation, C_BaseEntity );
DECLARE_CLIENTCLASS();
CClient_Precipitation();
virtual ~CClient_Precipitation();
// Inherited from C_BaseEntity
virtual void Precache( );
void Render();
private:
// Creates a single particle
CPrecipitationParticle* CreateParticle();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
void Simulate( float dt );
// Renders the particle
void RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb );
void CreateWaterSplashes();
// Emits the actual particles
void EmitParticles( float fTimeDelta );
// Computes where we're gonna emit
bool ComputeEmissionArea( Vector& origin, Vector2D& size );
// Gets the tracer width and speed
float GetWidth() const;
float GetLength() const;
float GetSpeed() const;
// Gets the remaining lifetime of the particle
float GetRemainingLifetime( CPrecipitationParticle* pParticle ) const;
// Computes the wind vector
static void ComputeWindVector( );
// simulation methods
bool SimulateRain( CPrecipitationParticle* pParticle, float dt );
bool SimulateSnow( CPrecipitationParticle* pParticle, float dt );
void CreateAshParticle( void );
void CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity );
// Information helpful in creating and rendering particles
IMaterial *m_MatHandle; // material used
float m_Color[4]; // precip color
float m_Lifetime; // Precip lifetime
float m_InitialRamp; // Initial ramp value
float m_Speed; // Precip speed
float m_Width; // Tracer width
float m_Remainder; // particles we should render next time
PrecipitationType_t m_nPrecipType; // Precip type
float m_flHalfScreenWidth; // Precalculated each frame.
float m_flDensity;
// Some state used in rendering and simulation
// Used to modify the rain density and wind from the console
static ConVar s_raindensity;
static ConVar s_rainwidth;
static ConVar s_rainlength;
static ConVar s_rainspeed;
static Vector s_WindVector; // Stores the wind speed vector
CUtlLinkedList<CPrecipitationParticle> m_Particles;
CUtlVector<Vector> m_Splashes;
CSmartPtr<AshDebrisEffect> m_pAshEmitter;
TimedEvent m_tAshParticleTimer;
TimedEvent m_tAshParticleTraceTimer;
bool m_bActiveAshEmitter;
Vector m_vAshSpawnOrigin;
int m_iAshCount;
private:
CClient_Precipitation( const CClient_Precipitation & ); // not defined, not accessible
};
CUtlVector< RayTracingEnvironment* > g_RayTraceEnvironments;
// Just receive the normal data table stuff
IMPLEMENT_CLIENTCLASS_DT(CClient_Precipitation, DT_Precipitation, CPrecipitation)
RecvPropInt( RECVINFO( m_nPrecipType ) )
RecvPropInt( RECVINFO( m_nPrecipType ) ),
#ifdef MAPBASE
RecvPropInt( RECVINFO( m_spawnflags ) ),
#endif
END_RECV_TABLE()
static ConVar r_SnowEnable( "r_SnowEnable", "1", FCVAR_CHEAT, "Snow Enable" );
@ -396,6 +267,12 @@ inline bool CClient_Precipitation::SimulateSnow( CPrecipitationParticle* pPartic
void CClient_Precipitation::Simulate( float dt )
{
if ( IsParticleRainType(m_nPrecipType) )
{
CreateParticlePrecip();
return;
}
// NOTE: When client-side prechaching works, we need to remove this
Precache();
@ -472,6 +349,9 @@ inline void CClient_Precipitation::RenderParticle( CPrecipitationParticle* pPart
float scale;
Vector start, delta;
if ( IsParticleRainType(m_nPrecipType) )
return;
if ( m_nPrecipType == PRECIPITATION_TYPE_ASH )
return;
@ -562,6 +442,9 @@ void CClient_Precipitation::Render()
if ( !r_DrawRain.GetInt() )
return;
if ( IsParticleRainType(m_nPrecipType) )
return;
// Don't render in monitors or in reflections or refractions.
if ( CurrentViewID() == VIEW_MONITOR )
return;
@ -633,6 +516,11 @@ CClient_Precipitation::CClient_Precipitation() : m_Remainder(0.0f)
m_MatHandle = INVALID_MATERIAL_HANDLE;
m_flHalfScreenWidth = 1;
m_pParticlePrecipInnerNear = NULL;
m_pParticlePrecipInnerFar = NULL;
m_pParticlePrecipOuter = NULL;
m_bActiveParticlePrecipEmitter = false;
g_Precipitations.AddToTail( this );
}
@ -1011,6 +899,363 @@ void CClient_Precipitation::CreateAshParticle( void )
}
}
void CClient_Precipitation::PrecacheParticlePrecip( void )
{
if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLEASH )
{
PrecacheParticleSystem( "ash" );
PrecacheParticleSystem( "ash_outer" );
}
else if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLESNOW )
{
PrecacheParticleSystem( "snow" );
PrecacheParticleSystem( "snow_outer" );
}
else if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLERAINSTORM )
{
PrecacheParticleSystem( "rain_storm" );
PrecacheParticleSystem( "rain_storm_screen" );
PrecacheParticleSystem( "rain_storm_outer" );
}
else //default to rain
{
PrecacheParticleSystem( "rain" );
PrecacheParticleSystem( "rain_outer" );
}
}
void CClient_Precipitation::CreateParticlePrecip( void )
{
if ( !m_bParticlePrecipInitialized )
{
PrecacheParticlePrecip();
InitializeParticlePrecip();
}
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer == NULL )
return;
// Make sure the emitter is setup
if ( !m_bActiveParticlePrecipEmitter )
{
//Update 8 times per second.
m_tParticlePrecipTraceTimer.Init( 8 );
DestroyInnerParticlePrecip();
DestroyOuterParticlePrecip();
m_bActiveParticlePrecipEmitter = true;
}
UpdateParticlePrecip( pPlayer );
}
void CClient_Precipitation::UpdateParticlePrecip( C_BasePlayer *pPlayer )
{
if ( !pPlayer )
return;
Vector vForward;
Vector vRight;
pPlayer->GetVectors( &vForward, &vRight, NULL );
vForward.z = 0.0f;
vForward.NormalizeInPlace();
Vector vForward45Right = vForward + vRight;
Vector vForward45Left = vForward - vRight;
vForward45Right.NormalizeInPlace();
vForward45Left.NormalizeInPlace();
fltx4 TMax = ReplicateX4( 320.0f );
SubFloat( TMax, 3 ) = FLT_MAX;
float curTime = gpGlobals->frametime;
while ( m_tParticlePrecipTraceTimer.NextEvent( curTime ) )
{
Vector vPlayerPos = pPlayer->EyePosition();
Vector vOffsetPos = vPlayerPos + Vector ( 0, 0, 180 );
Vector vOffsetPosNear = vPlayerPos + Vector ( 0, 0, 180 ) + ( vForward * 32 );
Vector vOffsetPosFar = vPlayerPos + Vector ( 0, 0, 180 ) + ( vForward * 100 );
#ifdef MAPBASE
if (m_spawnflags & SF_PRECIP_PARTICLE_CLAMP)
{
Vector mins, maxs;
modelinfo->GetModelBounds( GetModel(), mins, maxs );
// Account for precipitation height
maxs.z += 180;
Vector vecOrigin; //= WorldSpaceCenter();
VectorLerp( mins, maxs, 0.5f, vecOrigin );
maxs -= vecOrigin;
mins -= vecOrigin;
float flMax = r_RainParticleClampOffset.GetFloat();
Vector addend( flMax, flMax, 0 );
mins += addend;
maxs -= addend;
if (flMax > 0)
{
// Unless this is extruding outwards, make sure the offset isn't inverting the bounds.
// This means precipitation triggers with bounds less than offset*2 will turn into a thin line
// and the involved precipitation will pretty much be spatial at all times, which is okay.
mins.x = clamp( mins.x, -FLT_MAX, -1 );
mins.y = clamp( mins.y, -FLT_MAX, -1 );
maxs.x = clamp( maxs.x, 1, FLT_MAX );
maxs.y = clamp( maxs.y, 1, FLT_MAX );
}
if (r_RainParticleClampDebug.GetBool())
debugoverlay->AddBoxOverlay( vecOrigin, mins, maxs, vec3_angle, 255, 0, 0, 128, 0.15f );
maxs += vecOrigin;
mins += vecOrigin;
CalcClosestPointOnAABB( mins, maxs, vPlayerPos, vPlayerPos );
CalcClosestPointOnAABB( mins, maxs, vOffsetPos, vOffsetPos );
CalcClosestPointOnAABB( mins, maxs, vOffsetPosNear, vOffsetPosNear );
CalcClosestPointOnAABB( mins, maxs, vOffsetPosFar, vOffsetPosFar );
}
#endif
Vector vDensity = Vector( r_RainParticleDensity.GetFloat(), 0, 0 ) * m_flDensity;
// Get the rain volume Ray Tracing Environment. Currently hard coded to 0, should have this lookup
RayTracingEnvironment *RtEnv = g_RayTraceEnvironments.Element( 0 );
// Our 4 Rays are forward, off to the left and right, and directly up.
// Use the first three to determine if there's generally visible rain where we're looking.
// The forth, straight up, tells us if we're standing inside a rain volume
// (based on the normal that we hit or if we miss entirely)
FourRays frRays;
FourVectors fvDirection;
fvDirection = FourVectors( vForward, vForward45Left, vForward45Right, Vector( 0, 0, 1 ) );
frRays.direction = fvDirection;
frRays.origin.DuplicateVector( vPlayerPos );
RayTracingResult Result;
RtEnv->Trace4Rays( frRays, Four_Zeros, TMax, &Result );
i32x4 in4HitIds = LoadAlignedIntSIMD( Result.HitIds );
fltx4 fl4HitIds = SignedIntConvertToFltSIMD ( in4HitIds );
fltx4 fl4Tolerance = ReplicateX4( 300.0f );
// ignore upwards test for tolerance, as we may be below an area which is raining, but with it not visible in front of us
//SubFloat( fl4Tolerance, 3 ) = 0.0f;
bool bInside = ( Result.HitIds[3] != -1 && Result.surface_normal.Vec( 3 ).z < 0.0f );
bool bNearby = ( IsAnyNegative ( CmpGeSIMD ( fl4HitIds, Four_Zeros ) ) && IsAnyNegative( CmpGeSIMD( fl4Tolerance, Result.HitDistance ) ) );
if ( bInside || bNearby )
{
//We can see a rain volume, but it's farther than 180 units away, only use far effect.
if ( !bInside && SubFloat( FindLowestSIMD3( Result.HitDistance ), 0 ) >= m_flParticleInnerDist )
{
// Kill the inner rain if it's previously been in use
if ( m_pParticlePrecipInnerNear != NULL )
{
DestroyInnerParticlePrecip();
}
// Update if we've already got systems, otherwise, create them.
if ( m_pParticlePrecipOuter != NULL )
{
m_pParticlePrecipOuter->SetControlPoint( 1, vOffsetPos );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
else
{
DispatchOuterParticlePrecip( pPlayer, vForward );
}
}
else //We're close enough to use the near effect.
{
// Update if we've already got systems, otherwise, create them.
#ifdef MAPBASE
// The outer can now be suppressed without interfering with other functionality
if ( m_pParticlePrecipOuter != NULL )
{
m_pParticlePrecipOuter->SetControlPoint( 1, vOffsetPos );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
if ( m_pParticlePrecipInnerNear != NULL && m_pParticlePrecipInnerFar != NULL )
{
m_pParticlePrecipInnerNear->SetControlPoint( 1, vOffsetPosNear );
m_pParticlePrecipInnerFar->SetControlPoint( 1, vOffsetPosFar );
m_pParticlePrecipInnerNear->SetControlPoint( 3, vDensity );
m_pParticlePrecipInnerFar->SetControlPoint( 3, vDensity );
}
#else
if ( m_pParticlePrecipInnerNear != NULL && m_pParticlePrecipInnerFar != NULL && m_pParticlePrecipOuter != NULL )
{
m_pParticlePrecipOuter->SetControlPoint( 1, vOffsetPos );
m_pParticlePrecipInnerNear->SetControlPoint( 1, vOffsetPosNear );
m_pParticlePrecipInnerFar->SetControlPoint( 1, vOffsetPosFar );
m_pParticlePrecipInnerNear->SetControlPoint( 3, vDensity );
m_pParticlePrecipInnerFar->SetControlPoint( 3, vDensity );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
#endif
else
{
DispatchInnerParticlePrecip( pPlayer, vForward );
}
}
}
else // No rain in the area, kill any leftover systems.
{
DestroyInnerParticlePrecip();
DestroyOuterParticlePrecip();
}
}
}
void CClient_Precipitation::InitializeParticlePrecip( void )
{
//Set up which type of precipitation particle we'll use
if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLEASH )
{
m_pParticleInnerNearDef = "ash";
m_pParticleInnerFarDef = "ash";
m_pParticleOuterDef = "ash_outer";
m_flParticleInnerDist = 280.0;
}
else if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLESNOW )
{
m_pParticleInnerNearDef = "snow";
m_pParticleInnerFarDef = "snow";
m_pParticleOuterDef = "snow_outer";
m_flParticleInnerDist = 280.0;
}
else if ( m_nPrecipType == PRECIPITATION_TYPE_PARTICLERAINSTORM )
{
m_pParticleInnerNearDef = "rain_storm";
m_pParticleInnerFarDef = "rain_storm_screen";
m_pParticleOuterDef = "rain_storm_outer";
m_flParticleInnerDist = 0.0;
}
else //default to rain
{
m_pParticleInnerNearDef = "rain";
m_pParticleInnerFarDef = "rain";
m_pParticleOuterDef = "rain_outer";
m_flParticleInnerDist = 180.0;
}
Assert( m_pParticleInnerFarDef != NULL );
//We'll want to change this if/when we add more raytrace environments.
g_RayTraceEnvironments.PurgeAndDeleteElements();
// Sets up ray tracing environments for all func_precipitations and func_precipitation_blockers
RayTracingEnvironment *rtEnvRainEmission = new RayTracingEnvironment();
g_RayTraceEnvironments.AddToTail( rtEnvRainEmission );
RayTracingEnvironment *rtEnvRainBlocker = new RayTracingEnvironment();
g_RayTraceEnvironments.AddToTail( rtEnvRainBlocker );
rtEnvRainEmission->Flags |= RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS; // save some ram
rtEnvRainBlocker->Flags |= RTE_FLAGS_DONT_STORE_TRIANGLE_COLORS; // save some ram
int nTriCount = 1;
for ( int i=0; i<g_Precipitations.Count(); ++i )
{
CClient_Precipitation *volume = g_Precipitations[i];
vcollide_t *pCollide = modelinfo->GetVCollide( volume->GetModelIndex() );
if ( !pCollide || pCollide->solidCount <= 0 )
continue;
Vector *outVerts;
int vertCount = physcollision->CreateDebugMesh( pCollide->solids[0], &outVerts );
if ( vertCount )
{
for ( int j = 0; j < vertCount; j += 3 )
{
rtEnvRainEmission->AddTriangle( nTriCount++, outVerts[j], outVerts[j + 1], outVerts[j + 2], Vector( 1, 1, 1 ) );
}
}
physcollision->DestroyDebugMesh( vertCount, outVerts );
}
rtEnvRainEmission->SetupAccelerationStructure();
m_bParticlePrecipInitialized = true;
}
void CClient_Precipitation::DestroyInnerParticlePrecip( void )
{
if ( m_pParticlePrecipInnerFar != NULL )
{
m_pParticlePrecipInnerFar->StopEmission();
m_pParticlePrecipInnerFar = NULL;
}
if ( m_pParticlePrecipInnerNear != NULL )
{
m_pParticlePrecipInnerNear->StopEmission();
m_pParticlePrecipInnerNear = NULL;
}
}
void CClient_Precipitation::DestroyOuterParticlePrecip( void )
{
if ( m_pParticlePrecipOuter != NULL )
{
m_pParticlePrecipOuter->StopEmission();
m_pParticlePrecipOuter = NULL;
}
}
void CClient_Precipitation::DispatchOuterParticlePrecip( C_BasePlayer *pPlayer, Vector vForward )
{
DestroyOuterParticlePrecip();
#ifdef MAPBASE
if (m_spawnflags & SF_PRECIP_PARTICLE_NO_OUTER)
return;
#endif
Vector vDensity = Vector( r_RainParticleDensity.GetFloat(), 0, 0 ) * m_flDensity;
Vector vPlayerPos = pPlayer->EyePosition();
m_pParticlePrecipOuter = ParticleProp()->Create( m_pParticleOuterDef, PATTACH_ABSORIGIN_FOLLOW );
m_pParticlePrecipOuter->SetControlPointEntity( 2, pPlayer );
m_pParticlePrecipOuter->SetControlPoint( 1, vPlayerPos + Vector (0, 0, 180 ) );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
void CClient_Precipitation::DispatchInnerParticlePrecip( C_BasePlayer *pPlayer, Vector vForward )
{
DestroyInnerParticlePrecip();
DestroyOuterParticlePrecip();
Vector vPlayerPos = pPlayer->EyePosition();
Vector vOffsetPos = vPlayerPos + Vector ( 0, 0, 180 );
Vector vOffsetPosNear = vPlayerPos + Vector ( 0, 0, 180 ) + ( vForward * 32 );
Vector vOffsetPosFar = vPlayerPos + Vector ( 0, 0, 180 ) + ( vForward * m_flParticleInnerDist ); // 100.0
Vector vDensity = Vector( r_RainParticleDensity.GetFloat(), 0, 0 ) * m_flDensity;
#ifdef MAPBASE
if (!(m_spawnflags & SF_PRECIP_PARTICLE_NO_OUTER))
#endif
{
m_pParticlePrecipOuter = ParticleProp()->Create( m_pParticleOuterDef, PATTACH_ABSORIGIN_FOLLOW );
m_pParticlePrecipOuter->SetControlPointEntity( 2, pPlayer );
m_pParticlePrecipOuter->SetControlPoint( 1, vOffsetPos );
m_pParticlePrecipOuter->SetControlPoint( 3, vDensity );
}
m_pParticlePrecipInnerNear = ParticleProp()->Create( m_pParticleInnerNearDef, PATTACH_ABSORIGIN_FOLLOW );
m_pParticlePrecipInnerFar = ParticleProp()->Create( m_pParticleInnerFarDef, PATTACH_ABSORIGIN_FOLLOW );
m_pParticlePrecipInnerNear->SetControlPointEntity( 2, pPlayer );
m_pParticlePrecipInnerFar->SetControlPointEntity( 2, pPlayer );
m_pParticlePrecipInnerNear->SetControlPoint( 1, vOffsetPosNear );
m_pParticlePrecipInnerFar->SetControlPoint( 1, vOffsetPosFar );
m_pParticlePrecipInnerNear->SetControlPoint( 3, vDensity );
m_pParticlePrecipInnerFar->SetControlPoint( 3, vDensity );
}
void CClient_Precipitation::CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity )
{
// Create the particle

View File

@ -10,9 +10,178 @@
#pragma once
#endif
#include "cbase.h"
#include "precipitation_shared.h"
// Draw rain effects.
void DrawPrecipitation();
//-----------------------------------------------------------------------------
// Precipitation particle type
//-----------------------------------------------------------------------------
class CPrecipitationParticle
{
public:
Vector m_Pos;
Vector m_Velocity;
float m_SpawnTime; // Note: Tweak with this to change lifetime
float m_Mass;
float m_Ramp;
float m_flCurLifetime;
float m_flMaxLifetime;
};
class CClient_Precipitation;
static CUtlVector<CClient_Precipitation*> g_Precipitations;
//===========
// Snow fall
//===========
class CSnowFallManager;
static CSnowFallManager *s_pSnowFallMgr = NULL;
bool SnowFallManagerCreate( CClient_Precipitation *pSnowEntity );
void SnowFallManagerDestroy( void );
class AshDebrisEffect : public CSimpleEmitter
{
public:
AshDebrisEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static AshDebrisEffect* Create( const char *pDebugName );
virtual float UpdateAlpha( const SimpleParticle *pParticle );
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta );
private:
AshDebrisEffect( const AshDebrisEffect & );
};
//-----------------------------------------------------------------------------
// Precipitation base entity
//-----------------------------------------------------------------------------
class CClient_Precipitation : public C_BaseEntity
{
class CPrecipitationEffect;
friend class CClient_Precipitation::CPrecipitationEffect;
public:
DECLARE_CLASS( CClient_Precipitation, C_BaseEntity );
DECLARE_CLIENTCLASS();
CClient_Precipitation();
virtual ~CClient_Precipitation();
// Inherited from C_BaseEntity
virtual void Precache( );
void Render();
private:
// Creates a single particle
CPrecipitationParticle* CreateParticle();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
void Simulate( float dt );
// Renders the particle
void RenderParticle( CPrecipitationParticle* pParticle, CMeshBuilder &mb );
void CreateWaterSplashes();
// Emits the actual particles
void EmitParticles( float fTimeDelta );
// Computes where we're gonna emit
bool ComputeEmissionArea( Vector& origin, Vector2D& size );
// Gets the tracer width and speed
float GetWidth() const;
float GetLength() const;
float GetSpeed() const;
// Gets the remaining lifetime of the particle
float GetRemainingLifetime( CPrecipitationParticle* pParticle ) const;
// Computes the wind vector
static void ComputeWindVector( );
// simulation methods
bool SimulateRain( CPrecipitationParticle* pParticle, float dt );
bool SimulateSnow( CPrecipitationParticle* pParticle, float dt );
void PrecacheParticlePrecip( void );
void CreateParticlePrecip( void );
void InitializeParticlePrecip( void );
void DispatchOuterParticlePrecip( C_BasePlayer *pPlayer, Vector vForward );
void DispatchInnerParticlePrecip( C_BasePlayer *pPlayer, Vector vForward );
void DestroyOuterParticlePrecip( void );
void DestroyInnerParticlePrecip( void );
void UpdateParticlePrecip( C_BasePlayer *pPlayer );
private:
void CreateAshParticle( void );
void CreateRainOrSnowParticle( Vector vSpawnPosition, Vector vVelocity );
// Information helpful in creating and rendering particles
IMaterial *m_MatHandle; // material used
float m_Color[4]; // precip color
float m_Lifetime; // Precip lifetime
float m_InitialRamp; // Initial ramp value
float m_Speed; // Precip speed
float m_Width; // Tracer width
float m_Remainder; // particles we should render next time
PrecipitationType_t m_nPrecipType; // Precip type
float m_flHalfScreenWidth; // Precalculated each frame.
float m_flDensity;
#ifdef MAPBASE
int m_spawnflags;
#endif
// Some state used in rendering and simulation
// Used to modify the rain density and wind from the console
static ConVar s_raindensity;
static ConVar s_rainwidth;
static ConVar s_rainlength;
static ConVar s_rainspeed;
static Vector s_WindVector; // Stores the wind speed vector
CUtlLinkedList<CPrecipitationParticle> m_Particles;
CUtlVector<Vector> m_Splashes;
CSmartPtr<AshDebrisEffect> m_pAshEmitter;
TimedEvent m_tAshParticleTimer;
TimedEvent m_tAshParticleTraceTimer;
bool m_bActiveAshEmitter;
Vector m_vAshSpawnOrigin;
int m_iAshCount;
protected:
float m_flParticleInnerDist; //The distance at which to start drawing the inner system
char *m_pParticleInnerNearDef; //Name of the first inner system
char *m_pParticleInnerFarDef; //Name of the second inner system
char *m_pParticleOuterDef; //Name of the outer system
HPARTICLEFFECT m_pParticlePrecipInnerNear;
HPARTICLEFFECT m_pParticlePrecipInnerFar;
HPARTICLEFFECT m_pParticlePrecipOuter;
TimedEvent m_tParticlePrecipTraceTimer;
bool m_bActiveParticlePrecipEmitter;
bool m_bParticlePrecipInitialized;
private:
CClient_Precipitation( const CClient_Precipitation & ); // not defined, not accessible
};
#endif // C_EFFECTS_H

View File

@ -37,6 +37,10 @@ struct studiohdr_t;
#include <icvar.h>
#include <baseentity_shared.h>
#ifdef MAPBASE
#include "tier1/mapbase_con_groups.h"
#endif
// This is a precompiled header. Include a bunch of common stuff.
// This is kind of ugly in that it adds a bunch of dependency where it isn't needed.

View File

@ -40,10 +40,13 @@ $Project
$File "$SRCDIR\game\shared\mapbase\matchers.h"
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_math.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_math.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_singletons.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_singletons.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_hl2.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_consts_shared.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_consts_weapons.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\weapon_custom_scripted.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\weapon_custom_scripted.h" [$MAPBASE_VSCRIPT]
$File "mapbase\c_func_clientclip.cpp"
$File "mapbase\c_func_fake_worldportal.cpp"
@ -71,5 +74,6 @@ $Project
$Folder "Link Libraries"
{
$Lib "vscript" [$MAPBASE_VSCRIPT]
$Lib "raytrace"
}
}

View File

@ -139,6 +139,8 @@ private:
#ifdef MAPBASE
char m_szCreditsFile[MAX_PATH];
char m_szLogoFont[64];
#endif
};
@ -263,6 +265,10 @@ void CHudCredits::ReadParams( KeyValues *pKeyValue )
Q_strncpy( m_szLogo, pKeyValue->GetString( "logo", "HALF-LIFE'" ), sizeof( m_szLogo ) );
Q_strncpy( m_szLogo2, pKeyValue->GetString( "logo2", "" ), sizeof( m_szLogo2 ) );
#ifdef MAPBASE
Q_strncpy( m_szLogoFont, pKeyValue->GetString( "logofont", "" ), sizeof( m_szLogoFont ) );
#endif
}
int CHudCredits::GetStringPixelWidth( wchar_t *pString, vgui::HFont hFont )
@ -437,6 +443,14 @@ void CHudCredits::DrawLogo( void )
char szLogoFont[64];
#ifdef MAPBASE
if (m_szLogoFont[0] != '\0')
{
// Custom logo font
Q_strncpy( szLogoFont, m_szLogoFont, sizeof( szLogoFont ) );
}
else
#endif
if ( IsXbox() )
{
Q_snprintf( szLogoFont, sizeof( szLogoFont ), "WeaponIcons_Small" );

View File

@ -862,6 +862,82 @@ void CHudMessage::MsgFunc_HudMsg(bf_read &msg)
// see tmessage.cpp why 512
msg.ReadString( (char*)pNetMessage->pMessage, 512 );
#ifdef MAPBASE
//
// Mapbase adds a new data entry for custom fonts on entities like game_text.
// Some existing instances of this user message may not have this, so we have to make sure we have any bits left first.
//
if (msg.GetNumBitsLeft() > 0)
{
// Try to have VGui font names for each channel
static char szVGuiFontNames[MAX_NETMESSAGE][512];
msg.ReadString( szVGuiFontNames[channel], 512 );
if (szVGuiFontNames[channel][0] != '\0')
{
pNetMessage->pVGuiSchemeFontName = szVGuiFontNames[channel];
}
}
//
// Mapbase adds a new data entry for breaking game_text into newline when it goes past the user's screen.
// Some existing instances of this user message may not have this, so we have to make sure we have any bits left first.
//
if (msg.GetNumBitsLeft() > 0)
{
int len = msg.ReadByte();
// This is supposed to work around a bug where certain aspect ratios cut off lengthy texts.
//int lineMax = 64 * ((float)ScreenWidth() / 1440.0f);
int lineMax = 100 / engine->GetScreenAspectRatio();
int lineMinBreak = lineMax * 0.9;
DevMsg( "Line max is %i from an aspect ratio of %.3f (strlen %i)\n", lineMax, engine->GetScreenAspectRatio(), len );
char *curMessage = (char*)pNetMessage->pMessage;
char newMessage[512];
int cur = 0; // Current time on this line
int i = 0; // curMessage
int i2 = 0; // newMessage
for (i = 0; i < len; i++)
{
cur++;
newMessage[i2] = curMessage[i];
// Check if we're past the point in which we should break the line
if (cur >= lineMinBreak)
{
// Line break at the next space
if (curMessage[i] == ' ')
{
newMessage[i2] = '\n';
cur = 0;
}
else if (curMessage[i] == '\n')
{
// Already a newline here
cur = 0;
}
else if (cur >= lineMax)
{
// We're at the max and there's no space. Force a newline with a hyphen
newMessage[i2] = '-';
i2++;
newMessage[i2] = '\n';
i2++;
newMessage[i2] = curMessage[i];
cur = 0;
}
}
i2++;
}
Q_strncpy( (char*)pNetMessage->pMessage, newMessage, 512 );
}
#endif
MessageAdd( pNetMessage->pName );
}

View File

@ -141,7 +141,7 @@ public:
{
if (i > SCRIPT_MAT_PROXY_MAX_VARS || i < 0)
{
Warning("VScriptProxy: %i out of range", i);
CGWarning( 0, CON_GROUP_VSCRIPT, "VScriptProxy: %i out of range", i );
return false;
}
@ -261,7 +261,7 @@ bool CScriptMaterialProxy::InitScript()
if (!bResult)
{
DevMsg("VScriptProxy couldn't create ScriptScope!\n");
CGMsg( 1, CON_GROUP_VSCRIPT, "VScriptProxy couldn't create ScriptScope!\n" );
return false;
}
@ -474,7 +474,7 @@ bool VScriptClientInit()
#endif
else
{
DevWarning("-scriptlang does not recognize a language named '%s'. virtual machine did NOT start.\n", pszScriptLanguage );
CGWarning( 1, CON_GROUP_VSCRIPT, "-scriptlang does not recognize a language named '%s'. virtual machine did NOT start.\n", pszScriptLanguage );
scriptLanguage = SL_NONE;
}
@ -487,7 +487,7 @@ bool VScriptClientInit()
if( g_pScriptVM )
{
#ifdef MAPBASE_VSCRIPT
Log( "VSCRIPT CLIENT: Started VScript virtual machine using script language '%s'\n", g_pScriptVM->GetLanguageName() );
CGMsg( 0, CON_GROUP_VSCRIPT, "VSCRIPT CLIENT: Started VScript virtual machine using script language '%s'\n", g_pScriptVM->GetLanguageName() );
#else
Log( "VSCRIPT: Started VScript virtual machine using script language '%s'\n", g_pScriptVM->GetLanguageName() );
#endif
@ -527,13 +527,13 @@ bool VScriptClientInit()
}
else
{
DevWarning("VM Did not start!\n");
CGWarning( 1, CON_GROUP_VSCRIPT, "VM Did not start!\n" );
}
}
}
else
{
Log( "\nVSCRIPT: Scripting is disabled.\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "\nVSCRIPT: Scripting is disabled.\n" );
}
g_pScriptVM = NULL;
return false;

View File

@ -4,8 +4,8 @@
//
//=============================================================================
#ifndef VSCRIPT_SERVER_H
#define VSCRIPT_SERVER_H
#ifndef VSCRIPT_CLIENT_H
#define VSCRIPT_CLIENT_H
#include "vscript/ivscript.h"
#include "vscript_shared.h"
@ -19,4 +19,8 @@ extern IScriptVM * g_pScriptVM;
// Only allow scripts to create entities during map initialization
bool IsEntityCreationAllowedInScripts( void );
#endif // VSCRIPT_SERVER_H
#ifdef MAPBASE_VSCRIPT
extern IScriptManager * scriptmanager;
#endif
#endif // VSCRIPT_CLIENT_H

View File

@ -33,6 +33,10 @@ ConVar rr_debugresponses( "rr_debugresponses", "0", FCVAR_NONE, "Show verbose ma
ConVar rr_debugrule( "rr_debugrule", "", FCVAR_NONE, "If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.");
ConVar rr_dumpresponses( "rr_dumpresponses", "0", FCVAR_NONE, "Dump all response_rules.txt and rules (requires restart)" );
#ifdef MAPBASE
ConVar rr_enhanced_saverestore( "rr_enhanced_saverestore", "0", FCVAR_NONE, "Enables enhanced save/restore capabilities for the Response System." );
#endif
static CUtlSymbolTable g_RS;
inline static char *CopyString( const char *in )
@ -3176,6 +3180,9 @@ public:
Precache();
}
#ifdef MAPBASE
if (!rr_enhanced_saverestore.GetBool() || gpGlobals->eLoadType != MapLoad_Transition)
#endif
ResetResponseGroups();
}
@ -3588,6 +3595,34 @@ public:
pSave->EndBlock();
}
#ifdef MAPBASE
// Enhanced Response System save/restore
int count2 = 0;
if (rr_enhanced_saverestore.GetBool())
{
// Rule state save/load
count2 = rs.m_Rules.Count();
pSave->WriteInt( &count2 );
for ( int i = 0; i < count2; ++i )
{
pSave->StartBlock( "Rule" );
pSave->WriteString( rs.m_Rules.GetElementName( i ) );
const Rule *rule = &rs.m_Rules[ i ];
bool bEnabled = rule->m_bEnabled;
pSave->WriteBool( &bEnabled );
pSave->EndBlock();
}
}
else
{
// Indicate this isn't using enhanced save/restore
pSave->WriteInt( &count2 );
}
#endif
}
void Restore( IRestore *pRestore, bool createPlayers )
@ -3651,6 +3686,34 @@ public:
pRestore->EndBlock();
}
#ifdef MAPBASE
// Enhanced Response System save/restore
count = pRestore->ReadInt();
for ( int i = 0; i < count; ++i )
{
char szRuleBlockName[SIZE_BLOCK_NAME_BUF];
pRestore->StartBlock( szRuleBlockName );
if ( !Q_stricmp( szRuleBlockName, "Rule" ) )
{
char groupname[ 256 ];
pRestore->ReadString( groupname, sizeof( groupname ), 0 );
// Try and find it
int idx = rs.m_Rules.Find( groupname );
if ( idx != rs.m_Rules.InvalidIndex() )
{
Rule *rule = &rs.m_Rules[ idx ];
bool bEnabled;
pRestore->ReadBool( &bEnabled );
rule->m_bEnabled = bEnabled;
}
}
pRestore->EndBlock();
}
#endif
}
private:

View File

@ -194,6 +194,7 @@ public:
,
SCENE_AI_ADDCONTEXT,
SCENE_AI_INPUT,
SCENE_AI_GAMETEXT, // This is handled in CBaseFlex
#endif
};

View File

@ -301,6 +301,14 @@ int CAI_BaseNPC::gm_nSpawnedThisFrame;
CSimpleSimTimer CAI_BaseNPC::m_AnyUpdateEnemyPosTimer;
#ifdef MAPBASE_VSCRIPT
// TODO: Better placement?
ScriptHook_t g_Hook_QueryHearSound;
ScriptHook_t g_Hook_QuerySeeEntity;
ScriptHook_t g_Hook_TranslateActivity;
ScriptHook_t g_Hook_TranslateSchedule;
#endif
//
// Deferred Navigation calls go here
//
@ -744,7 +752,9 @@ HSCRIPT CAI_BaseNPC::VScriptGetHintNode()
const char *CAI_BaseNPC::VScriptGetSchedule()
{
const char *pName = NULL;
if (GetCurSchedule())
pName = GetCurSchedule()->GetName();
if (!pName)
pName = "Unknown";
@ -755,6 +765,9 @@ const char *CAI_BaseNPC::VScriptGetSchedule()
//-----------------------------------------------------------------------------
int CAI_BaseNPC::VScriptGetScheduleID()
{
if (!GetCurSchedule())
return -1;
int iSched = GetCurSchedule()->GetId();
// Local IDs are needed to correspond with user-friendly enums
@ -817,6 +830,18 @@ HSCRIPT CAI_BaseNPC::VScriptGetCine()
{
return ToHScript(m_hCine.Get());
}
HSCRIPT CAI_BaseNPC::VScriptGetSquad()
{
HSCRIPT hScript = NULL;
CAI_Squad *pSquad = GetSquad();
if (pSquad)
{
hScript = g_pScriptVM->RegisterInstance( pSquad );
}
return hScript;
}
#endif
bool CAI_BaseNPC::PassesDamageFilter( const CTakeDamageInfo &info )
@ -2299,23 +2324,17 @@ bool CAI_BaseNPC::QueryHearSound( CSound *pSound )
return false;
#ifdef MAPBASE_VSCRIPT
if (HSCRIPT hFunc = LookupScriptFunction("QueryHearSound"))
if (m_ScriptScope.IsInitialized() && g_Hook_QueryHearSound.CanRunInScope(m_ScriptScope))
{
HSCRIPT hSound = g_pScriptVM->RegisterInstance( pSound );
g_pScriptVM->SetValue( "sound", hSound );
ScriptVariant_t functionReturn;
bool bValid = true;
if ( CallScriptFunctionHandle( hFunc, &functionReturn ) )
{
if (functionReturn.m_bool == false)
bValid = false;
}
ScriptVariant_t functionReturn = true;
ScriptVariant_t args[] = { hSound };
g_Hook_QueryHearSound.Call( m_ScriptScope, &functionReturn, args );
g_pScriptVM->ClearValue( "sound" );
g_pScriptVM->RemoveInstance( hSound );
if (bValid == false)
if (functionReturn.m_bool == false)
return false;
}
#endif
@ -2338,18 +2357,15 @@ bool CAI_BaseNPC::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNP
#ifdef MAPBASE_VSCRIPT
if (bValid)
{
if (HSCRIPT hFunc = LookupScriptFunction("QuerySeeEntity"))
if (m_ScriptScope.IsInitialized() && g_Hook_QuerySeeEntity.CanRunInScope(m_ScriptScope))
{
g_pScriptVM->SetValue( "entity", ToHScript(pEntity) );
ScriptVariant_t functionReturn;
if ( CallScriptFunctionHandle( hFunc, &functionReturn ) )
ScriptVariant_t args[] = { ToHScript(pEntity) };
if (g_Hook_QuerySeeEntity.Call( m_ScriptScope, &functionReturn, args ))
{
if (functionReturn.m_bool == false)
bValid = false;
}
g_pScriptVM->ClearValue( "entity" );
}
}
#endif
@ -6566,6 +6582,9 @@ Activity CAI_BaseNPC::NPC_BackupActivity( Activity eNewActivity )
if (eNewActivity == ACT_BUSY_QUEUE || eNewActivity == ACT_BUSY_STAND)
return TranslateActivity(ACT_IDLE);
if (eNewActivity == ACT_WALK_ANGRY)
return TranslateActivity(ACT_WALK);
// GetCoverActivity() should have this covered.
// ---------------------------------------------
//if (eNewActivity == ACT_COVER)
@ -6604,13 +6623,12 @@ Activity CAI_BaseNPC::NPC_TranslateActivity( Activity eNewActivity )
}
#ifdef MAPBASE_VSCRIPT
if (HSCRIPT hFunc = LookupScriptFunction("NPC_TranslateActivity"))
if (m_ScriptScope.IsInitialized() && g_Hook_TranslateActivity.CanRunInScope(m_ScriptScope))
{
g_pScriptVM->SetValue( "activity", GetActivityName(eNewActivity) );
g_pScriptVM->SetValue( "activity_id", (int)eNewActivity );
// activity, activity_id
ScriptVariant_t functionReturn;
if ( CallScriptFunctionHandle( hFunc, &functionReturn ) )
ScriptVariant_t args[] = { GetActivityName(eNewActivity), (int)eNewActivity };
if (g_Hook_TranslateActivity.Call( m_ScriptScope, &functionReturn, args ))
{
if (functionReturn.m_type == FIELD_INTEGER)
{
@ -6625,9 +6643,6 @@ Activity CAI_BaseNPC::NPC_TranslateActivity( Activity eNewActivity )
eNewActivity = activity;
}
}
g_pScriptVM->ClearValue( "activity" );
g_pScriptVM->ClearValue( "activity_id" );
}
#endif
#else
@ -12040,6 +12055,28 @@ BEGIN_ENT_SCRIPTDESC( CAI_BaseNPC, CBaseCombatCharacter, "The base class all NPC
DEFINE_SCRIPTFUNC_NAMED( VScriptGetCine, "GetCine", "Get the NPC's currently running scripted sequence if it has one." )
DEFINE_SCRIPTFUNC( GetScriptState, "Get the NPC's current scripted sequence state." )
DEFINE_SCRIPTFUNC_NAMED( VScriptGetSquad, "GetSquad", "Get the NPC's squad if it has one." )
DEFINE_SCRIPTFUNC( IsInSquad, "Returns true if the NPC is in a squad." )
DEFINE_SCRIPTFUNC( NumWeaponsInSquad, "Get the number of weapons in a squad." )
//
// Hooks
//
BEGIN_SCRIPTHOOK( g_Hook_QueryHearSound, "QueryHearSound", FIELD_BOOLEAN, "Called when the NPC is deciding whether to hear a CSound or not." )
DEFINE_SCRIPTHOOK_PARAM( "sound", FIELD_HSCRIPT )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( g_Hook_QuerySeeEntity, "QuerySeeEntity", FIELD_BOOLEAN, "Called when the NPC is deciding whether to see an entity or not." )
DEFINE_SCRIPTHOOK_PARAM( "entity", FIELD_HSCRIPT )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( g_Hook_TranslateActivity, "NPC_TranslateActivity", FIELD_VARIANT, "Called when the NPC is translating their current activity. The activity is provided in both string and ID form. Should return either an activity string or an activity ID. Return -1 to not translate." )
DEFINE_SCRIPTHOOK_PARAM( "activity", FIELD_CSTRING )
DEFINE_SCRIPTHOOK_PARAM( "activity_id", FIELD_INTEGER )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( g_Hook_TranslateSchedule, "NPC_TranslateSchedule", FIELD_VARIANT, "Called when the NPC is translating their current schedule. The schedule is provided in both string and ID form. Should return either a schedule string or a schedule ID. Return -1 to not translate." )
DEFINE_SCRIPTHOOK_PARAM( "schedule", FIELD_CSTRING )
DEFINE_SCRIPTHOOK_PARAM( "schedule_id", FIELD_INTEGER )
END_SCRIPTHOOK()
END_SCRIPTDESC();
#endif
@ -15890,17 +15927,6 @@ bool CAI_BaseNPC::IsCrouchedActivity( Activity activity )
//case ACT_RELOAD_AR2_LOW:
case ACT_RELOAD_PISTOL_LOW:
case ACT_RELOAD_SHOTGUN_LOW:
case ACT_RANGE_AIM_LOW:
case ACT_RANGE_AIM_AR2_LOW:
case ACT_RANGE_AIM_SMG1_LOW:
case ACT_RANGE_AIM_PISTOL_LOW:
case ACT_RANGE_ATTACK1_LOW:
case ACT_RANGE_ATTACK_AR2_LOW:
case ACT_RANGE_ATTACK_SMG1_LOW:
case ACT_RANGE_ATTACK_PISTOL_LOW:
case ACT_RANGE_ATTACK2_LOW:
#endif
return true;
}

View File

@ -1248,6 +1248,8 @@ public:
HSCRIPT VScriptGetCine();
int GetScriptState() { return m_scriptState; }
HSCRIPT VScriptGetSquad();
#endif
//-----------------------------------------------------

View File

@ -2785,7 +2785,11 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@ -2796,7 +2800,11 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@ -3750,8 +3758,6 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
// only slightly above our initial search conditions.
if (GetNavigator()->BuildAndGetPathDistToGoal() < 300.0f)
{
// NOTE: Remove this DevMsg() when this is tested!
DevMsg("Player Withdrawal Destination Dist: %f\n", GetNavigator()->GetPathDistToGoal());
pHint->NPCHandleStartNav(this, false);
pHint->DisableForSeconds( 0.1f ); // Force others to find their own.
TaskComplete();
@ -3999,7 +4005,11 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
}
else if (!m_hCine)
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Cine died!\n" );
#else
DevMsg( "Cine died!\n");
#endif
TaskComplete();
}
else if ( IsRunningDynamicInteraction() )
@ -4055,7 +4065,11 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@ -4074,7 +4088,11 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@ -4403,7 +4421,11 @@ int CAI_BaseNPC::GetScriptCustomMoveSequence( void )
iSequence = LookupSequence( STRING( m_hCine->m_iszCustomMove ) );
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
#else
DevMsg( "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
#endif
}
}
else if ( m_iszSceneCustomMoveSeq != NULL_STRING )

View File

@ -374,6 +374,10 @@ int CAI_BaseNPC::TranslateSchedule( int scheduleType )
return scheduleType;
}
#ifdef MAPBASE
extern ScriptHook_t g_Hook_TranslateSchedule;
#endif
//=========================================================
// GetScheduleOfType - returns a pointer to one of the
// NPC's available schedules of the indicated type.
@ -387,12 +391,7 @@ CAI_Schedule *CAI_BaseNPC::GetScheduleOfType( int scheduleType )
AI_PROFILE_SCOPE_END();
#ifdef MAPBASE_VSCRIPT
if ( m_ScriptScope.IsInitialized() )
{
// Some of this code should know if there's a function first, so look
// up the function beforehand instead of using CallScriptFunction()
HSCRIPT hFunc = m_ScriptScope.LookupFunction( "NPC_TranslateSchedule" );
if (hFunc)
if ( m_ScriptScope.IsInitialized() && g_Hook_TranslateSchedule.CanRunInScope(m_ScriptScope) )
{
int newSchedule = scheduleType;
if ( AI_IdIsLocal( newSchedule ) )
@ -400,12 +399,11 @@ CAI_Schedule *CAI_BaseNPC::GetScheduleOfType( int scheduleType )
newSchedule = GetClassScheduleIdSpace()->ScheduleLocalToGlobal(newSchedule);
}
g_pScriptVM->SetValue( "schedule", GetSchedulingSymbols()->ScheduleIdToSymbol( newSchedule ) );
g_pScriptVM->SetValue( "schedule_id", scheduleType ); // Use the local ID
// schedule, schedule_id (local ID)
ScriptVariant_t functionReturn;
m_ScriptScope.Call( hFunc, &functionReturn );
ScriptVariant_t args[] = { GetSchedulingSymbols()->ScheduleIdToSymbol( newSchedule ), scheduleType };
if (g_Hook_TranslateSchedule.Call( m_ScriptScope, &functionReturn, args ))
{
if (functionReturn.m_type == FIELD_INTEGER)
{
newSchedule = functionReturn.m_int;
@ -417,9 +415,6 @@ CAI_Schedule *CAI_BaseNPC::GetScheduleOfType( int scheduleType )
if (newSchedule != scheduleType && newSchedule > -1)
scheduleType = newSchedule;
g_pScriptVM->ClearValue( "schedule" );
g_pScriptVM->ClearValue( "schedule_id" );
}
}
#endif

View File

@ -114,6 +114,48 @@ void CAI_SquadManager::DeleteAllSquads(void)
CAI_SquadManager::m_pSquads = NULL;
}
#ifdef MAPBASE_VSCRIPT
//-------------------------------------
// Purpose:
//-------------------------------------
HSCRIPT CAI_SquadManager::ScriptGetFirstSquad()
{
return m_pSquads ? g_pScriptVM->RegisterInstance( m_pSquads ) : NULL;
}
HSCRIPT CAI_SquadManager::ScriptGetNextSquad( HSCRIPT hStart )
{
CAI_Squad *pSquad = HScriptToClass<CAI_Squad>( hStart );
return (pSquad && pSquad->m_pNextSquad) ? g_pScriptVM->RegisterInstance( pSquad->m_pNextSquad ) : NULL;
}
//-------------------------------------
// Purpose:
//-------------------------------------
HSCRIPT CAI_SquadManager::ScriptFindSquad( const char *squadName )
{
CAI_Squad *pSquad = FindSquad( MAKE_STRING(squadName) );
return pSquad ? g_pScriptVM->RegisterInstance( pSquad ) : NULL;
}
HSCRIPT CAI_SquadManager::ScriptFindCreateSquad( const char *squadName )
{
CAI_Squad *pSquad = FindCreateSquad( MAKE_STRING( squadName ) );
return pSquad ? g_pScriptVM->RegisterInstance( pSquad ) : NULL;
}
BEGIN_SCRIPTDESC_ROOT( CAI_SquadManager, SCRIPT_SINGLETON "Manager for NPC squads." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetFirstSquad, "GetFirstSquad", "Get the first squad in the squad list." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetNextSquad, "GetNextSquad", "Get the next squad in the squad list starting from the specified squad." )
DEFINE_SCRIPTFUNC_NAMED( ScriptFindSquad, "FindSquad", "Find the specified squad in the squad list. Returns null if none found." )
DEFINE_SCRIPTFUNC_NAMED( ScriptFindCreateSquad, "FindCreateSquad", "Find the specified squad in the squad list or create it if it doesn't exist." )
DEFINE_SCRIPTFUNC( NumSquads, "Get the number of squads in the list." )
END_SCRIPTDESC();
#endif
//-----------------------------------------------------------------------------
// CAI_Squad
//
@ -151,6 +193,38 @@ BEGIN_SIMPLE_DATADESC( CAI_Squad )
END_DATADESC()
#ifdef MAPBASE_VSCRIPT
BEGIN_SCRIPTDESC_ROOT( CAI_Squad, "NPC squads used for schedule coordination, sharing information about enemies, etc." )
DEFINE_SCRIPTFUNC( GetName, "Get the squad's name." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetFirstMember, "GetFirstMember", "Get the squad's first member. The parameter is for whether to ignore silent members (see CAI_Squad::IsSilentMember() for more info)." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetMember, "GetMember", "Get one of the squad's members by their index." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAnyMember, "GetAnyMember", "Randomly get any one of the squad's members." )
DEFINE_SCRIPTFUNC( NumMembers, "Get the squad's number of members. The parameter is for whether to ignore silent members (see CAI_Squad::IsSilentMember() for more info)." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetSquadIndex, "GetSquadIndex", "Get the index of the specified NPC in the squad." )
DEFINE_SCRIPTFUNC_NAMED( ScriptUpdateEnemyMemory, "UpdateEnemyMemory", "Updates the squad's memory of an enemy. The first parameter is the updater, the second parameter is the enemy, and the third parameter is the position." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSquadMemberInRange, "SquadMemberInRange", "Get the first squad member found around the specified position in the specified range." )
DEFINE_SCRIPTFUNC_NAMED( ScriptNearestSquadMember, "NearestSquadMember", "Get the squad member nearest to the specified member." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetVisibleSquadMembers, "GetVisibleSquadMembers", "Get the number of squad members visible to the specified member." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetSquadMemberNearestTo, "GetSquadMemberNearestTo", "Get the squad member nearest to a point." )
DEFINE_SCRIPTFUNC_NAMED( ScriptIsMember, "IsMember", "Returns true if the specified NPC is a member of the squad." )
DEFINE_SCRIPTFUNC_NAMED( ScriptIsLeader, "IsLeader", "Returns true if the specified NPC is the squad's leader." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetLeader, "GetLeader", "Get the squad's leader." )
DEFINE_SCRIPTFUNC_NAMED( ScriptAddToSquad, "AddToSquad", "Adds a NPC to the squad." )
DEFINE_SCRIPTFUNC_NAMED( ScriptRemoveFromSquad, "RemoveFromSquad", "Removes a NPC from the squad." )
DEFINE_SCRIPTFUNC_NAMED( ScriptIsSilentMember, "IsSilentMember", "Returns true if the specified NPC is a \"silent squad member\", which means it's only in squads for enemy information purposes and does not actually participate in any tactics. For example, this is used for npc_enemyfinder and vital allies (e.g. Alyx) in the player's squad. Please note that this does not check if the NPC is in the squad first." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetSquadData, "SetSquadData", "Set the squad data in the specified slot." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetSquadData, "GetSquadData", "Get the squad data in the specified slot." )
END_SCRIPTDESC();
#endif
//-------------------------------------
CAI_Squad::CAI_Squad(string_t newName)
@ -783,5 +857,44 @@ bool CAI_Squad::IsSquadInflictor( CBaseEntity *pInflictor )
return (m_hSquadInflictor.Get() == pInflictor);
}
#ifdef MAPBASE_VSCRIPT
//------------------------------------------------------------------------------
// Functions tailored specifically for VScript.
HSCRIPT CAI_Squad::ScriptGetFirstMember( bool bIgnoreSilentMembers ) { return ToHScript( GetFirstMember( NULL, bIgnoreSilentMembers ) ); }
HSCRIPT CAI_Squad::ScriptGetMember( int iIndex ) { return iIndex < m_SquadMembers.Count() ? ToHScript( m_SquadMembers[iIndex] ) : NULL; }
HSCRIPT CAI_Squad::ScriptGetAnyMember() { return ToHScript( GetAnyMember() ); }
//int CAI_Squad::ScriptNumMembers( bool bIgnoreSilentMembers ) { return NumMembers( bIgnoreSilentMembers ); }
int CAI_Squad::ScriptGetSquadIndex( HSCRIPT hNPC ) { return GetSquadIndex( HScriptToClass<CAI_BaseNPC>( hNPC ) ); }
void CAI_Squad::ScriptUpdateEnemyMemory( HSCRIPT hUpdater, HSCRIPT hEnemy, const Vector &position ) { UpdateEnemyMemory( HScriptToClass<CAI_BaseNPC>( hUpdater ), ToEnt( hEnemy ), position ); }
HSCRIPT CAI_Squad::ScriptSquadMemberInRange( const Vector &vecLocation, float flDist ) { return ToHScript( SquadMemberInRange( vecLocation, flDist ) ); }
HSCRIPT CAI_Squad::ScriptNearestSquadMember( HSCRIPT hMember ) { return ToHScript( NearestSquadMember( HScriptToClass<CAI_BaseNPC>( hMember ) ) ); }
int CAI_Squad::ScriptGetVisibleSquadMembers( HSCRIPT hMember ) { return GetVisibleSquadMembers( HScriptToClass<CAI_BaseNPC>( hMember ) ); }
HSCRIPT CAI_Squad::ScriptGetSquadMemberNearestTo( const Vector &vecLocation ) { return ToHScript( GetSquadMemberNearestTo( vecLocation ) ); }
bool CAI_Squad::ScriptIsMember( HSCRIPT hMember ) { return SquadIsMember( HScriptToClass<CAI_BaseNPC>( hMember ) ); }
bool CAI_Squad::ScriptIsLeader( HSCRIPT hLeader ) { return IsLeader( HScriptToClass<CAI_BaseNPC>( hLeader ) ); }
HSCRIPT CAI_Squad::ScriptGetLeader( void ) { return ToHScript( GetLeader() ); }
void CAI_Squad::ScriptAddToSquad( HSCRIPT hNPC ) { AddToSquad( HScriptToClass<CAI_BaseNPC>( hNPC ) ); }
void CAI_Squad::ScriptRemoveFromSquad( HSCRIPT hNPC ) { RemoveFromSquad( HScriptToClass<CAI_BaseNPC>( hNPC ), false ); }
bool CAI_Squad::ScriptIsSilentMember( HSCRIPT hNPC ) { return IsSilentMember( HScriptToClass<CAI_BaseNPC>( hNPC ) ); }
void CAI_Squad::ScriptSetSquadData( int iSlot, const char *data )
{
SetSquadData( iSlot, data );
}
const char *CAI_Squad::ScriptGetSquadData( int iSlot )
{
const char *data;
GetSquadData( iSlot, &data );
return data;
}
#endif
//=============================================================================

View File

@ -52,6 +52,14 @@ public:
void DeleteSquad( CAI_Squad *pSquad );
void DeleteAllSquads(void);
#ifdef MAPBASE_VSCRIPT
HSCRIPT ScriptGetFirstSquad();
HSCRIPT ScriptGetNextSquad( HSCRIPT hStart );
HSCRIPT ScriptFindSquad( const char *squadName );
HSCRIPT ScriptFindCreateSquad( const char *squadName );
#endif
private:
CAI_Squad * m_pSquads; // A linked list of all squads
@ -152,6 +160,36 @@ private:
void VacateSlot( CBaseEntity *pEnemy, int i );
bool IsSlotOccupied( CBaseEntity *pEnemy, int i ) const;
#ifdef MAPBASE_VSCRIPT
// Functions tailored specifically for VScript.
ALLOW_SCRIPT_ACCESS();
private:
HSCRIPT ScriptGetFirstMember( bool bIgnoreSilentMembers );
HSCRIPT ScriptGetMember( int iIndex );
HSCRIPT ScriptGetAnyMember();
//int ScriptNumMembers( bool bIgnoreSilentMembers );
int ScriptGetSquadIndex( HSCRIPT hNPC );
void ScriptUpdateEnemyMemory( HSCRIPT hUpdater, HSCRIPT hEnemy, const Vector &position );
HSCRIPT ScriptSquadMemberInRange( const Vector &vecLocation, float flDist );
HSCRIPT ScriptNearestSquadMember( HSCRIPT hMember );
int ScriptGetVisibleSquadMembers( HSCRIPT hMember );
HSCRIPT ScriptGetSquadMemberNearestTo( const Vector &vecLocation );
bool ScriptIsMember( HSCRIPT hMember );
bool ScriptIsLeader( HSCRIPT hLeader );
HSCRIPT ScriptGetLeader( void );
void ScriptAddToSquad( HSCRIPT hNPC );
void ScriptRemoveFromSquad( HSCRIPT hNPC );
bool ScriptIsSilentMember( HSCRIPT hNPC );
void ScriptSetSquadData( int iSlot, const char *data );
const char *ScriptGetSquadData( int iSlot );
#endif
private:
friend class CAI_SaveRestoreBlockHandler;
friend class CAI_SquadManager;

View File

@ -32,9 +32,6 @@
#include "gib.h"
#include "CRagdollMagnet.h"
#endif
#ifdef MAPBASE_VSCRIPT
#include "mapbase/vscript_funcs_math.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -2205,7 +2202,7 @@ HSCRIPT CBaseAnimating::ScriptGetAttachmentMatrix( int iAttachment )
static matrix3x4_t matrix;
CBaseAnimating::GetAttachment( iAttachment, matrix );
return ScriptCreateMatrixInstance( matrix );
return g_pScriptVM->RegisterInstance( &matrix );
}
float CBaseAnimating::ScriptGetPoseParameter( const char* szName )
@ -2233,7 +2230,7 @@ void CBaseAnimating::ScriptGetBoneTransform( int iBone, HSCRIPT hTransform )
if (hTransform == NULL)
return;
GetBoneTransform( iBone, *ToMatrix3x4( hTransform ) );
GetBoneTransform( iBone, *HScriptToClass<matrix3x4_t>( hTransform ) );
}
//-----------------------------------------------------------------------------
@ -2250,12 +2247,9 @@ HSCRIPT CBaseAnimating::ScriptGetSequenceKeyValues( int iSequence )
if ( pSeqKeyValues )
{
// UNDONE: how does destructor get called on this
m_pScriptModelKeyValues = new CScriptKeyValues( pSeqKeyValues );
m_pScriptModelKeyValues = hScript = scriptmanager->CreateScriptKeyValues( g_pScriptVM, pSeqKeyValues, true );
// UNDONE: who calls ReleaseInstance on this??? Does name need to be unique???
// Allow VScript to delete this when the instance is removed.
hScript = g_pScriptVM->RegisterInstance( m_pScriptModelKeyValues, true );
}
return hScript;

View File

@ -158,6 +158,7 @@ BEGIN_ENT_SCRIPTDESC( CBaseCombatCharacter, CBaseFlex, "The base class shared by
DEFINE_SCRIPTFUNC_NAMED( GetScriptWeaponIndex, "GetWeapon", "Get a specific weapon in the character's inventory." )
DEFINE_SCRIPTFUNC_NAMED( GetScriptWeaponByType, "FindWeapon", "Find a specific weapon in the character's inventory by its classname." )
DEFINE_SCRIPTFUNC_NAMED( GetScriptAllWeapons, "GetAllWeapons", "Get the character's weapon inventory." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetCurrentWeaponProficiency, "GetCurrentWeaponProficiency", "Get the character's current proficiency (accuracy) with their current weapon." )
DEFINE_SCRIPTFUNC_NAMED( Weapon_ShootPosition, "ShootPosition", "Get the character's shoot position." )
DEFINE_SCRIPTFUNC_NAMED( Weapon_DropAll, "DropAllWeapons", "Make the character drop all of its weapons." )
@ -166,6 +167,10 @@ BEGIN_ENT_SCRIPTDESC( CBaseCombatCharacter, CBaseFlex, "The base class shared by
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAmmoCount, "GetAmmoCount", "Get the ammo count of the specified ammo type." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetAmmoCount, "SetAmmoCount", "Set the ammo count of the specified ammo type." )
DEFINE_SCRIPTFUNC( DoMuzzleFlash, "Does a muzzle flash." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAttackSpread, "GetAttackSpread", "Get the attack spread." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetSpreadBias, "GetSpreadBias", "Get the spread bias." )
DEFINE_SCRIPTFUNC_NAMED( ScriptRelationType, "GetRelationship", "Get a character's relationship to a specific entity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptRelationPriority, "GetRelationPriority", "Get a character's relationship priority for a specific entity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetRelationship, "SetRelationship", "Set a character's relationship with a specific entity." )
@ -1704,6 +1709,25 @@ Killed
*/
void CBaseCombatCharacter::Event_Killed( const CTakeDamageInfo &info )
{
#ifdef MAPBASE_VSCRIPT
if (m_ScriptScope.IsInitialized() && g_Hook_OnDeath.CanRunInScope( m_ScriptScope ))
{
HSCRIPT hInfo = g_pScriptVM->RegisterInstance( const_cast<CTakeDamageInfo*>(&info) );
// info
ScriptVariant_t functionReturn;
ScriptVariant_t args[] = { ScriptVariant_t( hInfo ) };
if ( g_Hook_OnDeath.Call( m_ScriptScope, &functionReturn, args ) && (functionReturn.m_type == FIELD_BOOLEAN && functionReturn.m_bool == false) )
{
// Make this entity cheat death
g_pScriptVM->RemoveInstance( hInfo );
return;
}
g_pScriptVM->RemoveInstance( hInfo );
}
#endif
extern ConVar npc_vphysics;
// Advance life state to dying
@ -4437,6 +4461,37 @@ void CBaseCombatCharacter::ScriptSetAmmoCount( int iType, int iCount )
return SetAmmoCount( iCount, iType );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const Vector& CBaseCombatCharacter::ScriptGetAttackSpread( HSCRIPT hWeapon, HSCRIPT hTarget )
{
CBaseEntity *pWeapon = ToEnt( hWeapon );
if (!pWeapon || !pWeapon->IsBaseCombatWeapon())
{
Warning( "GetAttackSpread: %s is not a valid weapon\n", pWeapon ? pWeapon->GetDebugName() : "Null entity" );
return vec3_origin;
}
// TODO: Make this a simple non-reference Vector?
static Vector vec;
vec = GetAttackSpread( pWeapon->MyCombatWeaponPointer(), ToEnt( hTarget ) );
return vec;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::ScriptGetSpreadBias( HSCRIPT hWeapon, HSCRIPT hTarget )
{
CBaseEntity *pWeapon = ToEnt( hWeapon );
if (!pWeapon || !pWeapon->IsBaseCombatWeapon())
{
Warning( "GetSpreadBias: %s is not a valid weapon\n", pWeapon ? pWeapon->GetDebugName() : "Null entity" );
return 1.0f;
}
return GetSpreadBias( pWeapon->MyCombatWeaponPointer(), ToEnt( hTarget ) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::ScriptRelationType( HSCRIPT pTarget )

View File

@ -414,17 +414,21 @@ public:
virtual float GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget );
virtual void DoMuzzleFlash();
#ifdef MAPBASE_VSCRIPT // DO NOT COMMIT; WAIT UNTIL FULL MERGE (5/15/2020)
#ifdef MAPBASE_VSCRIPT
HSCRIPT GetScriptActiveWeapon();
HSCRIPT GetScriptWeaponIndex( int i );
HSCRIPT GetScriptWeaponByType( const char *pszWeapon, int iSubType = 0 );
void GetScriptAllWeapons( HSCRIPT hTable );
int ScriptGetCurrentWeaponProficiency() { return GetCurrentWeaponProficiency(); }
void ScriptEquipWeapon( HSCRIPT hWeapon );
int ScriptGetAmmoCount( int iType ) const;
void ScriptSetAmmoCount( int iType, int iCount );
const Vector& ScriptGetAttackSpread( HSCRIPT hWeapon, HSCRIPT hTarget );
float ScriptGetSpreadBias( HSCRIPT hWeapon, HSCRIPT hTarget );
int ScriptRelationType( HSCRIPT pTarget );
int ScriptRelationPriority( HSCRIPT pTarget );
void ScriptSetRelationship( HSCRIPT pTarget, int disposition, int priority );

View File

@ -66,9 +66,6 @@
#include "mapbase/matchers.h"
#include "mapbase/datadesc_mod.h"
#endif
#ifdef MAPBASE_VSCRIPT
#include "mapbase/vscript_funcs_math.h"
#endif
#if defined( TF_DLL )
#include "tf_gamerules.h"
@ -626,6 +623,18 @@ CBaseEntity *CBaseEntity::GetFollowedEntity()
return GetMoveParent();
}
#ifdef MAPBASE_VSCRIPT
void CBaseEntity::ScriptFollowEntity( HSCRIPT hBaseEntity, bool bBoneMerge )
{
FollowEntity( ToEnt( hBaseEntity ), bBoneMerge );
}
HSCRIPT CBaseEntity::ScriptGetFollowedEntity()
{
return ToHScript( GetFollowedEntity() );
}
#endif
void CBaseEntity::SetClassname( const char *className )
{
m_iClassname = AllocPooledString( className );
@ -1717,6 +1726,25 @@ int CBaseEntity::VPhysicsTakeDamage( const CTakeDamageInfo &info )
// Character killed (only fired once)
void CBaseEntity::Event_Killed( const CTakeDamageInfo &info )
{
#ifdef MAPBASE_VSCRIPT
if (m_ScriptScope.IsInitialized() && g_Hook_OnDeath.CanRunInScope( m_ScriptScope ))
{
HSCRIPT hInfo = g_pScriptVM->RegisterInstance( const_cast<CTakeDamageInfo*>(&info) );
// info
ScriptVariant_t functionReturn;
ScriptVariant_t args[] = { ScriptVariant_t( hInfo ) };
if ( g_Hook_OnDeath.Call( m_ScriptScope, &functionReturn, args ) && (functionReturn.m_type == FIELD_BOOLEAN && functionReturn.m_bool == false) )
{
// Make this entity cheat death
g_pScriptVM->RemoveInstance( hInfo );
return;
}
g_pScriptVM->RemoveInstance( hInfo );
}
#endif
if( info.GetAttacker() )
{
info.GetAttacker()->Event_KilledOther(this, info);
@ -2181,6 +2209,13 @@ BEGIN_DATADESC_NO_BASE( CBaseEntity )
END_DATADESC()
#ifdef MAPBASE_VSCRIPT
ScriptHook_t CBaseEntity::g_Hook_UpdateOnRemove;
ScriptHook_t CBaseEntity::g_Hook_VPhysicsCollision;
ScriptHook_t CBaseEntity::g_Hook_FireBullets;
ScriptHook_t CBaseEntity::g_Hook_OnDeath;
#endif
BEGIN_ENT_SCRIPTDESC_ROOT( CBaseEntity, "Root class of all server-side entities" )
DEFINE_SCRIPT_INSTANCE_HELPER( &g_BaseEntityScriptInstanceHelper )
DEFINE_SCRIPTFUNC_NAMED( ConnectOutputToScript, "ConnectOutput", "Adds an I/O connection that will call the named function when the specified output fires" )
@ -2294,6 +2329,11 @@ BEGIN_ENT_SCRIPTDESC_ROOT( CBaseEntity, "Root class of all server-side entities"
DEFINE_SCRIPTFUNC_NAMED( ScriptGetContext, "GetContext", "Get a response context value" )
DEFINE_SCRIPTFUNC_NAMED( ScriptAddContext, "AddContext", "Add a response context value" )
DEFINE_SCRIPTFUNC_NAMED( ScriptFollowEntity, "FollowEntity", "Begin following the specified entity. This makes this entity non-solid, parents it to the target entity, and teleports it to the specified entity's origin. The second parameter is whether or not to use bonemerging while following." )
DEFINE_SCRIPTFUNC( StopFollowingEntity, "Stops following an entity if we're following one." )
DEFINE_SCRIPTFUNC( IsFollowingEntity, "Returns true if this entity is following another entity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetFollowedEntity, "GetFollowedEntity", "Get the entity we're following." )
DEFINE_SCRIPTFUNC_NAMED( ScriptClassify, "Classify", "Get Class_T class ID" )
DEFINE_SCRIPTFUNC_NAMED( ScriptAcceptInput, "AcceptInput", "" )
@ -2395,6 +2435,29 @@ BEGIN_ENT_SCRIPTDESC_ROOT( CBaseEntity, "Root class of all server-side entities"
DEFINE_SCRIPTFUNC_NAMED( ScriptStopThinkFunction, "StopThinkFunction", "" )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetThink, "SetThink", "" )
DEFINE_SCRIPTFUNC_NAMED( ScriptStopThink, "StopThink", "" )
//
// Hooks
//
DEFINE_SIMPLE_SCRIPTHOOK( CBaseEntity::g_Hook_UpdateOnRemove, "UpdateOnRemove", FIELD_VOID, "Called when the entity is being removed." )
BEGIN_SCRIPTHOOK( CBaseEntity::g_Hook_VPhysicsCollision, "VPhysicsCollision", FIELD_VOID, "Called for every single VPhysics-related collision experienced by this entity." )
DEFINE_SCRIPTHOOK_PARAM( "entity", FIELD_HSCRIPT )
DEFINE_SCRIPTHOOK_PARAM( "speed", FIELD_FLOAT )
DEFINE_SCRIPTHOOK_PARAM( "point", FIELD_VECTOR )
DEFINE_SCRIPTHOOK_PARAM( "normal", FIELD_VECTOR )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( CBaseEntity::g_Hook_FireBullets, "FireBullets", FIELD_VOID, "Called for every single VPhysics-related collision experienced by this entity." )
DEFINE_SCRIPTHOOK_PARAM( "entity", FIELD_HSCRIPT )
DEFINE_SCRIPTHOOK_PARAM( "speed", FIELD_FLOAT )
DEFINE_SCRIPTHOOK_PARAM( "point", FIELD_VECTOR )
DEFINE_SCRIPTHOOK_PARAM( "normal", FIELD_VECTOR )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( CBaseEntity::g_Hook_OnDeath, "OnDeath", FIELD_BOOLEAN, "Called when the entity dies (Event_Killed). Returning false makes the entity cancel death, although this could have unforeseen consequences. For hooking any damage instead of just death, see filter_script and PassesFinalDamageFilter." )
DEFINE_SCRIPTHOOK_PARAM( "info", FIELD_HSCRIPT )
END_SCRIPTHOOK()
#endif
END_SCRIPTDESC();
@ -2502,10 +2565,9 @@ void CBaseEntity::UpdateOnRemove( void )
if ( m_hScriptInstance )
{
#ifdef MAPBASE_VSCRIPT
HSCRIPT hFunc = LookupScriptFunction("UpdateOnRemove");
if ( hFunc )
if (m_ScriptScope.IsInitialized())
{
CallScriptFunctionHandle( hFunc, NULL );
g_Hook_UpdateOnRemove.Call( m_ScriptScope, NULL, NULL );
}
#endif // MAPBASE_VSCRIPT
@ -3109,26 +3171,17 @@ void CBaseEntity::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
#ifdef MAPBASE_VSCRIPT
if (HSCRIPT hFunc = LookupScriptFunction("VPhysicsCollision"))
if (m_ScriptScope.IsInitialized() && g_Hook_VPhysicsCollision.CanRunInScope(m_ScriptScope))
{
// TODO: Unique class for collision events
g_pScriptVM->SetValue( "entity", ScriptVariant_t( pHitEntity->GetScriptInstance() ) );
g_pScriptVM->SetValue( "speed", pEvent->collisionSpeed );
Vector vecContactPoint;
pEvent->pInternalData->GetContactPoint( vecContactPoint );
g_pScriptVM->SetValue( "point", vecContactPoint );
Vector vecSurfaceNormal;
pEvent->pInternalData->GetSurfaceNormal( vecSurfaceNormal );
g_pScriptVM->SetValue( "normal", vecSurfaceNormal );
CallScriptFunctionHandle( hFunc, NULL );
g_pScriptVM->ClearValue( "entity" );
g_pScriptVM->ClearValue( "speed" );
g_pScriptVM->ClearValue( "point" );
g_pScriptVM->ClearValue( "normal" );
// entity, speed, point, normal
ScriptVariant_t args[] = { ScriptVariant_t( pHitEntity->GetScriptInstance() ), pEvent->collisionSpeed, vecContactPoint, vecSurfaceNormal };
g_Hook_VPhysicsCollision.Call( m_ScriptScope, NULL, args );
}
#endif
@ -4454,7 +4507,7 @@ bool CBaseEntity::AcceptInput( const char *szInputName, CBaseEntity *pActivator,
// mapper debug message
#ifdef MAPBASE
ConColorMsg( 2, Color(CON_COLOR_DEV_VERBOSE), "(%0.2f) input %s: %s.%s(%s)\n", gpGlobals->curtime, pCaller ? STRING(pCaller->m_iName.Get()) : "<NULL>", GetDebugName(), szInputName, Value.String() );
CGMsg( 2, CON_GROUP_IO_SYSTEM, "(%0.2f) input %s: %s.%s(%s)\n", gpGlobals->curtime, pCaller ? STRING(pCaller->m_iName.Get()) : "<NULL>", GetDebugName(), szInputName, Value.String() );
#else
DevMsg( 2, "(%0.2f) input %s: %s.%s(%s)\n", gpGlobals->curtime, pCaller ? STRING(pCaller->m_iName.Get()) : "<NULL>", GetDebugName(), szInputName, Value.String() );
#endif
@ -4591,7 +4644,7 @@ bool CBaseEntity::AcceptInput( const char *szInputName, CBaseEntity *pActivator,
}
#ifdef MAPBASE
ConColorMsg( 2, Color(CON_COLOR_DEV_VERBOSE), "unhandled input: (%s) -> (%s,%s)\n", szInputName, STRING(m_iClassname), GetDebugName() );
CGMsg( 2, CON_GROUP_IO_SYSTEM, "unhandled input: (%s) -> (%s,%s)\n", szInputName, STRING(m_iClassname), GetDebugName() );
#else
DevMsg( 2, "unhandled input: (%s) -> (%s,%s)\n", szInputName, STRING(m_iClassname), GetDebugName()/*,", from (%s,%s)" STRING(pCaller->m_iClassname), STRING(pCaller->m_iName.Get())*/ );
#endif
@ -9805,7 +9858,11 @@ void CBaseEntity::RunVScripts()
for (int i = 0; i < szScripts.Count(); i++)
{
#ifdef MAPBASE
CGMsg( 0, CON_GROUP_VSCRIPT, "%s executing script: %s\n", GetDebugName(), szScripts[i] );
#else
Log( "%s executing script: %s\n", GetDebugName(), szScripts[i]);
#endif
RunScriptFile(szScripts[i], IsWorld());
@ -9916,14 +9973,15 @@ HSCRIPT CBaseEntity::ScriptGetModelKeyValues( void )
if ( pModelKeyValues->LoadFromBuffer( pszModelName, pBuffer ) )
{
// UNDONE: how does destructor get called on this
#ifdef MAPBASE_VSCRIPT
m_pScriptModelKeyValues = hScript = scriptmanager->CreateScriptKeyValues( g_pScriptVM, pModelKeyValues, true ); // Allow VScript to delete this when the instance is removed.
#else
m_pScriptModelKeyValues = new CScriptKeyValues( pModelKeyValues );
#endif
// UNDONE: who calls ReleaseInstance on this??? Does name need to be unique???
#ifdef MAPBASE_VSCRIPT
// Allow VScript to delete this when the instance is removed.
hScript = g_pScriptVM->RegisterInstance( m_pScriptModelKeyValues, true );
#else
#ifndef MAPBASE_VSCRIPT
hScript = g_pScriptVM->RegisterInstance( m_pScriptModelKeyValues );
#endif
@ -10073,7 +10131,7 @@ void CBaseEntity::ScriptSetColor( int r, int g, int b )
//-----------------------------------------------------------------------------
HSCRIPT CBaseEntity::ScriptEntityToWorldTransform( void )
{
return ScriptCreateMatrixInstance( EntityToWorldTransform() );
return g_pScriptVM->RegisterInstance( &EntityToWorldTransform() );
}
//-----------------------------------------------------------------------------

View File

@ -554,6 +554,11 @@ public:
bool IsFollowingEntity();
CBaseEntity *GetFollowedEntity();
#ifdef MAPBASE_VSCRIPT
void ScriptFollowEntity( HSCRIPT hBaseEntity, bool bBoneMerge );
HSCRIPT ScriptGetFollowedEntity();
#endif
// initialization
virtual void Spawn( void );
virtual void Precache( void ) {}
@ -2084,6 +2089,11 @@ public:
int ScriptGetMoveType() { return GetMoveType(); }
void ScriptSetMoveType( int iMoveType ) { SetMoveType( (MoveType_t)iMoveType ); }
static ScriptHook_t g_Hook_UpdateOnRemove;
static ScriptHook_t g_Hook_VPhysicsCollision;
static ScriptHook_t g_Hook_FireBullets;
static ScriptHook_t g_Hook_OnDeath;
#endif
string_t m_iszVScripts;
@ -2091,7 +2101,11 @@ public:
CScriptScope m_ScriptScope;
HSCRIPT m_hScriptInstance;
string_t m_iszScriptId;
#ifdef MAPBASE_VSCRIPT
HSCRIPT m_pScriptModelKeyValues;
#else
CScriptKeyValues* m_pScriptModelKeyValues;
#endif
};
// Send tables exposed in this module.

View File

@ -782,6 +782,58 @@ bool CBaseFlex::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CCh
case CChoreoEvent::EXPRESSION: // These are handled client-side
return true;
#ifdef MAPBASE
case CChoreoEvent::GENERIC:
{
// This is handled in CBaseFlex so that any flex entity--including players--could use this text.
if (stricmp(event->GetParameters(), "AI_GAMETEXT") == 0)
{
// game_text-based lines, for placeholders
if ( event->GetParameters2() )
{
info->m_nType = 12; // SCENE_AI_GAMETEXT
hudtextparms_t textParams;
textParams.holdTime = event->GetDuration();
textParams.fadeinTime = 0.5f;
textParams.fadeoutTime = 0.5f;
if ( GetGameTextSpeechParams( textParams ) )
{
CRecipientFilter filter;
filter.AddAllPlayers();
filter.MakeReliable();
UserMessageBegin( filter, "HudMsg" );
WRITE_BYTE ( textParams.channel & 0xFF );
WRITE_FLOAT( textParams.x );
WRITE_FLOAT( textParams.y );
WRITE_BYTE ( textParams.r1 );
WRITE_BYTE ( textParams.g1 );
WRITE_BYTE ( textParams.b1 );
WRITE_BYTE ( textParams.a1 );
WRITE_BYTE ( textParams.r2 );
WRITE_BYTE ( textParams.g2 );
WRITE_BYTE ( textParams.b2 );
WRITE_BYTE ( textParams.a2 );
WRITE_BYTE ( textParams.effect );
WRITE_FLOAT( textParams.fadeinTime );
WRITE_FLOAT( textParams.fadeoutTime );
WRITE_FLOAT( textParams.holdTime );
WRITE_FLOAT( textParams.fxTime );
WRITE_STRING( event->GetParameters2() );
WRITE_STRING( "" ); // No custom font
WRITE_BYTE ( Q_strlen( event->GetParameters2() ) );
MessageEnd();
}
return true;
}
}
return false;
}
#endif
}
return false;
@ -2033,6 +2085,70 @@ float CBaseFlex::PlayAutoGeneratedSoundScene( const char *soundname )
}
#endif
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Parameters for scene event AI_GameText
//-----------------------------------------------------------------------------
bool CBaseFlex::GetGameTextSpeechParams( hudtextparms_t &params )
{
params.channel = 3;
params.x = -1;
params.y = 0.6;
params.effect = 0;
params.r1 = 255;
params.g1 = 255;
params.b1 = 255;
ScriptVariant_t varTable;
if (g_pScriptVM->GetValue(m_ScriptScope, "m_GameTextSpeechParams", &varTable) && varTable.m_type == FIELD_HSCRIPT)
{
int nIterator = -1;
ScriptVariant_t varKey, varValue;
while ((nIterator = g_pScriptVM->GetKeyValue( varTable.m_hScript, nIterator, &varKey, &varValue )) != -1)
{
if (FStrEq( varKey.m_pszString, "color" ))
{
params.r1 = varValue.m_pVector->x;
params.g1 = varValue.m_pVector->y;
params.b1 = varValue.m_pVector->z;
}
else if (FStrEq( varKey.m_pszString, "color2" ))
{
params.r2 = varValue.m_pVector->x;
params.g2 = varValue.m_pVector->y;
params.b2 = varValue.m_pVector->z;
}
else if (FStrEq( varKey.m_pszString, "channel" ))
{
params.channel = varValue.m_int;
}
else if (FStrEq( varKey.m_pszString, "x" ))
{
params.x = varValue.m_float;
}
else if (FStrEq( varKey.m_pszString, "y" ))
{
params.y = varValue.m_float;
}
else if (FStrEq( varKey.m_pszString, "effect" ))
{
params.effect = varValue.m_int;
}
else if (FStrEq( varKey.m_pszString, "fxtime" ))
{
params.fxTime = varValue.m_float;
}
g_pScriptVM->ReleaseValue( varKey );
g_pScriptVM->ReleaseValue( varValue );
}
}
return true;
}
#endif
//--------------------------------------------------------------------------------------------------
// Returns the script instance of the scene entity associated with our oldest ("top level") scene event

View File

@ -138,6 +138,10 @@ public:
virtual int GetSpecialDSP( void ) { return 0; }
#ifdef MAPBASE
virtual bool GetGameTextSpeechParams( hudtextparms_t &params );
#endif
protected:
// For handling .vfe files
// Search list, or add if not in list

View File

@ -303,7 +303,7 @@ void CBaseEntityOutput::FireOutput(variant_t Value, CBaseEntity *pActivator, CBa
STRING(ev->m_iParameter) );
#ifdef MAPBASE
ConColorMsg( 2, Color(CON_COLOR_DEV_VERBOSE), "%s", szBuffer );
CGMsg( 2, CON_GROUP_IO_SYSTEM, "%s", szBuffer );
#else
DevMsg( 2, "%s", szBuffer );
#endif
@ -326,7 +326,7 @@ void CBaseEntityOutput::FireOutput(variant_t Value, CBaseEntity *pActivator, CBa
STRING(ev->m_iParameter) );
#ifdef MAPBASE
ConColorMsg( 2, Color(CON_COLOR_DEV_VERBOSE), "%s", szBuffer );
CGMsg( 2, CON_GROUP_IO_SYSTEM, "%s", szBuffer );
#else
DevMsg( 2, "%s", szBuffer );
#endif
@ -352,7 +352,7 @@ void CBaseEntityOutput::FireOutput(variant_t Value, CBaseEntity *pActivator, CBa
Q_snprintf( szBuffer, sizeof(szBuffer), "Removing from action list: (%s,%s) -> (%s,%s)\n", pCaller ? STRING(pCaller->m_iClassname) : "NULL", pCaller ? STRING(pCaller->GetEntityName()) : "NULL", STRING(ev->m_iTarget), STRING(ev->m_iTargetInput));
#ifdef MAPBASE
ConColorMsg( 2, Color(CON_COLOR_DEV_VERBOSE), "%s", szBuffer );
CGMsg( 2, CON_GROUP_IO_SYSTEM, "%s", szBuffer );
#else
DevMsg( 2, "%s", szBuffer );
#endif
@ -1104,7 +1104,7 @@ void CEventQueue::ServiceEvents( void )
char szBuffer[256];
Q_snprintf( szBuffer, sizeof(szBuffer), "unhandled input: (%s) -> (%s), from (%s,%s); target entity not found\n", STRING(pe->m_iTargetInput), STRING(pe->m_iTarget), pClass, pName );
#ifdef MAPBASE
ConColorMsg( 2, Color(CON_COLOR_DEV_VERBOSE), "%s", szBuffer );
CGMsg( 2, CON_GROUP_IO_SYSTEM, "%s", szBuffer );
#else
DevMsg( 2, "%s", szBuffer );
#endif

View File

@ -80,6 +80,9 @@
#include "baseentity_shared.h"
#include "basetoggle.h"
#include "igameevents.h"
#ifdef MAPBASE
#include "tier1/mapbase_con_groups.h"
#endif
// saverestore.h declarations
class ISave;
@ -151,8 +154,4 @@ class CSound;
#include "ndebugoverlay.h"
#include "recipientfilter.h"
#ifdef MAPBASE
#define CON_COLOR_DEV_VERBOSE 192,128,192,255
#endif
#endif // CBASE_H

View File

@ -1512,6 +1512,7 @@ public:
DECLARE_SERVERCLASS();
CPrecipitation();
int UpdateTransmitState();
void Spawn( void );
CNetworkVar( PrecipitationType_t, m_nPrecipType );
@ -1525,7 +1526,10 @@ END_DATADESC()
// Just send the normal entity crap
IMPLEMENT_SERVERCLASS_ST( CPrecipitation, DT_Precipitation)
SendPropInt( SENDINFO( m_nPrecipType ), Q_log2( NUM_PRECIPITATION_TYPES ) + 1, SPROP_UNSIGNED )
SendPropInt( SENDINFO( m_nPrecipType ), Q_log2( NUM_PRECIPITATION_TYPES ) + 1, SPROP_UNSIGNED ),
#ifdef MAPBASE
SendPropInt( SENDINFO( m_spawnflags ), 2, SPROP_UNSIGNED ),
#endif
END_SEND_TABLE()
@ -1534,17 +1538,35 @@ CPrecipitation::CPrecipitation()
m_nPrecipType = PRECIPITATION_TYPE_RAIN; // default to rain.
}
int CPrecipitation::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
void CPrecipitation::Spawn( void )
{
//SetTransmitState( FL_EDICT_ALWAYS );
SetTransmitState( FL_EDICT_PVSCHECK );
PrecacheMaterial( "effects/fleck_ash1" );
PrecacheMaterial( "effects/fleck_ash2" );
PrecacheMaterial( "effects/fleck_ash3" );
PrecacheMaterial( "effects/ember_swirling001" );
Precache();
SetSolid( SOLID_NONE ); // Remove model & collisions
SetMoveType( MOVETYPE_NONE );
SetModel( STRING( GetModelName() ) ); // Set size
if ( IsParticleRainType( m_nPrecipType ) )
{
SetSolid( SOLID_VPHYSICS );
AddSolidFlags( FSOLID_NOT_SOLID );
AddSolidFlags( FSOLID_FORCE_WORLD_ALIGNED );
VPhysicsInitStatic();
}
else
{
SetSolid( SOLID_NONE ); // Remove model & collisions
}
// Default to rain.
if ( m_nPrecipType < 0 || m_nPrecipType > NUM_PRECIPITATION_TYPES )

View File

@ -47,9 +47,9 @@ END_DATADESC()
#ifdef MAPBASE_VSCRIPT
BEGIN_ENT_SCRIPTDESC( CBaseFilter, CBaseEntity, "All entities which could be used as filters." )
DEFINE_SCRIPTFUNC_NAMED( ScriptPassesFilter, "PassesFilter", "Check if the given caller and entity pass the filter." )
DEFINE_SCRIPTFUNC_NAMED( ScriptPassesDamageFilter, "PassesDamageFilter", "Check if the given caller and damage info pass the damage filter." )
DEFINE_SCRIPTFUNC_NAMED( ScriptPassesFinalDamageFilter, "PassesFinalDamageFilter", "Used by filter_damage_redirect to distinguish between standalone filter calls and actually damaging an entity. Returns true if there's no unique behavior." )
DEFINE_SCRIPTFUNC_NAMED( ScriptPassesFilter, "PassesFilter", "Check if the given caller and entity pass the filter. The caller is the one who requests the filter result; For example, the entity being damaged when using this as a damage filter." )
DEFINE_SCRIPTFUNC_NAMED( ScriptPassesDamageFilter, "PassesDamageFilter", "Check if the given caller and damage info pass the damage filter, with the second parameter being a CTakeDamageInfo instance. The caller is the one who requests the filter result; For example, the entity being damaged when using this as a damage filter." )
DEFINE_SCRIPTFUNC_NAMED( ScriptPassesFinalDamageFilter, "PassesFinalDamageFilter", "Used by filter_damage_redirect to distinguish between standalone filter calls and actually damaging an entity. Returns true if there's no unique behavior. Parameters are identical to PassesDamageFilter." )
DEFINE_SCRIPTFUNC_NAMED( ScriptBloodAllowed, "BloodAllowed", "Check if the given caller and damage info allow for the production of blood." )
DEFINE_SCRIPTFUNC_NAMED( ScriptDamageMod, "DamageMod", "Mods the damage info with the given caller." )
@ -2138,6 +2138,12 @@ END_DATADESC()
#endif
#ifdef MAPBASE_VSCRIPT
ScriptHook_t g_Hook_PassesFilter;
ScriptHook_t g_Hook_PassesDamageFilter;
ScriptHook_t g_Hook_PassesFinalDamageFilter;
ScriptHook_t g_Hook_BloodAllowed;
ScriptHook_t g_Hook_DamageMod;
// ###################################################################
// > CFilterScript
// ###################################################################
@ -2145,24 +2151,21 @@ class CFilterScript : public CBaseFilter
{
DECLARE_CLASS( CFilterScript, CBaseFilter );
DECLARE_DATADESC();
DECLARE_ENT_SCRIPTDESC();
public:
bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity )
{
if (m_ScriptScope.IsInitialized())
{
g_pScriptVM->SetValue( "caller", (pCaller) ? ScriptVariant_t( pCaller->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
g_pScriptVM->SetValue( "activator", (pEntity) ? ScriptVariant_t( pEntity->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
// caller, activator
ScriptVariant_t functionReturn;
if (!CallScriptFunction( "PassesFilter", &functionReturn ))
ScriptVariant_t args[] = { ToHScript( pCaller ), ToHScript( pEntity ) };
if ( !g_Hook_PassesFilter.Call( m_ScriptScope, &functionReturn, args ) )
{
Warning( "%s: No PassesFilter function\n", GetDebugName() );
}
g_pScriptVM->ClearValue( "caller" );
g_pScriptVM->ClearValue( "activator" );
return functionReturn.m_bool;
}
@ -2176,21 +2179,18 @@ public:
{
HSCRIPT pInfo = g_pScriptVM->RegisterInstance( const_cast<CTakeDamageInfo*>(&info) );
g_pScriptVM->SetValue( "info", pInfo );
g_pScriptVM->SetValue( "caller", (pCaller) ? ScriptVariant_t( pCaller->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
// caller, info
ScriptVariant_t functionReturn;
if (!CallScriptFunction( "PassesDamageFilter", &functionReturn ))
ScriptVariant_t args[] = { ToHScript( pCaller ), pInfo };
if ( !g_Hook_PassesDamageFilter.Call( m_ScriptScope, &functionReturn, args ) )
{
// Fall back to main filter function
g_pScriptVM->RemoveInstance( pInfo );
return PassesFilterImpl( pCaller, info.GetAttacker() );
}
g_pScriptVM->RemoveInstance( pInfo );
g_pScriptVM->ClearValue( "info" );
g_pScriptVM->ClearValue( "caller" );
return functionReturn.m_bool;
}
@ -2204,20 +2204,17 @@ public:
{
HSCRIPT pInfo = g_pScriptVM->RegisterInstance( const_cast<CTakeDamageInfo*>(&info) );
g_pScriptVM->SetValue( "info", pInfo );
g_pScriptVM->SetValue( "caller", (pCaller) ? ScriptVariant_t( pCaller->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
// caller, info
ScriptVariant_t functionReturn;
if (!CallScriptFunction( "PassesFinalDamageFilter", &functionReturn ))
ScriptVariant_t args[] = { ToHScript( pCaller ), pInfo };
if ( !g_Hook_PassesFinalDamageFilter.Call( m_ScriptScope, &functionReturn, args ) )
{
g_pScriptVM->RemoveInstance( pInfo );
return BaseClass::PassesFinalDamageFilter( pCaller, info );
}
g_pScriptVM->RemoveInstance( pInfo );
g_pScriptVM->ClearValue( "info" );
g_pScriptVM->ClearValue( "caller" );
return functionReturn.m_bool;
}
@ -2231,20 +2228,17 @@ public:
{
HSCRIPT pInfo = g_pScriptVM->RegisterInstance( const_cast<CTakeDamageInfo*>(&info) );
g_pScriptVM->SetValue( "info", pInfo );
g_pScriptVM->SetValue( "caller", (pCaller) ? ScriptVariant_t( pCaller->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
// caller, info
ScriptVariant_t functionReturn;
if (!CallScriptFunction( "BloodAllowed", &functionReturn ))
ScriptVariant_t args[] = { ToHScript( pCaller ), pInfo };
if ( !g_Hook_BloodAllowed.Call( m_ScriptScope, &functionReturn, args ) )
{
g_pScriptVM->RemoveInstance( pInfo );
return BaseClass::BloodAllowed( pCaller, info );
}
g_pScriptVM->RemoveInstance( pInfo );
g_pScriptVM->ClearValue( "info" );
g_pScriptVM->ClearValue( "caller" );
return functionReturn.m_bool;
}
@ -2258,20 +2252,17 @@ public:
{
HSCRIPT pInfo = g_pScriptVM->RegisterInstance( &info );
g_pScriptVM->SetValue( "info", pInfo );
g_pScriptVM->SetValue( "caller", (pCaller) ? ScriptVariant_t( pCaller->GetScriptInstance() ) : SCRIPT_VARIANT_NULL );
// caller, info
ScriptVariant_t functionReturn;
if (!CallScriptFunction( "DamageMod", &functionReturn ))
ScriptVariant_t args[] = { ToHScript( pCaller ), pInfo };
if ( !g_Hook_DamageMod.Call( m_ScriptScope, &functionReturn, args ) )
{
g_pScriptVM->RemoveInstance( pInfo );
return BaseClass::DamageMod( pCaller, info );
}
g_pScriptVM->RemoveInstance( pInfo );
g_pScriptVM->ClearValue( "info" );
g_pScriptVM->ClearValue( "caller" );
return functionReturn.m_bool;
}
@ -2284,4 +2275,39 @@ LINK_ENTITY_TO_CLASS( filter_script, CFilterScript );
BEGIN_DATADESC( CFilterScript )
END_DATADESC()
BEGIN_ENT_SCRIPTDESC( CFilterScript, CBaseFilter, "The filter_script entity which allows VScript functions to hook onto filter methods." )
//
// Hooks
//
// The CFilterScript class is visible in the help string, so "A hook used by filter_script" is redundant, but these names are also
// used for functions in CBaseFilter. In order to reduce confusion, the description emphasizes that these are hooks.
BEGIN_SCRIPTHOOK( g_Hook_PassesFilter, "PassesFilter", FIELD_BOOLEAN, "A hook used by filter_script to determine what entities should pass it. Return true if the entity should pass or false if it should not. This hook is required for regular filtering." )
DEFINE_SCRIPTHOOK_PARAM( "caller", FIELD_HSCRIPT )
DEFINE_SCRIPTHOOK_PARAM( "activator", FIELD_HSCRIPT )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( g_Hook_PassesDamageFilter, "PassesDamageFilter", FIELD_BOOLEAN, "A hook used by filter_script to determine what damage should pass it when it's being used as a damage filter. Return true if the info should pass or false if it should not. If this hook is not defined in a filter_script, damage filter requests will instead check PassesFilter with the attacker as the activator." )
DEFINE_SCRIPTHOOK_PARAM( "caller", FIELD_HSCRIPT )
DEFINE_SCRIPTHOOK_PARAM( "info", FIELD_HSCRIPT )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( g_Hook_PassesFinalDamageFilter, "PassesFinalDamageFilter", FIELD_BOOLEAN, "A completely optional hook used by filter_script which only runs when the entity will take damage. This is different from PassesDamageFilter, which is sometimes used in cases where damage is not actually about to be taken. This also runs after a regular PassesDamageFilter check. Return true if the info should pass or false if it should not. If this hook is not defined, it will always return true." )
DEFINE_SCRIPTHOOK_PARAM( "caller", FIELD_HSCRIPT )
DEFINE_SCRIPTHOOK_PARAM( "info", FIELD_HSCRIPT )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( g_Hook_BloodAllowed, "BloodAllowed", FIELD_BOOLEAN, "A completely optional hook used by filter_script to determine if a caller is allowed to emit blood after taking damage. Return true if blood should be allowed or false if it should not. If this hook is not defined, it will always return true." )
DEFINE_SCRIPTHOOK_PARAM( "caller", FIELD_HSCRIPT )
DEFINE_SCRIPTHOOK_PARAM( "info", FIELD_HSCRIPT )
END_SCRIPTHOOK()
BEGIN_SCRIPTHOOK( g_Hook_DamageMod, "DamageMod", FIELD_BOOLEAN, "A completely optional hook used by filter_script to modify damage being taken by an entity. You are free to use CTakeDamageInfo functions on the damage info handle and it will change how the caller is damaged. Returning true or false currently has no effect on vanilla code, but you should generally return true if the damage info has been modified by your code and false if it was not. If this hook is not defined, it will always return false." )
DEFINE_SCRIPTHOOK_PARAM( "caller", FIELD_HSCRIPT )
DEFINE_SCRIPTHOOK_PARAM( "info", FIELD_HSCRIPT )
END_SCRIPTHOOK()
END_SCRIPTDESC()
#endif

View File

@ -540,6 +540,19 @@ BEGIN_DATADESC( CFishPool )
DEFINE_FIELD( m_isDormant, FIELD_BOOLEAN ),
DEFINE_UTLVECTOR( m_fishes, FIELD_EHANDLE ),
#ifdef MAPBASE
DEFINE_INPUT( m_nSkin, FIELD_INTEGER, "skin" ),
DEFINE_KEYFIELD( m_flLoudPanicRange, FIELD_FLOAT, "LoudPanicRange" ),
DEFINE_KEYFIELD( m_flQuietPanicRange, FIELD_FLOAT, "QuietPanicRange" ),
DEFINE_INPUTFUNC( FIELD_VOID, "SpawnFish", InputSpawnFish ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "PanicLoudFromPoint", InputPanicLoudFromPoint ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "PanicQuietFromPoint", InputPanicQuietFromPoint ),
DEFINE_OUTPUT( m_OnSpawnFish, "OnSpawnFish" ),
#endif
DEFINE_THINKFUNC( Update ),
END_DATADESC()
@ -553,6 +566,14 @@ CFishPool::CFishPool( void )
m_swimDepth = 0.0f;
m_isDormant = false;
#ifdef MAPBASE
m_nSkin = 0;
// Original defaults
m_flLoudPanicRange = 500.0f;
m_flQuietPanicRange = 75.0f;
#endif
m_visTimer.Start( 0.5f );
ListenForGameEvent( "player_shoot" );
@ -588,6 +609,10 @@ void CFishPool::Spawn()
CHandle<CFish> hFish;
hFish.Set( fish );
m_fishes.AddToTail( hFish );
#ifdef MAPBASE
fish->m_nSkin = m_nSkin;
m_OnSpawnFish.Set( hFish, fish, this );
#endif
}
}
}
@ -638,10 +663,14 @@ void CFishPool::FireGameEvent( IGameEvent *event )
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
// the fish panic
#ifdef MAPBASE
float range = (Q_strcmp( "player_footstep", event->GetName() )) ? m_flLoudPanicRange : m_flQuietPanicRange;
#else
const float loudRange = 500.0f;
const float quietRange = 75.0f;
float range = (Q_strcmp( "player_footstep", event->GetName() )) ? loudRange : quietRange;
#endif
for( int i=0; i<m_fishes.Count(); ++i )
{
@ -699,6 +728,15 @@ void CFishPool::Update( void )
// reset each fishes vis list
for( i=0; i<m_fishes.Count(); ++i )
{
#ifdef MAPBASE
if (m_fishes[i] == NULL)
{
m_fishes.Remove(i);
i--;
continue;
}
#endif
m_fishes[i]->ResetVisible();
}
@ -731,3 +769,63 @@ void CFishPool::Update( void )
}
}
#ifdef MAPBASE
//-------------------------------------------------------------------------------------------------------------
/**
* Inputs
*/
void CFishPool::InputSpawnFish( inputdata_t &inputdata )
{
QAngle heading( 0.0f, RandomFloat( 0, 360.0f ), 0.0f );
CFish *fish = (CFish *)Create( "fish", GetAbsOrigin(), heading, this );
fish->Initialize( this, m_fishes.Count() );
if (fish)
{
CHandle<CFish> hFish;
hFish.Set( fish );
m_fishes.AddToTail( hFish );
#ifdef MAPBASE
m_OnSpawnFish.Set( hFish, fish, this );
#endif
}
}
void CFishPool::InputPanicLoudFromPoint( inputdata_t &inputdata )
{
// Make the fish panic from this point
Vector vecPoint;
inputdata.value.Vector3D( vecPoint );
for( int i=0; i<m_fishes.Count(); ++i )
{
// Use loud range
if ((vecPoint - m_fishes[i]->GetAbsOrigin()).IsLengthGreaterThan( m_flLoudPanicRange ))
{
// event too far away to care
continue;
}
m_fishes[i]->Panic();
}
}
void CFishPool::InputPanicQuietFromPoint( inputdata_t &inputdata )
{
// Make the fish panic from this point
Vector vecPoint;
inputdata.value.Vector3D( vecPoint );
for( int i=0; i<m_fishes.Count(); ++i )
{
// Use loud range
if ((vecPoint - m_fishes[i]->GetAbsOrigin()).IsLengthGreaterThan( m_flQuietPanicRange ))
{
// event too far away to care
continue;
}
m_fishes[i]->Panic();
}
}
#endif

View File

@ -109,6 +109,12 @@ public:
float GetWaterLevel( void ) const; ///< return Z coordinate of water in world coords
float GetMaxRange( void ) const; ///< return how far a fish is allowed to wander
#ifdef MAPBASE
void InputSpawnFish( inputdata_t &inputdata );
void InputPanicLoudFromPoint( inputdata_t &inputdata );
void InputPanicQuietFromPoint( inputdata_t &inputdata );
#endif
private:
int m_fishCount; ///< number of fish in the pool
float m_maxRange; ///< how far a fish is allowed to wander
@ -120,6 +126,15 @@ private:
CUtlVector< CHandle<CFish> > m_fishes; ///< vector of all fish in this pool
#ifdef MAPBASE
int m_nSkin; // Sets the skin of spawned fish
float m_flLoudPanicRange;
float m_flQuietPanicRange;
COutputEHANDLE m_OnSpawnFish;
#endif
CountdownTimer m_visTimer; ///< for throttling line of sight checks between all fish
};

View File

@ -11,6 +11,9 @@
#include "ai_memory.h"
#include "collisionutils.h"
#include "npc_metropolice.h"
#ifdef MAPBASE
#include "npc_combine.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -133,6 +136,16 @@ void CAI_PolicingBehavior::HostSpeakSentence( const char *pSentence, SentencePri
pSentences->Speak( pSentence, nSoundPriority, nCriteria );
#endif
}
#ifdef MAPBASE
else if ( CNPC_Combine *pCombine = dynamic_cast<CNPC_Combine*>(GetOuter()) )
{
pCombine->SpeakIfAllowed( pSentence, nSoundPriority, nCriteria );
}
else if ( GetOuter()->GetExpresser() )
{
GetOuter()->GetExpresser()->Speak( pSentence );
}
#endif
}
#ifdef METROPOLICE_USES_RESPONSE_SYSTEM
@ -148,6 +161,16 @@ void CAI_PolicingBehavior::HostSpeakSentence( const char *pSentence, const char
{
pCop->SpeakIfAllowed( pSentence, modifiers, nSoundPriority, nCriteria );
}
#ifdef MAPBASE
else if ( CNPC_Combine *pCombine = dynamic_cast<CNPC_Combine*>(GetOuter()) )
{
pCombine->SpeakIfAllowed( pSentence, modifiers, nSoundPriority, nCriteria );
}
else if ( GetOuter()->GetExpresser() )
{
GetOuter()->GetExpresser()->Speak( pSentence, modifiers );
}
#endif
}
#endif
@ -195,6 +218,10 @@ void CAI_PolicingBehavior::GatherConditions( void )
// See if we need to knock out our target immediately
if ( ShouldKnockOutTarget( pTarget ) )
{
#ifdef MAPBASE
// If this isn't actually an enemy of ours and we're already warning, don't set this condition
if (GetOuter()->IRelationType( m_hPoliceGoal->GetTarget() ) <= D_FR || !IsCurSchedule(SCHED_POLICE_WARN_TARGET, false))
#endif
SetCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
}
@ -209,6 +236,10 @@ void CAI_PolicingBehavior::GatherConditions( void )
if ( flDistSqr < (m_hPoliceGoal->GetRadius()*m_hPoliceGoal->GetRadius()) )
{
#ifdef MAPBASE
// If this isn't actually an enemy of ours and we're already warning, don't set this condition
if (GetOuter()->IRelationType( m_hPoliceGoal->GetTarget() ) <= D_FR || !IsCurSchedule(SCHED_POLICE_WARN_TARGET, false))
#endif
SetCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS );
}
}
@ -263,6 +294,12 @@ int CAI_PolicingBehavior::TranslateSchedule( int scheduleType )
{
if ( m_hPoliceGoal->ShouldRemainAtPost() && !MaintainGoalPosition() )
return BaseClass::TranslateSchedule( SCHED_COMBAT_FACE );
#ifdef MAPBASE
// If this isn't actually an enemy of ours, keep warning
if ( GetOuter()->IRelationType(m_hPoliceGoal->GetTarget()) > D_FR )
return BaseClass::TranslateSchedule( SCHED_POLICE_WARN_TARGET );
#endif
}
return BaseClass::TranslateSchedule( scheduleType );
@ -359,7 +396,11 @@ void CAI_PolicingBehavior::StartTask( const Task_t *pTask )
if ( GetNavigator()->SetGoal( harassPos, pTask->flTaskData ) )
{
#ifdef MAPBASE
GetNavigator()->SetMovementActivity( GetOuter()->TranslateActivity(ACT_WALK_ANGRY) );
#else
GetNavigator()->SetMovementActivity( (Activity) ACT_WALK_ANGRY );
#endif
GetNavigator()->SetArrivalDirection( m_hPoliceGoal->GetTarget() );
TaskComplete();
}

View File

@ -116,6 +116,10 @@ ConVar autoaim_unlock_target( "autoaim_unlock_target", "0.8666" );
ConVar sv_stickysprint("sv_stickysprint", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX);
#ifdef MAPBASE
ConVar player_autoswitch_enabled( "player_autoswitch_enabled", "1", FCVAR_NONE, "This convar was added by Mapbase to toggle whether players automatically switch to their ''best'' weapon upon picking up ammo for it after it was dry." );
#endif
#define FLASH_DRAIN_TIME 1.1111 // 100 units / 90 secs
#define FLASH_CHARGE_TIME 50.0f // 100 units / 2 secs
@ -254,6 +258,7 @@ public:
void InputGetAmmoOnWeapon( inputdata_t &inputdata );
void InputSetHandModel( inputdata_t &inputdata );
void InputSetHandModelSkin( inputdata_t &inputdata );
void InputSetPlayerModel( inputdata_t &inputdata );
void InputSetPlayerDrawExternally( inputdata_t &inputdata );
@ -1371,7 +1376,10 @@ void CHL2_Player::ResetAnimation( void )
void CHL2_Player::SetAnimation( PLAYER_ANIM playerAnim )
{
if (!hl2_use_hl2dm_anims.GetBool())
{
BaseClass::SetAnimation( playerAnim );
return;
}
int animDesired;
@ -3252,6 +3260,15 @@ bool CHL2_Player::ShouldKeepLockedAutoaimTarget( EHANDLE hLockedTarget )
return true;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CHL2_Player::CanAutoSwitchToNextBestWeapon( CBaseCombatWeapon *pWeapon )
{
return player_autoswitch_enabled.GetBool();
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : iCount -
@ -3293,6 +3310,9 @@ int CHL2_Player::GiveAmmo( int nCount, int nAmmoIndex, bool bSuppressSound)
if ( pWeapon && pWeapon->GetPrimaryAmmoType() == nAmmoIndex )
{
#ifdef MAPBASE
if (CanAutoSwitchToNextBestWeapon(pWeapon))
#endif
SwitchToNextBestWeapon(GetActiveWeapon());
}
}
@ -4591,6 +4611,7 @@ BEGIN_DATADESC( CLogicPlayerProxy )
DEFINE_INPUTFUNC( FIELD_VOID, "RequestPlayerFlashBattery", InputRequestPlayerFlashBattery ),
DEFINE_INPUTFUNC( FIELD_STRING, "GetAmmoOnWeapon", InputGetAmmoOnWeapon ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetHandModel", InputSetHandModel ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetHandModelSkin", InputSetHandModelSkin ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetPlayerModel", InputSetPlayerModel ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetPlayerDrawExternally", InputSetPlayerDrawExternally ),
DEFINE_INPUT( m_MaxArmor, FIELD_INTEGER, "SetMaxInputArmor" ),
@ -5023,6 +5044,17 @@ void CLogicPlayerProxy::InputSetHandModel( inputdata_t &inputdata )
vm->SetModel(STRING(iszModel));
}
void CLogicPlayerProxy::InputSetHandModelSkin( inputdata_t &inputdata )
{
if (!m_hPlayer)
return;
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( m_hPlayer.Get() );
CBaseViewModel *vm = pPlayer->GetViewModel(1);
if (vm)
vm->m_nSkin = inputdata.value.Int();
}
void CLogicPlayerProxy::InputSetPlayerModel( inputdata_t &inputdata )
{
if (!m_hPlayer)

View File

@ -268,6 +268,10 @@ public:
void SetLocatorTargetEntity( CBaseEntity *pEntity ) { m_hLocatorTargetEntity.Set( pEntity ); }
#ifdef MAPBASE
virtual bool CanAutoSwitchToNextBestWeapon( CBaseCombatWeapon *pWeapon );
#endif
virtual int GiveAmmo( int nCount, int nAmmoIndex, bool bSuppressSound);
virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );

View File

@ -398,6 +398,10 @@ BEGIN_DATADESC( CNPC_Citizen )
DEFINE_INPUTFUNC( FIELD_VOID, "ThrowHealthKit", InputForceHealthKitToss ),
#endif
#ifdef MAPBASE
DEFINE_INPUTFUNC( FIELD_STRING, "SetPoliceGoal", InputSetPoliceGoal ),
#endif
DEFINE_USEFUNC( CommanderUse ),
DEFINE_USEFUNC( SimpleUse ),
@ -417,6 +421,7 @@ bool CNPC_Citizen::CreateBehaviors()
AddBehavior( &m_FuncTankBehavior );
#ifdef MAPBASE
AddBehavior( &m_RappelBehavior );
AddBehavior( &m_PolicingBehavior );
#endif
return true;
@ -4255,6 +4260,39 @@ void CNPC_Citizen::InputSpeakIdleResponse( inputdata_t &inputdata )
SpeakIfAllowed( TLK_ANSWER, NULL, true );
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Citizen::InputSetPoliceGoal( inputdata_t &inputdata )
{
if (/*!inputdata.value.String() ||*/ inputdata.value.String()[0] == 0)
{
m_PolicingBehavior.Disable();
return;
}
CBaseEntity *pGoal = gEntList.FindEntityByName( NULL, inputdata.value.String() );
if ( pGoal == NULL )
{
DevMsg( "SetPoliceGoal: %s (%s) unable to find ai_goal_police: %s\n", GetClassname(), GetDebugName(), inputdata.value.String() );
return;
}
CAI_PoliceGoal *pPoliceGoal = dynamic_cast<CAI_PoliceGoal *>(pGoal);
if ( pPoliceGoal == NULL )
{
DevMsg( "SetPoliceGoal: %s (%s)'s target %s is not an ai_goal_police entity!\n", GetClassname(), GetDebugName(), inputdata.value.String() );
return;
}
m_PolicingBehavior.Enable( pPoliceGoal );
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Citizen::DeathSound( const CTakeDamageInfo &info )

View File

@ -13,6 +13,7 @@
#include "ai_behavior_functank.h"
#ifdef MAPBASE
#include "ai_behavior_rappel.h"
#include "ai_behavior_police.h"
#endif
struct SquadCandidate_t;
@ -263,6 +264,9 @@ public:
void InputSetAmmoResupplierOn( inputdata_t &inputdata );
void InputSetAmmoResupplierOff( inputdata_t &inputdata );
void InputSpeakIdleResponse( inputdata_t &inputdata );
#ifdef MAPBASE
void InputSetPoliceGoal( inputdata_t &inputdata );
#endif
//---------------------------------
// Sounds & speech
@ -364,6 +368,7 @@ private:
CAI_FuncTankBehavior m_FuncTankBehavior;
#ifdef MAPBASE
CAI_RappelBehavior m_RappelBehavior;
CAI_PolicingBehavior m_PolicingBehavior;
// Rappel
virtual bool IsWaitingToRappel( void ) { return m_RappelBehavior.IsWaitingToRappel(); }

View File

@ -41,9 +41,11 @@
int g_fCombineQuestion; // true if an idle grunt asked a question. Cleared when someone answers. YUCK old global from grunt code
#ifdef MAPBASE
ConVar npc_combine_idle_walk_easy("npc_combine_idle_walk_easy", "1");
ConVar npc_combine_unarmed_anims("npc_combine_unarmed_anims", "1");
ConVar npc_combine_altfire_not_allies_only( "npc_combine_altfire_not_allies_only", "1" );
ConVar npc_combine_idle_walk_easy( "npc_combine_idle_walk_easy", "1", FCVAR_NONE, "Mapbase: Allows Combine soldiers to use ACT_WALK_EASY as a walking animation when idle." );
ConVar npc_combine_unarmed_anims( "npc_combine_unarmed_anims", "1", FCVAR_NONE, "Mapbase: Allows Combine soldiers to use unarmed idle/walk animations when they have no weapon." );
ConVar npc_combine_altfire_not_allies_only( "npc_combine_altfire_not_allies_only", "1", FCVAR_NONE, "Mapbase: Elites are normally only allowed to fire their alt-fire attack at the player and the player's allies; This allows elites to alt-fire at other enemies too." );
ConVar npc_combine_new_cover_behavior( "npc_combine_new_cover_behavior", "1", FCVAR_NONE, "Mapbase: Toggles small patches for parts of npc_combine AI related to soldiers failing to take cover. These patches are minimal and only change cases where npc_combine would otherwise look at an enemy without shooting or run up to the player to melee attack when they don't have to. Consult the Mapbase wiki for more information." );
#endif
#define COMBINE_SKIN_DEFAULT 0
@ -223,6 +225,8 @@ DEFINE_INPUTFUNC( FIELD_VOID, "DropGrenade", InputDropGrenade ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTacticalVariant", InputSetTacticalVariant ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetPoliceGoal", InputSetPoliceGoal ),
DEFINE_AIGRENADE_DATADESC()
#endif
@ -366,6 +370,37 @@ void CNPC_Combine::InputSetTacticalVariant( inputdata_t &inputdata )
{
m_iTacticalVariant = inputdata.value.Int();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Combine::InputSetPoliceGoal( inputdata_t &inputdata )
{
if (/*!inputdata.value.String() ||*/ inputdata.value.String()[0] == 0)
{
m_PolicingBehavior.Disable();
return;
}
CBaseEntity *pGoal = gEntList.FindEntityByName( NULL, inputdata.value.String() );
if ( pGoal == NULL )
{
DevMsg( "SetPoliceGoal: %s (%s) unable to find ai_goal_police: %s\n", GetClassname(), GetDebugName(), inputdata.value.String() );
return;
}
CAI_PoliceGoal *pPoliceGoal = dynamic_cast<CAI_PoliceGoal *>(pGoal);
if ( pPoliceGoal == NULL )
{
DevMsg( "SetPoliceGoal: %s (%s)'s target %s is not an ai_goal_police entity!\n", GetClassname(), GetDebugName(), inputdata.value.String() );
return;
}
m_PolicingBehavior.Enable( pPoliceGoal );
}
#endif
//-----------------------------------------------------------------------------
@ -471,6 +506,9 @@ bool CNPC_Combine::CreateBehaviors()
AddBehavior( &m_StandoffBehavior );
AddBehavior( &m_FollowBehavior );
AddBehavior( &m_FuncTankBehavior );
#ifdef MAPBASE
AddBehavior( &m_PolicingBehavior );
#endif
return BaseClass::CreateBehaviors();
}
@ -1463,6 +1501,23 @@ void CNPC_Combine::BuildScheduleTestBits( void )
{
SetCustomInterruptCondition( COND_COMBINE_ON_FIRE );
}
#ifdef MAPBASE
if (npc_combine_new_cover_behavior.GetBool())
{
if ( IsCurSchedule( SCHED_COMBINE_COMBAT_FAIL ) )
{
SetCustomInterruptCondition( COND_NEW_ENEMY );
SetCustomInterruptCondition( COND_LIGHT_DAMAGE );
SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
}
else if ( IsCurSchedule( SCHED_COMBINE_MOVE_TO_MELEE ) )
{
SetCustomInterruptCondition( COND_HEAR_DANGER );
SetCustomInterruptCondition( COND_HEAR_MOVE_AWAY );
}
}
#endif
}
@ -2147,7 +2202,12 @@ int CNPC_Combine::SelectFailSchedule( int failedSchedule, int failedTask, AI_Tas
{
if( failedSchedule == SCHED_COMBINE_TAKE_COVER1 )
{
#ifdef MAPBASE
if( IsInSquad() && IsStrategySlotRangeOccupied(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2) && HasCondition(COND_SEE_ENEMY)
&& ( !npc_combine_new_cover_behavior.GetBool() || (taskFailCode == FAIL_NO_COVER) ) )
#else
if( IsInSquad() && IsStrategySlotRangeOccupied(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2) && HasCondition(COND_SEE_ENEMY) )
#endif
{
// This eases the effects of an unfortunate bug that usually plagues shotgunners. Since their rate of fire is low,
// they spend relatively long periods of time without an attack squad slot. If you corner a shotgunner, usually
@ -2378,6 +2438,13 @@ int CNPC_Combine::TranslateSchedule( int scheduleType )
return TranslateSchedule( SCHED_RANGE_ATTACK1 );
}
#ifdef MAPBASE
if ( npc_combine_new_cover_behavior.GetBool() && HasCondition( COND_CAN_RANGE_ATTACK2 ) && OccupyStrategySlot( SQUAD_SLOT_GRENADE1 ) )
{
return TranslateSchedule( SCHED_RANGE_ATTACK2 );
}
#endif
// Run somewhere randomly
return TranslateSchedule( SCHED_FAIL );
break;
@ -3563,6 +3630,37 @@ Vector CNPC_Combine::GetCrouchEyeOffset( void )
return COMBINE_EYE_CROUCHING_POSITION;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Combine::IsCrouchedActivity( Activity activity )
{
if (BaseClass::IsCrouchedActivity( activity ))
return true;
Activity realActivity = TranslateActivity(activity);
// Soldiers need to consider these crouched activities, but not all NPCs should.
switch ( realActivity )
{
case ACT_RANGE_AIM_LOW:
case ACT_RANGE_AIM_AR2_LOW:
case ACT_RANGE_AIM_SMG1_LOW:
case ACT_RANGE_AIM_PISTOL_LOW:
case ACT_RANGE_ATTACK1_LOW:
case ACT_RANGE_ATTACK_AR2_LOW:
case ACT_RANGE_ATTACK_SMG1_LOW:
case ACT_RANGE_ATTACK_SHOTGUN_LOW:
case ACT_RANGE_ATTACK_PISTOL_LOW:
case ACT_RANGE_ATTACK2_LOW:
return true;
}
return false;
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Combine::SetActivity( Activity NewActivity )

View File

@ -23,6 +23,7 @@
#include "ai_baseactor.h"
#ifdef MAPBASE
#include "mapbase/ai_grenade.h"
#include "ai_behavior_police.h"
#endif
#ifdef EXPANDED_RESPONSE_SYSTEM_USAGE
#include "mapbase/expandedrs_combine.h"
@ -74,6 +75,10 @@ public:
virtual Vector GetCrouchEyeOffset( void );
#ifdef MAPBASE
virtual bool IsCrouchedActivity( Activity activity );
#endif
void Event_Killed( const CTakeDamageInfo &info );
@ -95,6 +100,8 @@ public:
void InputDropGrenade( inputdata_t &inputdata );
void InputSetTacticalVariant( inputdata_t &inputdata );
void InputSetPoliceGoal( inputdata_t &inputdata );
#endif
bool UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer = NULL );
@ -353,6 +360,9 @@ private:
CAI_FuncTankBehavior m_FuncTankBehavior;
CAI_RappelBehavior m_RappelBehavior;
CAI_ActBusyBehavior m_ActBusyBehavior;
#ifdef MAPBASE
CAI_PolicingBehavior m_PolicingBehavior;
#endif
public:
int m_iLastAnimEventHandled;

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@ -627,6 +627,14 @@ void CNPC_CombineCamera::ActiveThink()
if ( !pTarget )
{
// Nobody suspicious. Go back to being idle.
#ifdef MAPBASE
if (m_hEnemyTarget)
{
m_OnLostEnemy.FireOutput( m_hEnemyTarget, this );
if (m_hEnemyTarget->IsPlayer())
m_OnLostPlayer.FireOutput( m_hEnemyTarget, this );
}
#endif
m_hEnemyTarget = NULL;
EmitSound("NPC_CombineCamera.BecomeIdle");
SetAngry(false);

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@ -169,6 +169,7 @@ BEGIN_DATADESC( CNPC_Manhack )
DEFINE_FIELD( m_hSmokeTrail, FIELD_EHANDLE),
#ifdef MAPBASE
DEFINE_FIELD( m_hPrevOwner, FIELD_EHANDLE ),
DEFINE_KEYFIELD( m_bNoSprites, FIELD_BOOLEAN, "NoSprites" ),
#endif
// DEFINE_FIELD( m_pLightGlow, FIELD_CLASSPTR ),
@ -198,6 +199,10 @@ BEGIN_DATADESC( CNPC_Manhack )
// Function Pointers
DEFINE_INPUTFUNC( FIELD_VOID, "DisableSwarm", InputDisableSwarm ),
DEFINE_INPUTFUNC( FIELD_VOID, "Unpack", InputUnpack ),
#ifdef MAPBASE
DEFINE_INPUTFUNC( FIELD_VOID, "EnableSprites", InputEnableSprites ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableSprites", InputDisableSprites ),
#endif
DEFINE_ENTITYFUNC( CrashTouch ),
@ -2479,6 +2484,11 @@ void CNPC_Manhack::Spawn(void)
//-----------------------------------------------------------------------------
void CNPC_Manhack::StartEye( void )
{
#ifdef MAPBASE
if (m_bNoSprites)
return;
#endif
//Create our Eye sprite
if ( m_pEyeGlow == NULL )
{
@ -2998,6 +3008,26 @@ void CNPC_Manhack::InputUnpack( inputdata_t &inputdata )
SetCondition( COND_LIGHT_DAMAGE );
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Creates the sprite if it has been destroyed
//-----------------------------------------------------------------------------
void CNPC_Manhack::InputEnableSprites( inputdata_t &inputdata )
{
m_bNoSprites = false;
StartEye();
}
//-----------------------------------------------------------------------------
// Purpose: Destroys the sprite
//-----------------------------------------------------------------------------
void CNPC_Manhack::InputDisableSprites( inputdata_t &inputdata )
{
KillSprites( 0.0 );
m_bNoSprites = true;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPhysGunUser -

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@ -145,6 +145,10 @@ public:
void InputDisableSwarm( inputdata_t &inputdata );
void InputUnpack( inputdata_t &inputdata );
#ifdef MAPBASE
void InputEnableSprites( inputdata_t &inputdata );
void InputDisableSprites( inputdata_t &inputdata );
#endif
// CDefaultPlayerPickupVPhysics
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
@ -263,6 +267,8 @@ private:
CHandle<SmokeTrail> m_hSmokeTrail;
#ifdef MAPBASE
EHANDLE m_hPrevOwner;
bool m_bNoSprites;
#endif
int m_iPanel1;

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@ -199,7 +199,7 @@ void CLogicExternalData::InputWriteKeyValue( inputdata_t &inputdata )
// Separate key from value
char *delimiter = Q_strstr(szValue, " ");
if (delimiter)
if (delimiter && (delimiter + 1) != '\0')
{
Q_strncpy(key, szValue, MIN((delimiter - szValue) + 1, sizeof(key)));
Q_strncpy(value, delimiter + 1, sizeof(value));
@ -284,8 +284,7 @@ HSCRIPT CLogicExternalData::ScriptGetKeyValues( void )
if (m_pRoot)
{
// Does this need to be destructed or freed? m_pScriptModelKeyValues apparently doesn't.
CScriptKeyValues *pKV = new CScriptKeyValues( m_pRoot );
hScript = g_pScriptVM->RegisterInstance( pKV );
hScript = scriptmanager->CreateScriptKeyValues( g_pScriptVM, m_pRoot, false );
}
return hScript;
@ -302,8 +301,7 @@ HSCRIPT CLogicExternalData::ScriptGetKeyValueBlock( void )
if (m_pBlock)
{
// Does this need to be destructed or freed? m_pScriptModelKeyValues apparently doesn't.
CScriptKeyValues *pKV = new CScriptKeyValues( m_pBlock );
hScript = g_pScriptVM->RegisterInstance( pKV );
hScript = scriptmanager->CreateScriptKeyValues( g_pScriptVM, m_pBlock, false );
}
return hScript;
@ -320,10 +318,10 @@ void CLogicExternalData::ScriptSetKeyValues( HSCRIPT hKV )
m_pRoot = NULL;
}
CScriptKeyValues *pKV = HScriptToClass<CScriptKeyValues>( hKV );
KeyValues *pKV = scriptmanager->GetKeyValuesFromScriptKV( g_pScriptVM, hKV );
if (pKV)
{
m_pRoot = pKV->m_pKeyValues;
m_pRoot = pKV;
}
}
@ -335,10 +333,10 @@ void CLogicExternalData::ScriptSetKeyValueBlock( HSCRIPT hKV )
m_pBlock = NULL;
}
CScriptKeyValues *pKV = HScriptToClass<CScriptKeyValues>( hKV );
KeyValues *pKV = scriptmanager->GetKeyValuesFromScriptKV( g_pScriptVM, hKV );
if (pKV)
{
m_pBlock = pKV->m_pKeyValues;
m_pBlock = pKV;
}
}

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@ -297,6 +297,8 @@ public:
#ifdef MAPBASE
void InputSetText ( inputdata_t &inputdata );
void SetText( const char* pszStr );
void InputSetFont( inputdata_t &inputdata ) { m_strFont = inputdata.value.StringID(); }
#endif
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
@ -308,6 +310,11 @@ private:
string_t m_iszMessage;
hudtextparms_t m_textParms;
#ifdef MAPBASE
string_t m_strFont;
bool m_bAutobreak;
#endif
};
LINK_ENTITY_TO_CLASS( game_text, CGameText );
@ -327,12 +334,18 @@ BEGIN_DATADESC( CGameText )
DEFINE_KEYFIELD( m_textParms.holdTime, FIELD_FLOAT, "holdtime" ),
DEFINE_KEYFIELD( m_textParms.fxTime, FIELD_FLOAT, "fxtime" ),
#ifdef MAPBASE
DEFINE_KEYFIELD( m_strFont, FIELD_STRING, "font" ),
DEFINE_KEYFIELD( m_bAutobreak, FIELD_BOOLEAN, "autobreak" ),
#endif
DEFINE_ARRAY( m_textParms, FIELD_CHARACTER, sizeof(hudtextparms_t) ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Display", InputDisplay ),
#ifdef MAPBASE
DEFINE_INPUTFUNC( FIELD_STRING, "SetText", InputSetText ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetFont", InputSetFont ),
#endif
END_DATADESC()
@ -385,7 +398,11 @@ void CGameText::Display( CBaseEntity *pActivator )
if ( MessageToAll() )
{
#ifdef MAPBASE
UTIL_HudMessageAll( m_textParms, MessageGet(), STRING(m_strFont), m_bAutobreak );
#else
UTIL_HudMessageAll( m_textParms, MessageGet() );
#endif
}
else
{
@ -393,12 +410,20 @@ void CGameText::Display( CBaseEntity *pActivator )
if ( gpGlobals->maxClients == 1 )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
#ifdef MAPBASE
UTIL_HudMessage( pPlayer, m_textParms, MessageGet(), STRING(m_strFont), m_bAutobreak );
#else
UTIL_HudMessage( pPlayer, m_textParms, MessageGet() );
#endif
}
// Otherwise show the message to the player that triggered us.
else if ( pActivator && pActivator->IsNetClient() )
{
#ifdef MAPBASE
UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet(), STRING(m_strFont), m_bAutobreak );
#else
UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() );
#endif
}
}
}
@ -417,7 +442,7 @@ void CGameText::SetText( const char* pszStr )
CUtlStringList vecLines;
Q_SplitString( pszStr, "/n", vecLines );
char szMsg[256];
char szMsg[512];
Q_strncpy( szMsg, vecLines[0], sizeof( szMsg ) );
for (int i = 1; i < vecLines.Count(); i++)

View File

@ -17,9 +17,15 @@
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CPathTrack )
#ifdef MAPBASE
DEFINE_FIELD( m_pnext, FIELD_EHANDLE ),
DEFINE_FIELD( m_pprevious, FIELD_EHANDLE ),
DEFINE_FIELD( m_paltpath, FIELD_EHANDLE ),
#else
DEFINE_FIELD( m_pnext, FIELD_CLASSPTR ),
DEFINE_FIELD( m_pprevious, FIELD_CLASSPTR ),
DEFINE_FIELD( m_paltpath, FIELD_CLASSPTR ),
#endif
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
DEFINE_FIELD( m_length, FIELD_FLOAT ),

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@ -724,7 +724,7 @@ bool CCollisionEvent::ShouldFreezeContacts( IPhysicsObject **pObjectList, int ob
{
if ( m_lastTickFrictionError > gpGlobals->tickcount || m_lastTickFrictionError < (gpGlobals->tickcount-1) )
{
DevWarning("Performance Warning: large friction system (%d objects)!!!\n", objectCount );
CGWarning( 1, CON_GROUP_PHYSICS, "Performance Warning: large friction system (%d objects)!!!\n", objectCount );
#if _DEBUG
for ( int i = 0; i < objectCount; i++ )
{
@ -997,7 +997,7 @@ int CCollisionEvent::ShouldSolvePenetration( IPhysicsObject *pObj0, IPhysicsObje
{
if ( pObj0->GetGameFlags() & FVPHYSICS_PART_OF_RAGDOLL )
{
DevMsg(2, "Solving ragdoll self penetration! %s (%s) (%d v %d)\n", pObj0->GetName(), pEntity0->GetDebugName(), pObj0->GetGameIndex(), pObj1->GetGameIndex() );
CGMsg( 2, CON_GROUP_PHYSICS, "Solving ragdoll self penetration! %s (%s) (%d v %d)\n", pObj0->GetName(), pEntity0->GetDebugName(), pObj0->GetGameIndex(), pObj1->GetGameIndex() );
ragdoll_t *pRagdoll = Ragdoll_GetRagdoll( pEntity0 );
pRagdoll->pGroup->SolvePenetration( pObj0, pObj1 );
return false;
@ -1030,11 +1030,11 @@ int CCollisionEvent::ShouldSolvePenetration( IPhysicsObject *pObj0, IPhysicsObje
{
int index0 = physcollision->CollideIndex( pObj0->GetCollide() );
int index1 = physcollision->CollideIndex( pObj1->GetCollide() );
DevMsg(1, "***Inter-penetration on %s (%d & %d) (%.0f, %.0f)\n", pName1?pName1:"(null)", index0, index1, gpGlobals->curtime, eventTime );
CGMsg( 1, CON_GROUP_PHYSICS, "***Inter-penetration on %s (%d & %d) (%.0f, %.0f)\n", pName1?pName1:"(null)", index0, index1, gpGlobals->curtime, eventTime );
}
else
{
DevMsg(1, "***Inter-penetration between %s(%s) AND %s(%s) (%.0f, %.0f)\n", pName1?pName1:"(null)", pEntity0->GetDebugName(), pName2?pName2:"(null)", pEntity1->GetDebugName(), gpGlobals->curtime, eventTime );
CGMsg( 1, CON_GROUP_PHYSICS, "***Inter-penetration between %s(%s) AND %s(%s) (%.0f, %.0f)\n", pName1?pName1:"(null)", pEntity0->GetDebugName(), pName2?pName2:"(null)", pEntity1->GetDebugName(), gpGlobals->curtime, eventTime );
}
}
#endif
@ -1333,8 +1333,8 @@ CON_COMMAND_F(surfaceprop, "Reports the surface properties at the cursor", FCVAR
Vector vecVelocity = tr.startpos - tr.endpos;
int length = vecVelocity.Length();
Msg("Hit surface \"%s\" (entity %s, model \"%s\" %s), texture \"%s\"\n", physprops->GetPropName( tr.surface.surfaceProps ), tr.m_pEnt->GetClassname(), pModelName, modelStuff.Access(), tr.surface.name);
Msg("Distance to surface: %d\n", length );
CGMsg( 0, CON_GROUP_PHYSICS, "Hit surface \"%s\" (entity %s, model \"%s\" %s), texture \"%s\"\n", physprops->GetPropName( tr.surface.surfaceProps ), tr.m_pEnt->GetClassname(), pModelName, modelStuff.Access(), tr.surface.name );
CGMsg( 0, CON_GROUP_PHYSICS, "Distance to surface: %d\n", length );
}
}
@ -1342,12 +1342,12 @@ static void OutputVPhysicsDebugInfo( CBaseEntity *pEntity )
{
if ( pEntity )
{
Msg("Entity %s (%s) %s Collision Group %d\n", pEntity->GetClassname(), pEntity->GetDebugName(), pEntity->IsNavIgnored() ? "NAV IGNORE" : "", pEntity->GetCollisionGroup() );
CGMsg( 0, CON_GROUP_PHYSICS, "Entity %s (%s) %s Collision Group %d\n", pEntity->GetClassname(), pEntity->GetDebugName(), pEntity->IsNavIgnored() ? "NAV IGNORE" : "", pEntity->GetCollisionGroup() );
CUtlVector<CBaseEntity *> list;
g_Collisions.GetListOfPenetratingEntities( pEntity, list );
for ( int i = 0; i < list.Count(); i++ )
{
Msg(" penetration with entity %s (%s)\n", list[i]->GetDebugName(), STRING(list[i]->GetModelName()) );
CGMsg( 0, CON_GROUP_PHYSICS, " penetration with entity %s (%s)\n", list[i]->GetDebugName(), STRING( list[i]->GetModelName() ) );
}
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
@ -1358,7 +1358,7 @@ static void OutputVPhysicsDebugInfo( CBaseEntity *pEntity )
{
for ( int i = 0; i < physCount; i++ )
{
Msg("Object %d (of %d) =========================\n", i+1, physCount );
CGMsg( 0, CON_GROUP_PHYSICS, "Object %d (of %d) =========================\n", i + 1, physCount );
pList[i]->OutputDebugInfo();
}
}
@ -1496,7 +1496,7 @@ static void DebugConstraints( CBaseEntity *pEntity )
pModel1 = STRING(pAttach[1]->GetModelName());
index1 = pAttachVPhysics[1]->GetGameIndex();
}
Msg("**********************\n%s connects %s(%s:%d) to %s(%s:%d)\n", constraints[i]->GetClassname(), pName0, pModel0, index0, pName1, pModel1, index1 );
CGMsg( 0, CON_GROUP_PHYSICS, "**********************\n%s connects %s(%s:%d) to %s(%s:%d)\n", constraints[i]->GetClassname(), pName0, pModel0, index0, pName1, pModel1, index1 );
DebugConstraint(constraints[i]);
constraints[i]->m_debugOverlays |= OVERLAY_BBOX_BIT | OVERLAY_TEXT_BIT;
}
@ -1642,7 +1642,7 @@ CON_COMMAND( physics_budget, "Times the cost of each active object" )
for ( i = 0; i < ents.Count(); i++ )
{
float fraction = times[i] / totalTime;
Msg( "%s (%s): %.3fms (%.3f%%) @ %s\n", ents[i]->GetClassname(), ents[i]->GetDebugName(), fraction * totalTime * 1000.0f, fraction * 100.0f, VecToString(ents[i]->GetAbsOrigin()) );
CGMsg( 0, CON_GROUP_PHYSICS, "%s (%s): %.3fms (%.3f%%) @ %s\n", ents[i]->GetClassname(), ents[i]->GetDebugName(), fraction * totalTime * 1000.0f, fraction * 100.0f, VecToString( ents[i]->GetAbsOrigin() ) );
}
g_Collisions.BufferTouchEvents( false );
}
@ -1685,7 +1685,7 @@ void PhysFrame( float deltaTime )
if ( deltaTime > 1.0f || deltaTime < 0.0f )
{
deltaTime = 0;
Msg( "Reset physics clock\n" );
CGMsg( 0, CON_GROUP_PHYSICS, "Reset physics clock\n" );
}
else if ( deltaTime > 0.1f ) // limit incoming time to 100ms
{
@ -1743,7 +1743,7 @@ void PhysFrame( float deltaTime )
CBaseEntity *pEntity = pItem->hEnt.Get();
if ( !pEntity )
{
Msg( "Dangling pointer to physics entity!!!\n" );
CGMsg( 0, CON_GROUP_PHYSICS, "Dangling pointer to physics entity!!!\n" );
continue;
}
@ -1765,7 +1765,7 @@ void PhysFrame( float deltaTime )
g_PhysAverageSimTime += (simRealTime * 0.2);
if ( lastObjectCount != 0 || activeCount != 0 )
{
Msg( "Physics: %3d objects, %4.1fms / AVG: %4.1fms\n", activeCount, simRealTime * 1000, g_PhysAverageSimTime * 1000 );
CGMsg( 0, CON_GROUP_PHYSICS, "Physics: %3d objects, %4.1fms / AVG: %4.1fms\n", activeCount, simRealTime * 1000, g_PhysAverageSimTime * 1000 );
}
lastObjectCount = activeCount;
@ -1929,7 +1929,7 @@ void PhysForceEntityToSleep( CBaseEntity *pEntity, IPhysicsObject *pObject )
if ( !pObject || !pObject->IsMoveable() )
return;
DevMsg(2, "Putting entity to sleep: %s\n", pEntity->GetClassname() );
CGMsg( 2, CON_GROUP_PHYSICS, "Putting entity to sleep: %s\n", pEntity->GetClassname() );
MEM_ALLOC_CREDIT();
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int physCount = pEntity->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
@ -2024,7 +2024,7 @@ void CCollisionEvent::FlushQueuedOperations()
// testing, if this assert fires it proves we've fixed the crash
// after that the assert + warning can safely be removed
Assert(0);
Warning("Physics queue not empty, error!\n");
CGWarning( 0, CON_GROUP_PHYSICS, "Physics queue not empty, error!\n" );
loopCount++;
UpdateTouchEvents();
UpdateDamageEvents();
@ -2773,7 +2773,7 @@ void PhysCallbackDamage( CBaseEntity *pEntity, const CTakeDamageInfo &info )
g_Collisions.AddDamageEvent( pEntity, info, pInflictorPhysics, false, vec3_origin, vec3_origin );
if ( pEntity && info.GetInflictor() )
{
DevMsg( 2, "Warning: Physics damage event with no recovery info!\nObjects: %s, %s\n", pEntity->GetClassname(), info.GetInflictor()->GetClassname() );
CGMsg( 2, CON_GROUP_PHYSICS, "Warning: Physics damage event with no recovery info!\nObjects: %s, %s\n", pEntity->GetClassname(), info.GetInflictor()->GetClassname() );
}
}
else
@ -2832,10 +2832,10 @@ IPhysicsObject *FindPhysicsObjectByName( const char *pName, CBaseEntity *pErrorE
{
const char *pErrorName = pErrorEntity ? pErrorEntity->GetClassname() : "Unknown";
Vector origin = pErrorEntity ? pErrorEntity->GetAbsOrigin() : vec3_origin;
DevWarning("entity %s at %s has physics attachment to more than one entity with the name %s!!!\n", pErrorName, VecToString(origin), pName );
CGWarning( 1, CON_GROUP_PHYSICS, "entity %s at %s has physics attachment to more than one entity with the name %s!!!\n", pErrorName, VecToString( origin ), pName );
while ( ( pEntity = gEntList.FindEntityByName( pEntity, pName ) ) != NULL )
{
DevWarning("Found %s\n", pEntity->GetClassname() );
CGWarning( 1, CON_GROUP_PHYSICS, "Found %s\n", pEntity->GetClassname() );
}
break;
@ -2853,7 +2853,7 @@ void CC_AirDensity( const CCommand &args )
if ( args.ArgC() < 2 )
{
Msg( "air_density <value>\nCurrent air density is %.2f\n", physenv->GetAirDensity() );
CGMsg( 0, CON_GROUP_PHYSICS, "air_density <value>\nCurrent air density is %.2f\n", physenv->GetAirDensity() );
}
else
{

View File

@ -483,6 +483,9 @@ BEGIN_DATADESC( CBasePlayer )
END_DATADESC()
#ifdef MAPBASE_VSCRIPT
// TODO: Better placement?
ScriptHook_t g_Hook_PlayerRunCommand;
BEGIN_ENT_SCRIPTDESC( CBasePlayer, CBaseCombatCharacter, "The player entity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptIsPlayerNoclipping, "IsNoclipping", "Returns true if the player is in noclip mode." )
@ -523,6 +526,21 @@ BEGIN_ENT_SCRIPTDESC( CBasePlayer, CBaseCombatCharacter, "The player entity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetFOVOwner, "GetFOVOwner", "" )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetFOV, "SetFOV", "" )
DEFINE_SCRIPTFUNC( ViewPunch, "Punches the player's view with the specified vector." )
DEFINE_SCRIPTFUNC( SetMuzzleFlashTime, "Sets the player's muzzle flash time for AI." )
DEFINE_SCRIPTFUNC( SetSuitUpdate, "Sets an update for the player's HEV suit." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAutoaimVector, "GetAutoaimVector", "Gets the player's autoaim shooting direction with the specified scale." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetAutoaimVectorCustomMaxDist, "GetAutoaimVectorCustomMaxDist", "Gets the player's autoaim shooting direction with the specified scale and a custom max distance." )
DEFINE_SCRIPTFUNC( ShouldAutoaim, "Returns true if the player should be autoaiming." )
//
// Hooks
//
BEGIN_SCRIPTHOOK( g_Hook_PlayerRunCommand, "PlayerRunCommand", FIELD_VOID, "Called when running a player command on the server." )
DEFINE_SCRIPTHOOK_PARAM( "command", FIELD_HSCRIPT )
END_SCRIPTHOOK()
END_SCRIPTDESC();
#else
BEGIN_ENT_SCRIPTDESC( CBasePlayer, CBaseAnimating, "The player entity." )
@ -3802,13 +3820,13 @@ void CBasePlayer::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper)
#ifdef MAPBASE_VSCRIPT
// Movement hook for VScript
if ( HSCRIPT hFunc = LookupScriptFunction("PlayerRunCommand") )
if (m_ScriptScope.IsInitialized() && g_Hook_PlayerRunCommand.CanRunInScope(m_ScriptScope))
{
HSCRIPT hCmd = g_pScriptVM->RegisterInstance( ucmd );
g_pScriptVM->SetValue( "command", hCmd );
CallScriptFunctionHandle( hFunc, NULL );
g_pScriptVM->ClearValue( "command" );
// command
ScriptVariant_t args[] = { hCmd };
g_Hook_PlayerRunCommand.Call( m_ScriptScope, NULL, args );
g_pScriptVM->RemoveInstance( hCmd );
}

View File

@ -588,6 +588,10 @@ public:
virtual Vector GetAutoaimVector( float flScale );
virtual Vector GetAutoaimVector( float flScale, float flMaxDist );
virtual void GetAutoaimVector( autoaim_params_t &params );
#ifdef MAPBASE_VSCRIPT
Vector ScriptGetAutoaimVector( float flScale ) { return GetAutoaimVector( flScale ); }
Vector ScriptGetAutoaimVectorCustomMaxDist( float flScale, float flMaxDist ) { return GetAutoaimVector( flScale, flMaxDist ); }
#endif
float GetAutoaimScore( const Vector &eyePosition, const Vector &viewDir, const Vector &vecTarget, CBaseEntity *pTarget, float fScale, CBaseCombatWeapon *pActiveWeapon );
QAngle AutoaimDeflection( Vector &vecSrc, autoaim_params_t &params );

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@ -49,6 +49,9 @@ private:
// ------------------------------
void InputLightOn( inputdata_t &inputdata );
void InputLightOff( inputdata_t &inputdata );
#ifdef MAPBASE
void InputLightToggle( inputdata_t &inputdata ) { m_bSpotlightOn ? InputLightOff(inputdata) : InputLightOn(inputdata); }
#endif
// Creates the efficient spotlight
void CreateEfficientSpotlight();
@ -99,6 +102,9 @@ BEGIN_DATADESC( CPointSpotlight )
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputLightOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputLightOff ),
#ifdef MAPBASE
DEFINE_INPUTFUNC( FIELD_VOID, "LightToggle", InputLightToggle ),
#endif
DEFINE_OUTPUT( m_OnOn, "OnLightOn" ),
DEFINE_OUTPUT( m_OnOff, "OnLightOff" ),

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@ -72,6 +72,17 @@ static int speechListIndex = 0;
#define SCENE_MIN_PITCH 0.25f
#define SCENE_MAX_PITCH 2.5f
// New macros introduced for Mapbase's console message color changes.
#ifdef MAPBASE
#define ChoreoMsg( lvl, msg ) CGMsg( lvl, CON_GROUP_CHOREO, msg )
#define ChoreoMsg1( lvl, msg, a ) CGMsg( lvl, CON_GROUP_CHOREO, msg, a )
#define ChoreoMsg2( lvl, msg, a, b ) CGMsg( lvl, CON_GROUP_CHOREO, msg, a, b )
#else
#define ChoreoMsg( lvl, msg ) DevMsg( lvl, msg )
#define ChoreoMsg1( lvl, msg, a ) DevMsg( lvl, msg, a )
#define ChoreoMsg2( lvl, msg, a, b ) DevMsg( lvl, msg, a, b )
#endif
//===========================================================================================================
// SCENE LIST MANAGER
//===========================================================================================================
@ -2725,7 +2736,7 @@ void CSceneEntity::StartPlayback( void )
m_pScene = LoadScene( STRING( m_iszSceneFile ), this );
if ( !m_pScene )
{
DevMsg( "%s missing from scenes.image\n", STRING( m_iszSceneFile ) );
ChoreoMsg1( 1, "%s missing from scenes.image\n", STRING( m_iszSceneFile ) );
m_bSceneMissing = true;
return;
}
@ -3068,6 +3079,12 @@ void CSceneEntity::DispatchStartSubScene( CChoreoScene *scene, CBaseFlex *pActor
if ( subscene )
{
#ifdef MAPBASE
// Somes may not be created with a CSceneEntity as the event callback
if (!scene->GetEventCallbackInterface())
scene->SetEventCallbackInterface( this );
#endif
subscene->ResetSimulation();
}
}
@ -3305,7 +3322,7 @@ void CSceneEntity::StartEvent( float currenttime, CChoreoScene *scene, CChoreoEv
if( !pEntity->ValidateScriptScope() )
{
DevMsg("\n***\nCChoreoEvent::SCRIPT - FAILED to create private ScriptScope. ABORTING script call\n***\n");
ChoreoMsg(1, "\n***\nCChoreoEvent::SCRIPT - FAILED to create private ScriptScope. ABORTING script call\n***\n");
break;
}
@ -3657,7 +3674,7 @@ bool CSceneEntity::ShouldNetwork() const
CChoreoScene *CSceneEntity::LoadScene( const char *filename, IChoreoEventCallback *pCallback )
{
DevMsg( 2, "Blocking load of scene from '%s'\n", filename );
ChoreoMsg1( 2, "Blocking load of scene from '%s'\n", filename );
char loadfile[MAX_PATH];
Q_strncpy( loadfile, filename, sizeof( loadfile ) );

View File

@ -31,6 +31,23 @@
ConVar ai_task_pre_script( "ai_task_pre_script", "0", FCVAR_NONE );
// New macros introduced for Mapbase's console message color changes.
#ifdef MAPBASE
#define ScriptMsg( lvl, msg ) CGMsg( lvl, CON_GROUP_NPC_SCRIPTS, msg )
#define ScriptMsg1( lvl, msg, a ) CGMsg( lvl, CON_GROUP_NPC_SCRIPTS, msg, a )
#define ScriptMsg2( lvl, msg, a, b ) CGMsg( lvl, CON_GROUP_NPC_SCRIPTS, msg, a, b )
#define ScriptMsg3( lvl, msg, a, b, c ) CGMsg( lvl, CON_GROUP_NPC_SCRIPTS, msg, a, b, c )
#define ScriptMsg4( lvl, msg, a, b, c, d ) CGMsg( lvl, CON_GROUP_NPC_SCRIPTS, msg, a, b, c, d )
#define ScriptMsg5( lvl, msg, a, b, c, d, e ) CGMsg( lvl, CON_GROUP_NPC_SCRIPTS, msg, a, b, c, d, e )
#else
#define ScriptMsg( lvl, msg ) DevMsg( lvl, msg )
#define ScriptMsg1( lvl, msg, a ) DevMsg( lvl, msg, a )
#define ScriptMsg2( lvl, msg, a, b ) DevMsg( lvl, msg, a, b )
#define ScriptMsg3( lvl, msg, a, b, c ) DevMsg( lvl, msg, a, b, c )
#define ScriptMsg4( lvl, msg, a, b, c, d ) DevMsg( lvl, msg, a, b, c, d )
#define ScriptMsg5( lvl, msg, a, b, c, d, e ) DevMsg( lvl, msg, a, b, c, d, e )
#endif
//
// targetname "me" - there can be more than one with the same name, and they act in concert
@ -448,7 +465,7 @@ void CAI_ScriptedSequence::InputCancelSequence( inputdata_t &inputdata )
// We don't call CancelScript because entity I/O will handle dispatching
// this input to all other scripts with our same name.
//
DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay ));
ScriptMsg1( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay ));
StopThink();
ScriptEntityCancel( this );
}
@ -464,7 +481,7 @@ void CAI_ScriptedSequence::InputScriptPlayerDeath( inputdata_t &inputdata )
// We don't call CancelScript because entity I/O will handle dispatching
// this input to all other scripts with our same name.
//
DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay ));
ScriptMsg1( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay ));
StopThink();
ScriptEntityCancel( this );
}
@ -513,7 +530,7 @@ void CAI_ScriptedSequence::Blocked( CBaseEntity *pOther )
void CAI_ScriptedSequence::Touch( CBaseEntity *pOther )
{
/*
DevMsg( 2, "Cine Touch\n" );
ScriptMsg( 2, "Cine Touch\n" );
if (m_pentTarget && OFFSET(pOther->pev) == OFFSET(m_pentTarget))
{
CAI_BaseNPC *pTarget = GetClassPtr((CAI_BaseNPC *)VARS(m_pentTarget));
@ -596,7 +613,7 @@ CAI_BaseNPC *CAI_ScriptedSequence::FindScriptEntity( )
else if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS))
{
// They cannot play the script.
DevMsg( "Found %s, but can't play!\n", STRING( m_iszEntity ));
ScriptMsg1( 1, "Found %s, but can't play!\n", STRING( m_iszEntity ));
}
}
@ -683,7 +700,7 @@ void CAI_ScriptedSequence::StartScript( void )
// Don't clear the currently playing script's target!
pCine->SetTarget( NULL );
}
DevMsg( 2, "script \"%s\" kicking script \"%s\" out of the queue\n", GetDebugName(), pCine->GetDebugName() );
ScriptMsg2( 2, "script \"%s\" kicking script \"%s\" out of the queue\n", GetDebugName(), pCine->GetDebugName() );
}
pTarget->m_hCine->m_hNextCine = this;
@ -789,7 +806,7 @@ void CAI_ScriptedSequence::StartScript( void )
//pTarget->SetGroundEntity( NULL );
break;
}
//DevMsg( 2, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->m_iName ), FBitSet(m_spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" );
//ScriptMsg2( 2, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->m_iName ), FBitSet(m_spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" );
// Wait until all scripts of the same name are ready to play.
@ -824,12 +841,12 @@ void CAI_ScriptedSequence::ScriptThink( void )
else if (FindEntity())
{
StartScript( );
DevMsg( 2, "scripted_sequence %d:\"%s\" using NPC %d:\"%s\"(%s)\n", entindex(), GetDebugName(), GetTarget()->entindex(), GetTarget()->GetEntityName().ToCStr(), STRING( m_iszEntity ) );
ScriptMsg5( 2, "scripted_sequence %d:\"%s\" using NPC %d:\"%s\"(%s)\n", entindex(), GetDebugName(), GetTarget()->entindex(), GetTarget()->GetEntityName().ToCStr(), STRING( m_iszEntity ) );
}
else
{
CancelScript( );
DevMsg( 2, "scripted_sequence %d:\"%s\" can't find NPC \"%s\"\n", entindex(), GetDebugName(), STRING( m_iszEntity ) );
ScriptMsg3( 2, "scripted_sequence %d:\"%s\" can't find NPC \"%s\"\n", entindex(), GetDebugName(), STRING( m_iszEntity ) );
// FIXME: just trying again is bad. This should fire an output instead.
// FIXME: Think about puting output triggers in both StartScript() and CancelScript().
SetNextThink( gpGlobals->curtime + 1.0f );
@ -902,7 +919,7 @@ bool CAI_ScriptedSequence::StartSequence( CAI_BaseNPC *pTarget, string_t iszSeq,
// Don't blend...
pTarget->IncrementInterpolationFrame();
}
//DevMsg( 2, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->m_iName ), pTarget->GetClassname(), STRING( iszSeq), (m_spawnflags & SF_SCRIPT_NOINTERRUPT) ? "No" : "Yes" );
//ScriptMsg4( 2, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->m_iName ), pTarget->GetClassname(), STRING( iszSeq), (m_spawnflags & SF_SCRIPT_NOINTERRUPT) ? "No" : "Yes" );
return true;
}
@ -982,7 +999,7 @@ bool CAI_ScriptedSequence::FinishedActionSequence( CAI_BaseNPC *pNPC )
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::SequenceDone( CAI_BaseNPC *pNPC )
{
//DevMsg( 2, "Sequence %s finished\n", STRING( pNPC->m_hCine->m_iszPlay ) );
//ScriptMsg1( 2, "Sequence %s finished\n", STRING( pNPC->m_hCine->m_iszPlay ) );
//Msg("%s SequenceDone() at %0.2f\n", pNPC->GetDebugName(), gpGlobals->curtime );
@ -1092,7 +1109,7 @@ void CAI_ScriptedSequence::PostIdleDone( CAI_BaseNPC *pNPC )
// Only do so if we're selected, to prevent spam
if ( pNPC->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT )
{
DevMsg( 2, "Post Idle %s finished for %s\n", STRING( pNPC->m_hCine->m_iszPostIdle ), pNPC->GetDebugName() );
ScriptMsg2( 2, "Post Idle %s finished for %s\n", STRING( pNPC->m_hCine->m_iszPostIdle ), pNPC->GetDebugName() );
}
pNPC->m_scriptState = CAI_BaseNPC::SCRIPT_POST_IDLE;
@ -1258,7 +1275,7 @@ bool CAI_ScriptedSequence::CanEnqueueAfter( void )
if ( m_iszNextScript != NULL_STRING )
{
DevMsg( 2, "%s is specified as the 'Next Script' and cannot be kicked out of the queue\n", m_hNextCine->GetDebugName() );
ScriptMsg1( 2, "%s is specified as the 'Next Script' and cannot be kicked out of the queue\n", m_hNextCine->GetDebugName() );
return false;
}
@ -1267,7 +1284,7 @@ bool CAI_ScriptedSequence::CanEnqueueAfter( void )
return true;
}
DevMsg( 2, "%s is a priority script and cannot be kicked out of the queue\n", m_hNextCine->GetDebugName() );
ScriptMsg1( 2, "%s is a priority script and cannot be kicked out of the queue\n", m_hNextCine->GetDebugName() );
return false;
}
@ -1402,7 +1419,7 @@ void CAI_ScriptedSequence::ModifyScriptedAutoMovement( Vector *vecNewPos )
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::CancelScript( void )
{
DevMsg( 2, "Cancelling script: %s\n", STRING( m_iszPlay ));
ScriptMsg1( 2, "Cancelling script: %s\n", STRING( m_iszPlay ));
// Don't cancel matching sequences if we're asked not to, unless we didn't actually
// succeed in starting, in which case we should always cancel. This fixes
@ -1732,7 +1749,7 @@ void CAI_ScriptedSchedule::ScriptThink( void )
pTarget = FindScriptEntity( (m_spawnflags & SF_SCRIPT_SEARCH_CYCLICALLY) != 0 );
if ( pTarget )
{
DevMsg( 2, "scripted_schedule \"%s\" using NPC \"%s\"(%s)\n", GetDebugName(), STRING( m_iszEntity ), pTarget->GetEntityName().ToCStr() );
ScriptMsg3( 2, "scripted_schedule \"%s\" using NPC \"%s\"(%s)\n", GetDebugName(), STRING( m_iszEntity ), pTarget->GetEntityName().ToCStr() );
StartSchedule( pTarget );
success = true;
}
@ -1742,7 +1759,7 @@ void CAI_ScriptedSchedule::ScriptThink( void )
m_hLastFoundEntity = NULL;
while ( ( pTarget = FindScriptEntity( true ) ) != NULL )
{
DevMsg( 2, "scripted_schedule \"%s\" using NPC \"%s\"(%s)\n", GetDebugName(), pTarget->GetEntityName().ToCStr(), STRING( m_iszEntity ) );
ScriptMsg3( 2, "scripted_schedule \"%s\" using NPC \"%s\"(%s)\n", GetDebugName(), pTarget->GetEntityName().ToCStr(), STRING( m_iszEntity ) );
StartSchedule( pTarget );
success = true;
}
@ -1750,7 +1767,7 @@ void CAI_ScriptedSchedule::ScriptThink( void )
if ( !success )
{
DevMsg( 2, "scripted_schedule \"%s\" can't find NPC \"%s\"\n", GetDebugName(), STRING( m_iszEntity ) );
ScriptMsg2( 2, "scripted_schedule \"%s\" can't find NPC \"%s\"\n", GetDebugName(), STRING( m_iszEntity ) );
// FIXME: just trying again is bad. This should fire an output instead.
// FIXME: Think about puting output triggers on success true and sucess false
// FIXME: also needs to check the result of StartSchedule(), which can fail and not complain
@ -1811,7 +1828,7 @@ void CAI_ScriptedSchedule::StartSchedule( CAI_BaseNPC *pTarget )
CAI_Hint *pHint = CAI_HintManager::FindHint( pTarget->GetAbsOrigin(), hintCriteria );
if ( !pHint )
{
DevMsg( 1, "Can't find goal entity %s\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() );
ScriptMsg2( 1, "Can't find goal entity %s\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() );
return;
}
pGoalEnt = pHint;
@ -1852,7 +1869,7 @@ void CAI_ScriptedSchedule::StartSchedule( CAI_BaseNPC *pTarget )
pTarget->SetCondition( COND_SCHEDULE_DONE );
}
else
DevMsg( "Scripted schedule %s specified an invalid enemy %s\n", STRING( GetEntityName() ), STRING( m_sGoalEnt ) );
ScriptMsg2( 1, "Scripted schedule %s specified an invalid enemy %s\n", STRING( GetEntityName() ), STRING( m_sGoalEnt ) );
}
bool bDidSetSchedule = false;
@ -1877,7 +1894,7 @@ void CAI_ScriptedSchedule::StartSchedule( CAI_BaseNPC *pTarget )
{
if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS))
{
DevMsg( 1, "ScheduledMoveToGoalEntity to goal entity %s failed\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() );
ScriptMsg2( 1, "ScheduledMoveToGoalEntity to goal entity %s failed\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() );
}
return;
}
@ -1899,7 +1916,7 @@ void CAI_ScriptedSchedule::StartSchedule( CAI_BaseNPC *pTarget )
{
if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS))
{
DevMsg( 1, "ScheduledFollowPath to goal entity %s failed\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() );
ScriptMsg2( 1, "ScheduledFollowPath to goal entity %s failed\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() );
}
return;
}
@ -1924,7 +1941,7 @@ void CAI_ScriptedSchedule::InputStartSchedule( inputdata_t &inputdata )
{
if (( m_nForceState == 0 ) && ( m_nSchedule == 0 ))
{
DevMsg( 2, "aiscripted_schedule - no schedule or state has been set!\n" );
ScriptMsg( 2, "aiscripted_schedule - no schedule or state has been set!\n" );
}
if ( !m_bDidFireOnce || ( m_spawnflags & SF_SCRIPT_REPEATABLE ) )
@ -1936,7 +1953,7 @@ void CAI_ScriptedSchedule::InputStartSchedule( inputdata_t &inputdata )
}
else
{
DevMsg( 2, "aiscripted_schedule - not playing schedule again: not flagged to repeat\n" );
ScriptMsg( 2, "aiscripted_schedule - not playing schedule again: not flagged to repeat\n" );
}
}
@ -1947,7 +1964,7 @@ void CAI_ScriptedSchedule::InputStopSchedule( inputdata_t &inputdata )
{
if ( !m_bDidFireOnce )
{
DevMsg( 2, "aiscripted_schedule - StopSchedule called, but schedule's never started.\n" );
ScriptMsg( 2, "aiscripted_schedule - StopSchedule called, but schedule's never started.\n" );
return;
}
@ -1988,7 +2005,7 @@ void CAI_ScriptedSchedule::StopSchedule( CAI_BaseNPC *pTarget )
{
if ( pTarget->IsCurSchedule( SCHED_IDLE_WALK ) )
{
DevMsg( 2, "%s (%s): StopSchedule called on NPC %s.\n", GetClassname(), GetDebugName(), pTarget->GetDebugName() );
ScriptMsg3( 2, "%s (%s): StopSchedule called on NPC %s.\n", GetClassname(), GetDebugName(), pTarget->GetDebugName() );
pTarget->ClearSchedule( "Stopping scripted schedule" );
}
}
@ -2272,7 +2289,7 @@ int CAI_ScriptedSentence::StartSentence( CAI_BaseNPC *pTarget )
{
if ( !pTarget )
{
DevMsg( 2, "Not Playing sentence %s\n", STRING(m_iszSentence) );
ScriptMsg1( 2, "Not Playing sentence %s\n", STRING(m_iszSentence) );
return -1;
}
@ -2297,7 +2314,7 @@ int CAI_ScriptedSentence::StartSentence( CAI_BaseNPC *pTarget )
}
int sentenceIndex = pTarget->PlayScriptedSentence( STRING(m_iszSentence), m_flDelay, m_flVolume, m_iSoundLevel, bConcurrent, pListener );
DevMsg( 2, "Playing sentence %s\n", STRING(m_iszSentence) );
ScriptMsg1( 2, "Playing sentence %s\n", STRING(m_iszSentence) );
m_OnBeginSentence.FireOutput(NULL, this);

View File

@ -35,10 +35,13 @@ $Project
$File "$SRCDIR\game\shared\mapbase\matchers.h"
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_math.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_math.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_singletons.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_singletons.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_hl2.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_consts_shared.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_consts_weapons.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\weapon_custom_scripted.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\weapon_custom_scripted.h" [$MAPBASE_VSCRIPT]
$File "mapbase\ai_grenade.cpp"
$File "mapbase\ai_grenade.h"

View File

@ -138,6 +138,14 @@ BEGIN_ENT_SCRIPTDESC( CBaseTrigger, CBaseEntity, "Trigger entity" )
DEFINE_SCRIPTFUNC( Disable, "" )
DEFINE_SCRIPTFUNC( TouchTest, "" )
DEFINE_SCRIPTFUNC_NAMED( ScriptIsTouching, "IsTouching", "Checks whether the passed entity is touching the trigger." )
DEFINE_SCRIPTFUNC( UsesFilter, "Returns true if this trigger uses a filter." )
DEFINE_SCRIPTFUNC_NAMED( ScriptPassesTriggerFilters, "PassesTriggerFilters", "Returns whether a target entity satisfies the trigger's spawnflags, filter, etc." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetTouchedEntityOfType, "GetTouchedEntityOfType", "Gets the first touching entity which matches the specified class." )
DEFINE_SCRIPTFUNC( PointIsWithin, "Checks if the given vector is within the trigger's volume." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetTouchingEntities, "GetTouchingEntities", "Gets all entities touching this trigger (and satisfying its criteria). This function copies them to a table with a maximum number of elements." )
END_SCRIPTDESC();
#endif // MAPBASE_VSCRIPT
@ -616,6 +624,19 @@ void CBaseTrigger::InputToggle( inputdata_t &inputdata )
PhysicsTouchTriggers();
}
#ifdef MAPBASE_VSCRIPT
//-----------------------------------------------------------------------------
// Purpose: Copies touching entities to a script table
//-----------------------------------------------------------------------------
void CBaseTrigger::ScriptGetTouchingEntities( HSCRIPT hTable )
{
for (int i = 0; i < m_hTouchingEntities.Count(); i++)
{
g_pScriptVM->ArrayAppend( hTable, ToHScript( m_hTouchingEntities[i] ) );
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Removes anything that touches it. If the trigger has a targetname,
@ -2300,6 +2321,11 @@ public:
void Touch( CBaseEntity *pOther );
void Untouch( CBaseEntity *pOther );
#ifdef MAPBASE
void InputSetSpeed( inputdata_t &inputdata );
void InputSetPushDir( inputdata_t &inputdata );
#endif
Vector m_vecPushDir;
DECLARE_DATADESC();
@ -2312,6 +2338,10 @@ BEGIN_DATADESC( CTriggerPush )
DEFINE_KEYFIELD( m_vecPushDir, FIELD_VECTOR, "pushdir" ),
DEFINE_KEYFIELD( m_flAlternateTicksFix, FIELD_FLOAT, "alternateticksfix" ),
//DEFINE_FIELD( m_flPushSpeed, FIELD_FLOAT ),
#ifdef MAPBASE
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetPushDir", InputSetPushDir ),
#endif
END_DATADESC()
LINK_ENTITY_TO_CLASS( trigger_push, CTriggerPush );
@ -2458,6 +2488,35 @@ void CTriggerPush::Touch( CBaseEntity *pOther )
}
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerPush::InputSetSpeed( inputdata_t &inputdata )
{
m_flSpeed = inputdata.value.Float();
// Need to update push speed/alternative ticks
Activate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerPush::InputSetPushDir( inputdata_t &inputdata )
{
inputdata.value.Vector3D( m_vecPushDir );
// Convert pushdir from angles to a vector
Vector vecAbsDir;
QAngle angPushDir = QAngle( m_vecPushDir.x, m_vecPushDir.y, m_vecPushDir.z );
AngleVectors( angPushDir, &vecAbsDir );
// Transform the vector into entity space
VectorIRotate( vecAbsDir, EntityToWorldTransform(), m_vecPushDir );
}
#endif
//-----------------------------------------------------------------------------
// Teleport trigger

View File

@ -95,6 +95,13 @@ public:
bool PointIsWithin( const Vector &vecPoint );
#ifdef MAPBASE_VSCRIPT
bool ScriptPassesTriggerFilters( HSCRIPT hOther ) { return ToEnt(hOther) ? PassesTriggerFilters( ToEnt(hOther) ) : NULL; }
HSCRIPT ScriptGetTouchedEntityOfType( const char *sClassName ) { return ToHScript( GetTouchedEntityOfType(sClassName) ); }
void ScriptGetTouchingEntities( HSCRIPT hTable );
#endif
bool m_bDisabled;
string_t m_iFilterName;
CHandle<class CBaseFilter> m_hFilter;

View File

@ -1072,7 +1072,7 @@ void UTIL_ScreenFade( CBaseEntity *pEntity, const color32 &color, float fadeTime
}
void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, const char *pMessage )
void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, const char *pMessage, const char *pszFont, bool bAutobreak )
{
CRecipientFilter filter;
@ -1105,12 +1105,19 @@ void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, c
WRITE_FLOAT( textparms.holdTime );
WRITE_FLOAT( textparms.fxTime );
WRITE_STRING( pMessage );
#ifdef MAPBASE
WRITE_STRING( pszFont );
if (bAutobreak)
{
WRITE_BYTE ( Q_strlen( pMessage ) );
}
#endif
MessageEnd();
}
void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage )
void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage, const char *pszFont, bool bAutobreak )
{
UTIL_HudMessage( NULL, textparms, pMessage );
UTIL_HudMessage( NULL, textparms, pMessage, pszFont, bAutobreak );
}
void UTIL_HudHintText( CBaseEntity *pEntity, const char *pMessage )

View File

@ -512,8 +512,8 @@ void UTIL_SetModel( CBaseEntity *pEntity, const char *pModelName );
// prints as transparent 'title' to the HUD
void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage );
void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, const char *pMessage );
void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage, const char *pszFont = NULL, bool bAutobreak = false );
void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, const char *pMessage, const char *pszFont = NULL, bool bAutobreak = false );
// brings up hud keyboard hints display
void UTIL_HudHintText( CBaseEntity *pEntity, const char *pMessage );

View File

@ -135,6 +135,7 @@ BEGIN_SCRIPTDESC_ROOT_NAMED( CScriptEntityIterator, "CEntities", SCRIPT_SINGLETO
#endif
END_SCRIPTDESC();
#ifndef MAPBASE_VSCRIPT // Mapbase adds this to the base library so that CScriptKeyValues can be accessed anywhere, like VBSP.
// ----------------------------------------------------------------------------
// KeyValues access - CBaseEntity::ScriptGetKeyFromModel returns root KeyValues
// ----------------------------------------------------------------------------
@ -150,24 +151,6 @@ BEGIN_SCRIPTDESC_ROOT( CScriptKeyValues, "Wrapper class over KeyValues instance"
DEFINE_SCRIPTFUNC_NAMED( ScriptGetKeyValueString, "GetKeyString", "Given a KeyValues object and a key name, return associated string value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptIsKeyValueEmpty, "IsKeyEmpty", "Given a KeyValues object and a key name, return true if key name has no value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptReleaseKeyValues, "ReleaseKeyValues", "Given a root KeyValues object, release its contents" );
#ifdef MAPBASE_VSCRIPT
DEFINE_SCRIPTFUNC_NAMED( ScriptGetName, "GetName", "Given a KeyValues object, return its name" );
DEFINE_SCRIPTFUNC_NAMED( ScriptGetInt, "GetInt", "Given a KeyValues object, return its own associated integer value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptGetFloat, "GetFloat", "Given a KeyValues object, return its own associated float value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptGetString, "GetString", "Given a KeyValues object, return its own associated string value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptGetBool, "GetBool", "Given a KeyValues object, return its own associated bool value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptSetKeyValueInt, "SetKeyInt", "Given a KeyValues object and a key name, set associated integer value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptSetKeyValueFloat, "SetKeyFloat", "Given a KeyValues object and a key name, set associated float value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptSetKeyValueBool, "SetKeyBool", "Given a KeyValues object and a key name, set associated bool value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptSetKeyValueString, "SetKeyString", "Given a KeyValues object and a key name, set associated string value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptSetName, "SetName", "Given a KeyValues object, set its name" );
DEFINE_SCRIPTFUNC_NAMED( ScriptSetInt, "SetInt", "Given a KeyValues object, set its own associated integer value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptSetFloat, "SetFloat", "Given a KeyValues object, set its own associated float value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptSetBool, "SetBool", "Given a KeyValues object, set its own associated bool value" );
DEFINE_SCRIPTFUNC_NAMED( ScriptSetString, "SetString", "Given a KeyValues object, set its own associated string value" );
#endif
END_SCRIPTDESC();
HSCRIPT CScriptKeyValues::ScriptFindKey( const char *pszName )
@ -245,84 +228,6 @@ void CScriptKeyValues::ScriptReleaseKeyValues( )
m_pKeyValues = NULL;
}
#ifdef MAPBASE_VSCRIPT
const char *CScriptKeyValues::ScriptGetName()
{
const char *psz = m_pKeyValues->GetName();
return psz;
}
int CScriptKeyValues::ScriptGetInt()
{
int i = m_pKeyValues->GetInt();
return i;
}
float CScriptKeyValues::ScriptGetFloat()
{
float f = m_pKeyValues->GetFloat();
return f;
}
const char *CScriptKeyValues::ScriptGetString()
{
const char *psz = m_pKeyValues->GetString();
return psz;
}
bool CScriptKeyValues::ScriptGetBool()
{
bool b = m_pKeyValues->GetBool();
return b;
}
void CScriptKeyValues::ScriptSetKeyValueInt( const char *pszName, int iValue )
{
m_pKeyValues->SetInt( pszName, iValue );
}
void CScriptKeyValues::ScriptSetKeyValueFloat( const char *pszName, float flValue )
{
m_pKeyValues->SetFloat( pszName, flValue );
}
void CScriptKeyValues::ScriptSetKeyValueString( const char *pszName, const char *pszValue )
{
m_pKeyValues->SetString( pszName, pszValue );
}
void CScriptKeyValues::ScriptSetKeyValueBool( const char *pszName, bool bValue )
{
m_pKeyValues->SetBool( pszName, bValue );
}
void CScriptKeyValues::ScriptSetName( const char *pszValue )
{
m_pKeyValues->SetName( pszValue );
}
void CScriptKeyValues::ScriptSetInt( int iValue )
{
m_pKeyValues->SetInt( NULL, iValue );
}
void CScriptKeyValues::ScriptSetFloat( float flValue )
{
m_pKeyValues->SetFloat( NULL, flValue );
}
void CScriptKeyValues::ScriptSetString( const char *pszValue )
{
m_pKeyValues->SetString( NULL, pszValue );
}
void CScriptKeyValues::ScriptSetBool( bool bValue )
{
m_pKeyValues->SetBool( NULL, bValue );
}
#endif
// constructors
CScriptKeyValues::CScriptKeyValues( KeyValues *pKeyValues = NULL )
@ -339,12 +244,13 @@ CScriptKeyValues::~CScriptKeyValues( )
}
m_pKeyValues = NULL;
}
#endif
#ifdef MAPBASE_VSCRIPT
#define RETURN_IF_CANNOT_DRAW_OVERLAY\
if (engine->IsPaused())\
{\
DevWarning("debugoverlay: cannot draw while the game is paused!\n");\
CGWarning( 1, CON_GROUP_VSCRIPT, "debugoverlay: cannot draw while the game is paused!\n");\
return;\
}
class CDebugOverlayScriptHelper
@ -815,7 +721,11 @@ static void SendToConsole( const char *pszCommand )
CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
if ( !pPlayer )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_VSCRIPT, "Cannot execute \"%s\", no player\n", pszCommand );
#else
DevMsg ("Cannot execute \"%s\", no player\n", pszCommand );
#endif
return;
}
@ -937,7 +847,7 @@ static void DoEntFireByInstanceHandle( HSCRIPT hTarget, const char *pszAction, c
if ( !pTarget )
{
Warning( "VScript error: DoEntFire was passed an invalid entity instance.\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "VScript error: DoEntFire was passed an invalid entity instance.\n" );
#ifdef MAPBASE_VSCRIPT
return 0;
#else
@ -977,6 +887,12 @@ static float GetEntityIOEventTimeLeft( int event )
{
return g_EventQueue.GetTimeLeft(event);
}
// vscript_server.nut adds this to the base CConvars class
static const char *ScriptGetClientConvarValue( const char *pszConVar, int entindex )
{
return engine->GetClientConVarValue( entindex, pszConVar );
}
#endif // MAPBASE_VSCRIPT
bool VScriptServerInit()
@ -1022,7 +938,7 @@ bool VScriptServerInit()
#endif
else
{
DevWarning("-server_script does not recognize a language named '%s'. virtual machine did NOT start.\n", pszScriptLanguage );
CGWarning( 1, CON_GROUP_VSCRIPT, "-server_script does not recognize a language named '%s'. virtual machine did NOT start.\n", pszScriptLanguage );
scriptLanguage = SL_NONE;
}
@ -1035,7 +951,7 @@ bool VScriptServerInit()
if( g_pScriptVM )
{
#ifdef MAPBASE_VSCRIPT
Log( "VSCRIPT SERVER: Started VScript virtual machine using script language '%s'\n", g_pScriptVM->GetLanguageName() );
CGMsg( 0, CON_GROUP_VSCRIPT, "VSCRIPT SERVER: Started VScript virtual machine using script language '%s'\n", g_pScriptVM->GetLanguageName() );
#else
Log( "VSCRIPT: Started VScript virtual machine using script language '%s'\n", g_pScriptVM->GetLanguageName() );
#endif
@ -1068,6 +984,7 @@ bool VScriptServerInit()
ScriptRegisterFunction( g_pScriptVM, CancelEntityIOEvent, "Remove entity I/O event." );
ScriptRegisterFunction( g_pScriptVM, GetEntityIOEventTimeLeft, "Get time left on entity I/O event." );
ScriptRegisterFunction( g_pScriptVM, ScriptGetClientConvarValue, SCRIPT_HIDE );
#else
ScriptRegisterFunction( g_pScriptVM, DoEntFire, SCRIPT_ALIAS( "EntFire", "Generate and entity i/o event" ) );
ScriptRegisterFunctionNamed( g_pScriptVM, DoEntFireByInstanceHandle, "EntFireByHandle", "Generate and entity i/o event. First parameter is an entity instance." );
@ -1120,13 +1037,13 @@ bool VScriptServerInit()
}
else
{
DevWarning("VM Did not start!\n");
CGWarning( 1, CON_GROUP_VSCRIPT, "VM Did not start!\n" );
}
}
}
else
{
Log( "\nVSCRIPT: Scripting is disabled.\n" );
CGMsg( 0, CON_GROUP_VSCRIPT, "\nVSCRIPT: Scripting is disabled.\n" );
}
g_pScriptVM = NULL;
return false;
@ -1171,13 +1088,13 @@ CON_COMMAND( script_reload_code, "Execute a vscript file, replacing existing fun
{
if ( !*args[1] )
{
Warning( "No script specified\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "No script specified\n" );
return;
}
if ( !g_pScriptVM )
{
Warning( "Scripting disabled or no server running\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Scripting disabled or no server running\n" );
return;
}
@ -1196,7 +1113,7 @@ CON_COMMAND( script_reload_entity_code, "Execute all of this entity's VScripts,
if ( !g_pScriptVM )
{
Warning( "Scripting disabled or no server running\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Scripting disabled or no server running\n" );
return;
}
@ -1234,7 +1151,7 @@ CON_COMMAND( script_reload_think, "Execute an activation script, replacing exist
if ( !g_pScriptVM )
{
Warning( "Scripting disabled or no server running\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Scripting disabled or no server running\n" );
return;
}

View File

@ -32,6 +32,7 @@ extern CBaseEntityScriptInstanceHelper g_BaseEntityScriptInstanceHelper;
// Only allow scripts to create entities during map initialization
bool IsEntityCreationAllowedInScripts( void );
#ifndef MAPBASE_VSCRIPT // Mapbase adds this to the base library so that CScriptKeyValues can be accessed anywhere, like VBSP.
// ----------------------------------------------------------------------------
// KeyValues access
// ----------------------------------------------------------------------------
@ -50,25 +51,9 @@ public:
bool ScriptIsKeyValueEmpty( const char *pszName );
bool ScriptGetKeyValueBool( const char *pszName );
void ScriptReleaseKeyValues( );
#ifdef MAPBASE_VSCRIPT
const char *ScriptGetName();
int ScriptGetInt();
float ScriptGetFloat();
const char *ScriptGetString();
bool ScriptGetBool();
void ScriptSetKeyValueInt( const char *pszName, int iValue );
void ScriptSetKeyValueFloat( const char *pszName, float flValue );
void ScriptSetKeyValueString( const char *pszName, const char *pszValue );
void ScriptSetKeyValueBool( const char *pszName, bool bValue );
void ScriptSetName( const char *pszValue );
void ScriptSetInt( int iValue );
void ScriptSetFloat( float flValue );
void ScriptSetString( const char *pszValue );
void ScriptSetBool( bool bValue );
#endif
KeyValues *m_pKeyValues; // actual KeyValue entity
};
#endif
#endif // VSCRIPT_SERVER_H

View File

@ -59,6 +59,19 @@ function EntFireByHandle( target, action, value = null, delay = 0.0, activator =
return DoEntFireByInstanceHandle( target, action.tostring(), value.tostring(), delay, activator, caller );
}
function DispatchParticleEffect( particleName, origin, angles, entity = null )
{
DoDispatchParticleEffect( particleName, origin, angles, entity );
}
// CConvars is declared within the library
function CConvars::GetClientConvarValue(cvar,idx)
{
return ::ScriptGetClientConvarValue(cvar,idx);
}
RegisterHelp( "CConvars::GetClientConvarValue", "CConvars::GetClientConvarValue(string, int)", "Returns the convar value for the entindex as a string. Only works with client convars with the FCVAR_USERINFO flag." );
function __ReplaceClosures( script, scope )
{
if ( !scope )

View File

@ -242,7 +242,13 @@ void CBaseCombatWeapon::Precache( void )
// Add this weapon to the weapon registry, and get our index into it
// Get weapon data from script file
#ifdef MAPBASE
// Allow custom scripts to be loaded on a map-by-map basis
if ( ReadCustomWeaponDataFromFileForSlot( filesystem, GetWeaponScriptName(), &m_hWeaponFileInfo, GetEncryptionKey() ) ||
ReadWeaponDataFromFileForSlot( filesystem, GetWeaponScriptName(), &m_hWeaponFileInfo, GetEncryptionKey() ) )
#else
if ( ReadWeaponDataFromFileForSlot( filesystem, GetClassname(), &m_hWeaponFileInfo, GetEncryptionKey() ) )
#endif
{
// Get the ammo indexes for the ammo's specified in the data file
if ( GetWpnData().szAmmo1[0] )
@ -2728,6 +2734,24 @@ Activity CBaseCombatWeapon::ActivityOverride( Activity baseAct, bool *pRequired
return baseAct;
}
#ifdef MAPBASE_VSCRIPT
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
HSCRIPT CBaseCombatWeapon::ScriptGetOwner()
{
return ToHScript( GetOwner() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::ScriptSetOwner( HSCRIPT owner )
{
return SetOwner( ToEnt( owner ) ? ToEnt( owner )->MyCombatCharacterPointer() : NULL );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@ -2865,6 +2889,9 @@ IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
#ifdef MAPBASE_VSCRIPT
BEGIN_ENT_SCRIPTDESC( CBaseCombatWeapon, CBaseAnimating, "The base class for all equippable weapons." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetOwner, "GetOwner", "Get the weapon's owner." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetOwner, "SetOwner", "Set the weapon's owner." )
DEFINE_SCRIPTFUNC( Clip1, "Get the weapon's current primary ammo." )
DEFINE_SCRIPTFUNC( Clip2, "Get the weapon's current secondary ammo." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetClip1, "SetClip1", "Set the weapon's current primary ammo." )
@ -2893,6 +2920,7 @@ BEGIN_ENT_SCRIPTDESC( CBaseCombatWeapon, CBaseAnimating, "The base class for all
DEFINE_SCRIPTFUNC( SetSubType, "Set the weapon's subtype." )
DEFINE_SCRIPTFUNC( GetFireRate, "Get the weapon's firing rate." )
DEFINE_SCRIPTFUNC( AddViewKick, "Applies the weapon's view kick." )
DEFINE_SCRIPTFUNC( GetWorldModel, "Get the weapon's world model." )
DEFINE_SCRIPTFUNC( GetViewModel, "Get the weapon's view model." )
@ -2901,6 +2929,44 @@ BEGIN_ENT_SCRIPTDESC( CBaseCombatWeapon, CBaseAnimating, "The base class for all
DEFINE_SCRIPTFUNC( CanBePickedUpByNPCs, "Check if the weapon can be picked up by NPCs." )
#ifndef CLIENT_DLL
DEFINE_SCRIPTFUNC( CapabilitiesGet, "Get the capabilities the weapon currently possesses." )
#endif
DEFINE_SCRIPTFUNC( HasWeaponIdleTimeElapsed, "Returns true if the idle time has elapsed." )
DEFINE_SCRIPTFUNC( GetWeaponIdleTime, "Returns the next time WeaponIdle() will run." )
DEFINE_SCRIPTFUNC( SetWeaponIdleTime, "Sets the next time WeaponIdle() will run." )
DEFINE_SCRIPTFUNC_NAMED( ScriptWeaponClassify, "WeaponClassify", "Returns the weapon's classify class from the WEPCLASS_ constant group" )
DEFINE_SCRIPTFUNC_NAMED( ScriptWeaponSound, "WeaponSound", "Plays one of the weapon's sounds." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetBulletSpread, "GetBulletSpread", "Returns the weapon's default bullet spread." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetBulletSpreadForProficiency, "GetBulletSpreadForProficiency", "Returns the weapon's bullet spread for the specified proficiency level." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetPrimaryAttackActivity, "GetPrimaryAttackActivity", "Returns the weapon's primary attack activity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetSecondaryAttackActivity, "GetSecondaryAttackActivity", "Returns the weapon's secondary attack activity." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetDrawActivity, "GetDrawActivity", "Returns the weapon's draw activity." )
DEFINE_SCRIPTFUNC( GetDefaultAnimSpeed, "Returns the weapon's default animation speed." )
DEFINE_SCRIPTFUNC( SendWeaponAnim, "Sends a weapon animation." )
DEFINE_SCRIPTFUNC( FiresUnderwater, "Returns true if this weapon can fire underwater." )
DEFINE_SCRIPTFUNC( SetFiresUnderwater, "Sets whether this weapon can fire underwater." )
DEFINE_SCRIPTFUNC( AltFiresUnderwater, "Returns true if this weapon can alt-fire underwater." )
DEFINE_SCRIPTFUNC( SetAltFiresUnderwater, "Sets whether this weapon can alt-fire underwater." )
DEFINE_SCRIPTFUNC( MinRange1, "Returns the closest this weapon can be used." )
DEFINE_SCRIPTFUNC( SetMinRange1, "Sets the closest this weapon can be used." )
DEFINE_SCRIPTFUNC( MinRange2, "Returns the closest this weapon can be used." )
DEFINE_SCRIPTFUNC( SetMinRange2, "Sets the closest this weapon can be used." )
DEFINE_SCRIPTFUNC( ReloadsSingly, "Returns true if this weapon reloads 1 round at a time." )
DEFINE_SCRIPTFUNC( SetReloadsSingly, "Sets whether this weapon reloads 1 round at a time." )
DEFINE_SCRIPTFUNC( FireDuration, "Returns the amount of time that the weapon has sustained firing." )
DEFINE_SCRIPTFUNC( SetFireDuration, "Sets the amount of time that the weapon has sustained firing." )
DEFINE_SCRIPTFUNC( NextPrimaryAttack, "Returns the next time PrimaryAttack() will run when the player is pressing +ATTACK." )
DEFINE_SCRIPTFUNC( SetNextPrimaryAttack, "Sets the next time PrimaryAttack() will run when the player is pressing +ATTACK." )
DEFINE_SCRIPTFUNC( NextSecondaryAttack, "Returns the next time SecondaryAttack() will run when the player is pressing +ATTACK2." )
DEFINE_SCRIPTFUNC( SetNextSecondaryAttack, "Sets the next time SecondaryAttack() will run when the player is pressing +ATTACK2." )
END_SCRIPTDESC();
#endif

View File

@ -450,9 +450,49 @@ public:
virtual bool ShouldUseLargeViewModelVROverride() { return false; }
#ifdef MAPBASE
// Gets the weapon script name to load.
virtual const char* GetWeaponScriptName() { return GetClassname(); }
#endif
#ifdef MAPBASE_VSCRIPT
void ScriptSetClip1( int ammo ) { m_iClip1 = ammo; }
void ScriptSetClip2( int ammo ) { m_iClip2 = ammo; }
HSCRIPT ScriptGetOwner();
void ScriptSetOwner( HSCRIPT owner );
int ScriptWeaponClassify() { return WeaponClassify(); }
void ScriptWeaponSound( int sound_type, float soundtime = 0.0f ) { WeaponSound( (WeaponSound_t)sound_type, soundtime ); }
const Vector& ScriptGetBulletSpread( void ) { return GetBulletSpread(); }
Vector ScriptGetBulletSpreadForProficiency( int proficiency ) { return GetBulletSpread( (WeaponProficiency_t)proficiency ); }
int ScriptGetPrimaryAttackActivity( void ) { return GetPrimaryAttackActivity(); }
int ScriptGetSecondaryAttackActivity( void ) { return GetSecondaryAttackActivity(); }
int ScriptGetDrawActivity( void ) { return GetDrawActivity(); }
bool FiresUnderwater() { return m_bFiresUnderwater; }
void SetFiresUnderwater( bool bVal ) { m_bFiresUnderwater = bVal; }
bool AltFiresUnderwater() { return m_bAltFiresUnderwater; }
void SetAltFiresUnderwater( bool bVal ) { m_bAltFiresUnderwater = bVal; }
float MinRange1() { return m_fMinRange1; }
void SetMinRange1( float flVal ) { m_fMinRange1 = flVal; }
float MinRange2() { return m_fMinRange2; }
void SetMinRange2( float flVal ) { m_fMinRange2 = flVal; }
float MaxRange1() { return m_fMaxRange1; }
void SetMaxRange1( float flVal ) { m_fMaxRange1 = flVal; }
float MaxRange2() { return m_fMaxRange2; }
void SetMaxRange2( float flVal ) { m_fMaxRange2 = flVal; }
//bool ReloadsSingly() { return m_bReloadsSingly; }
void SetReloadsSingly( bool bVal ) { m_bReloadsSingly = bVal; }
float FireDuration() { return m_fFireDuration; }
void SetFireDuration( float flVal ) { m_fFireDuration = flVal; }
float NextPrimaryAttack() { return m_flNextPrimaryAttack; }
void SetNextPrimaryAttack( float flVal ) { m_flNextPrimaryAttack = flVal; }
float NextSecondaryAttack() { return m_flNextSecondaryAttack; }
void SetNextSecondaryAttack( float flVal ) { m_flNextSecondaryAttack = flVal; }
#endif
public:

View File

@ -1613,22 +1613,20 @@ typedef CTraceFilterSimpleList CBulletsTraceFilter;
void CBaseEntity::FireBullets( const FireBulletsInfo_t &info )
{
#if defined(MAPBASE_VSCRIPT) && defined(GAME_DLL)
if (HSCRIPT hFunc = LookupScriptFunction("FireBullets"))
if (m_ScriptScope.IsInitialized())
{
HSCRIPT hInfo = g_pScriptVM->RegisterInstance( const_cast<FireBulletsInfo_t*>(&info) );
g_pScriptVM->SetValue( "info", hInfo );
ScriptVariant_t functionReturn;
CallScriptFunctionHandle( hFunc, &functionReturn );
g_pScriptVM->RemoveInstance( hInfo );
g_pScriptVM->ClearValue( "info" );
ScriptVariant_t args[] = { hInfo };
if (g_Hook_FireBullets.Call( m_ScriptScope, &functionReturn, args ))
{
if (!functionReturn.m_bool)
return;
}
g_pScriptVM->RemoveInstance( hInfo );
}
#endif
static int tracerCount;

View File

@ -74,6 +74,28 @@ void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const voi
#endif
#ifdef MAPBASE_VSCRIPT
BEGIN_ENT_SCRIPTDESC( CBaseGrenade, CBaseAnimating, "The base class for grenades." )
DEFINE_SCRIPTFUNC( GetBlastForce, "Gets the grenade's blast force override. Grenades which use base damage force calculations return 0,0,0" )
DEFINE_SCRIPTFUNC( GetDamage, "Gets the grenade's blast damage." )
DEFINE_SCRIPTFUNC( GetDamageRadius, "Gets the grenade's blast damage radius." )
DEFINE_SCRIPTFUNC( SetDamage, "Sets the grenade's blast damage." )
DEFINE_SCRIPTFUNC( SetDamageRadius, "Sets the grenade's blast damage radius." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetThrower, "GetThrower", "Gets the grenade's thrower." )
DEFINE_SCRIPTFUNC_NAMED( ScriptSetThrower, "SetThrower", "Sets the grenade's thrower." )
DEFINE_SCRIPTFUNC_NAMED( ScriptGetOriginalThrower, "GetOriginalThrower", "Gets the grenade's original thrower after the thrower was changed due to being picked up by a gravity gun or something." )
DEFINE_SCRIPTFUNC_NAMED( GetDetonateTime, "GetTimer", "Gets the grenade's detonate time if it has one." )
DEFINE_SCRIPTFUNC( HasWarnedAI, "Whether or not the grenade has issued its DANGER sound to the world sound list yet." )
DEFINE_SCRIPTFUNC( IsLive, "Whether or not the grenade has issued its DANGER sound to the world sound list yet." )
DEFINE_SCRIPTFUNC( GetWarnAITime, "Gets the time at which the grenade will warn/has warned AI." )
END_SCRIPTDESC();
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( BaseGrenade, DT_BaseGrenade )
BEGIN_NETWORK_TABLE( CBaseGrenade, DT_BaseGrenade )

View File

@ -49,6 +49,9 @@ public:
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
#endif
#ifdef MAPBASE_VSCRIPT
DECLARE_ENT_SCRIPTDESC();
#endif
virtual void Precache( void );
@ -103,6 +106,17 @@ public:
void SetThrower( CBaseCombatCharacter *pThrower );
CBaseEntity *GetOriginalThrower() { return m_hOriginalThrower; }
#ifdef MAPBASE_VSCRIPT
HSCRIPT ScriptGetThrower( void ) { return ToHScript( GetThrower() ); }
void ScriptSetThrower( HSCRIPT hThrower ) { SetThrower( ToEnt(hThrower) ? ToEnt(hThrower)->MyCombatCharacterPointer() : NULL ); }
HSCRIPT ScriptGetOriginalThrower() { return ToHScript( GetOriginalThrower() ); }
float GetDetonateTime() { return m_flDetonateTime; }
bool HasWarnedAI() { return m_bHasWarnedAI; }
bool IsLive() { return m_bIsLive; }
float GetWarnAITime() { return m_flWarnAITime; }
#endif
#if !defined( CLIENT_DLL )
// Allow +USE pickup
int ObjectCaps()

View File

@ -84,6 +84,9 @@ public:
// Event callback handler
void SetEventCallbackInterface( IChoreoEventCallback *callback );
#ifdef MAPBASE
IChoreoEventCallback *GetEventCallbackInterface() { return m_pIChoreoEventCallback; }
#endif
// Loading
bool ParseFromBuffer( char const *pFilename, ISceneTokenProcessor *tokenizer );

View File

@ -68,6 +68,9 @@ ConVar mapbase_load_actbusy("mapbase_load_actbusy", "1", FCVAR_ARCHIVE, "Should
#endif
#ifdef GAME_DLL
// This cvar should change with each Mapbase update
ConVar mapbase_version( "mapbase_version", "6.0", FCVAR_NONE, "The version of Mapbase currently being used in this mod." );
extern void MapbaseGameLog_Init();
extern void ParseCustomActbusyFile(const char *file);
@ -173,7 +176,7 @@ public:
#ifdef GAME_DLL
if (g_bMapContainsCustomTalker && mapbase_flush_talker.GetBool())
{
DevMsg("Mapbase: Reloading response system to flush custom talker\n");
CGMsg( 1, "Mapbase Misc.", "Mapbase: Reloading response system to flush custom talker\n" );
ReloadResponseSystem();
g_bMapContainsCustomTalker = false;
}
@ -183,7 +186,7 @@ public:
virtual void LevelInitPreEntity()
{
#ifdef GAME_DLL
Msg("Mapbase system loaded\n");
CGMsg( 0, "Mapbase Misc.", "Mapbase system loaded\n" );
#endif
// Checks gameinfo.txt for Mapbase-specific options
@ -347,11 +350,11 @@ public:
return;
}
DevMsg("===== Mapbase Manifest: Loading manifest file %s =====\n", file);
CGMsg( 1, "Mapbase Misc.", "===== Mapbase Manifest: Loading manifest file %s =====\n", file );
AddManifestFile(pKV, false);
DevMsg("==============================================================================\n");
CGMsg( 1, "Mapbase Misc.", "==============================================================================\n" );
pKV->deleteThis();
}
@ -586,7 +589,7 @@ public:
const char *scriptfile = STRING(m_target);
if ( filesystem->FileExists( scriptfile, "MOD" ) )
{
Msg("Mapbase: Adding manifest file \"%s\"\n", scriptfile);
CGMsg(0, "Mapbase Misc.", "Mapbase: Adding manifest file \"%s\"\n", scriptfile);
g_MapbaseSystem.AddManifestFile(scriptfile);
}
else

View File

@ -108,6 +108,8 @@ void RegisterActivityConstants()
//=============================================================================
//=============================================================================
extern void RegisterWeaponScriptConstants();
void RegisterSharedScriptConstants()
{
//
@ -120,351 +122,346 @@ void RegisterSharedScriptConstants()
ScriptRegisterFunction( g_pScriptVM, RegisterActivityConstants, "Registers all activity IDs as usable constants." );
//
// Math/world
//
ScriptRegisterConstantNamed( g_pScriptVM, ((float)(180.f / M_PI_F)), "RAD2DEG", "" );
ScriptRegisterConstantNamed( g_pScriptVM, ((float)(M_PI_F / 180.f)), "DEG2RAD", "" );
ScriptRegisterConstant( g_pScriptVM, MAX_COORD_FLOAT, "" );
ScriptRegisterConstant( g_pScriptVM, MAX_TRACE_LENGTH, "" );
//
// Damage Types
//
ScriptRegisterConstant( g_pScriptVM, DMG_GENERIC, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_CRUSH, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_BULLET, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_SLASH, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_BURN, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_VEHICLE, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_FALL, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_BLAST, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_CLUB, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_SHOCK, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_SONIC, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_ENERGYBEAM, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_PREVENT_PHYSICS_FORCE, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_NEVERGIB, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_ALWAYSGIB, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_DROWN, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_PARALYZE, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_NERVEGAS, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_POISON, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_RADIATION, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_DROWNRECOVER, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_ACID, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_SLOWBURN, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_REMOVENORAGDOLL, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_PHYSGUN, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_PLASMA, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_AIRBOAT, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_DISSOLVE, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_BLAST_SURFACE, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_DIRECT, "" );
ScriptRegisterConstant( g_pScriptVM, DMG_BUCKSHOT, "" );
//
// Trace Contents/Masks
//
ScriptRegisterConstant( g_pScriptVM, CONTENTS_EMPTY, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_SOLID, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_WINDOW, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_AUX, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_GRATE, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_SLIME, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_WATER, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_BLOCKLOS, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_OPAQUE, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_TESTFOGVOLUME, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_TEAM1, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_TEAM2, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_IGNORE_NODRAW_OPAQUE, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_MOVEABLE, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_AREAPORTAL, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_PLAYERCLIP, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_MONSTERCLIP, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_CURRENT_0, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_CURRENT_90, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_CURRENT_180, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_CURRENT_270, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_CURRENT_UP, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_CURRENT_DOWN, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_ORIGIN, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_MONSTER, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_DEBRIS, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_DETAIL, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_TRANSLUCENT, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_LADDER, "" );
ScriptRegisterConstant( g_pScriptVM, CONTENTS_HITBOX, "" );
ScriptRegisterConstant( g_pScriptVM, LAST_VISIBLE_CONTENTS, "" );
ScriptRegisterConstant( g_pScriptVM, ALL_VISIBLE_CONTENTS, "" );
ScriptRegisterConstant( g_pScriptVM, MASK_SOLID, "Spatial content mask representing solid objects (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_PLAYERSOLID, "Spatial content mask representing objects solid to the player, including player clips (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_NPCSOLID, "Spatial content mask representing objects solid to NPCs, including NPC clips (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_WATER, "Spatial content mask representing water and slime solids (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME)" );
ScriptRegisterConstant( g_pScriptVM, MASK_OPAQUE, "Spatial content mask representing objects which block lighting (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_OPAQUE_AND_NPCS, "Spatial content mask equivalent to MASK_OPAQUE, but also including NPCs (MASK_OPAQUE|CONTENTS_MONSTER)" );
ScriptRegisterConstant( g_pScriptVM, MASK_BLOCKLOS, "Spatial content mask representing objects which block LOS for AI (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS)" );
ScriptRegisterConstant( g_pScriptVM, MASK_BLOCKLOS_AND_NPCS, "Spatial content mask equivalent to MASK_BLOCKLOS, but also including NPCs (MASK_BLOCKLOS|CONTENTS_MONSTER)" );
ScriptRegisterConstant( g_pScriptVM, MASK_VISIBLE, "Spatial content mask representing objects which block LOS for players (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_VISIBLE_AND_NPCS, "Spatial content mask equivalent to MASK_VISIBLE, but also including NPCs (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_SHOT, "Spatial content mask representing objects solid to bullets (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)" );
ScriptRegisterConstant( g_pScriptVM, MASK_SHOT_HULL, "Spatial content mask representing objects solid to non-raycasted weapons, including grates (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_SHOT_PORTAL, "Spatial content mask equivalent to MASK_SHOT, but excluding debris and not using expensive hitbox calculations (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER)" );
ScriptRegisterConstant( g_pScriptVM, MASK_SOLID_BRUSHONLY, "Spatial content mask equivalent to MASK_SOLID, but without NPCs (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_PLAYERSOLID_BRUSHONLY, "Spatial content mask equivalent to MASK_PLAYERSOLID, but without NPCs (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_NPCSOLID_BRUSHONLY, "Spatial content mask equivalent to MASK_NPCSOLID, but without NPCs (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_NPCWORLDSTATIC, "Spatial content mask representing objects static to NPCs, used for nodegraph rebuilding (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)" );
ScriptRegisterConstant( g_pScriptVM, MASK_SPLITAREAPORTAL, "Spatial content mask representing objects which can split areaportals (CONTENTS_WATER|CONTENTS_SLIME)" );
ScriptRegisterConstant( g_pScriptVM, DMG_GENERIC, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_CRUSH, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_BULLET, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_SLASH, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_BURN, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_VEHICLE, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_FALL, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_BLAST, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_CLUB, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_SHOCK, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_SONIC, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_ENERGYBEAM, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_PREVENT_PHYSICS_FORCE, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_NEVERGIB, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_ALWAYSGIB, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_DROWN, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_PARALYZE, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_NERVEGAS, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_POISON, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_RADIATION, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_DROWNRECOVER, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_ACID, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_SLOWBURN, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_REMOVENORAGDOLL, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_PHYSGUN, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_PLASMA, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_AIRBOAT, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_DISSOLVE, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_BLAST_SURFACE, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_DIRECT, "Damage type used in damage information." );
ScriptRegisterConstant( g_pScriptVM, DMG_BUCKSHOT, "Damage type used in damage information." );
//
// Collision Groups
//
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_NONE, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_DEBRIS, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_DEBRIS_TRIGGER, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_INTERACTIVE_DEBRIS, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_INTERACTIVE, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PLAYER, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_BREAKABLE_GLASS, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_VEHICLE, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PLAYER_MOVEMENT, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_NPC, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_IN_VEHICLE, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_WEAPON, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_VEHICLE_CLIP, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PROJECTILE, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_DOOR_BLOCKER, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PASSABLE_DOOR, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_DISSOLVING, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PUSHAWAY, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_NPC_ACTOR, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_NPC_SCRIPTED, "" );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_NONE, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_DEBRIS, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_DEBRIS_TRIGGER, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_INTERACTIVE_DEBRIS, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_INTERACTIVE, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PLAYER, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_BREAKABLE_GLASS, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_VEHICLE, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PLAYER_MOVEMENT, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_NPC, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_IN_VEHICLE, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_WEAPON, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_VEHICLE_CLIP, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PROJECTILE, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_DOOR_BLOCKER, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PASSABLE_DOOR, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_DISSOLVING, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_PUSHAWAY, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_NPC_ACTOR, "Collision group used in GetCollisionGroup(), etc." );
ScriptRegisterConstant( g_pScriptVM, COLLISION_GROUP_NPC_SCRIPTED, "Collision group used in GetCollisionGroup(), etc." );
//
// Flags
//
ScriptRegisterConstant( g_pScriptVM, FL_ONGROUND, "" );
ScriptRegisterConstant( g_pScriptVM, FL_DUCKING, "" );
ScriptRegisterConstant( g_pScriptVM, FL_WATERJUMP, "" );
ScriptRegisterConstant( g_pScriptVM, FL_ONTRAIN, "" );
ScriptRegisterConstant( g_pScriptVM, FL_INRAIN, "" );
ScriptRegisterConstant( g_pScriptVM, FL_FROZEN, "" );
ScriptRegisterConstant( g_pScriptVM, FL_ATCONTROLS, "" );
ScriptRegisterConstant( g_pScriptVM, FL_CLIENT, "" );
ScriptRegisterConstant( g_pScriptVM, FL_FAKECLIENT, "" );
ScriptRegisterConstant( g_pScriptVM, FL_INWATER, "" );
ScriptRegisterConstant( g_pScriptVM, FL_FLY, "" );
ScriptRegisterConstant( g_pScriptVM, FL_SWIM, "" );
ScriptRegisterConstant( g_pScriptVM, FL_CONVEYOR, "" );
ScriptRegisterConstant( g_pScriptVM, FL_NPC, "" );
ScriptRegisterConstant( g_pScriptVM, FL_GODMODE, "" );
ScriptRegisterConstant( g_pScriptVM, FL_NOTARGET, "" );
ScriptRegisterConstant( g_pScriptVM, FL_AIMTARGET, "" );
ScriptRegisterConstant( g_pScriptVM, FL_PARTIALGROUND, "" );
ScriptRegisterConstant( g_pScriptVM, FL_STATICPROP, "" );
ScriptRegisterConstant( g_pScriptVM, FL_GRAPHED, "" );
ScriptRegisterConstant( g_pScriptVM, FL_GRENADE, "" );
ScriptRegisterConstant( g_pScriptVM, FL_STEPMOVEMENT, "" );
ScriptRegisterConstant( g_pScriptVM, FL_DONTTOUCH, "" );
ScriptRegisterConstant( g_pScriptVM, FL_BASEVELOCITY, "" );
ScriptRegisterConstant( g_pScriptVM, FL_WORLDBRUSH, "" );
ScriptRegisterConstant( g_pScriptVM, FL_OBJECT, "" );
ScriptRegisterConstant( g_pScriptVM, FL_KILLME, "" );
ScriptRegisterConstant( g_pScriptVM, FL_ONFIRE, "" );
ScriptRegisterConstant( g_pScriptVM, FL_DISSOLVING, "" );
ScriptRegisterConstant( g_pScriptVM, FL_TRANSRAGDOLL, "" );
ScriptRegisterConstant( g_pScriptVM, FL_UNBLOCKABLE_BY_PLAYER, "" );
ScriptRegisterConstant( g_pScriptVM, FL_ONGROUND, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_DUCKING, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_WATERJUMP, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_ONTRAIN, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_INRAIN, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_FROZEN, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_ATCONTROLS, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_CLIENT, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_FAKECLIENT, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_INWATER, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_FLY, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_SWIM, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_CONVEYOR, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_NPC, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_GODMODE, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_NOTARGET, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_AIMTARGET, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_PARTIALGROUND, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_STATICPROP, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_GRAPHED, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_GRENADE, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_STEPMOVEMENT, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_DONTTOUCH, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_BASEVELOCITY, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_WORLDBRUSH, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_OBJECT, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_KILLME, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_ONFIRE, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_DISSOLVING, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_TRANSRAGDOLL, "Flag used in GetFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FL_UNBLOCKABLE_BY_PLAYER, "Flag used in GetFlags(), etc." );
//
// Entity Flags
//
ScriptRegisterConstant( g_pScriptVM, EFL_KILLME, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_DORMANT, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NOCLIP_ACTIVE, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_SETTING_UP_BONES, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_KEEP_ON_RECREATE_ENTITIES, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_HAS_PLAYER_CHILD, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_SHADOWUPDATE, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NOTIFY, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_FORCE_CHECK_TRANSMIT, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_BOT_FROZEN, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_SERVER_ONLY, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_AUTO_EDICT_ATTACH, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_ABSTRANSFORM, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_ABSVELOCITY, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_ABSANGVELOCITY, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_SPATIAL_PARTITION, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_PLUGIN_BASED_BOT, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_IN_SKYBOX, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_USE_PARTITION_WHEN_NOT_SOLID, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_TOUCHING_FLUID, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_IS_BEING_LIFTED_BY_BARNACLE, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_ROTORWASH_PUSH, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_THINK_FUNCTION, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_GAME_PHYSICS_SIMULATION, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_CHECK_UNTOUCH, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_DONTBLOCKLOS, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_DONTWALKON, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_DISSOLVE, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_MEGAPHYSCANNON_RAGDOLL, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_WATER_VELOCITY_CHANGE, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_PHYSCANNON_INTERACTION, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_DAMAGE_FORCES, "" );
ScriptRegisterConstant( g_pScriptVM, EFL_KILLME, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_DORMANT, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NOCLIP_ACTIVE, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_SETTING_UP_BONES, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_KEEP_ON_RECREATE_ENTITIES, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_HAS_PLAYER_CHILD, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_SHADOWUPDATE, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NOTIFY, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_FORCE_CHECK_TRANSMIT, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_BOT_FROZEN, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_SERVER_ONLY, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_AUTO_EDICT_ATTACH, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_ABSTRANSFORM, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_ABSVELOCITY, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_ABSANGVELOCITY, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_DIRTY_SPATIAL_PARTITION, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_PLUGIN_BASED_BOT, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_IN_SKYBOX, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_USE_PARTITION_WHEN_NOT_SOLID, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_TOUCHING_FLUID, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_IS_BEING_LIFTED_BY_BARNACLE, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_ROTORWASH_PUSH, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_THINK_FUNCTION, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_GAME_PHYSICS_SIMULATION, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_CHECK_UNTOUCH, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_DONTBLOCKLOS, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_DONTWALKON, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_DISSOLVE, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_MEGAPHYSCANNON_RAGDOLL, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_WATER_VELOCITY_CHANGE, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_PHYSCANNON_INTERACTION, "Entity flag used in GetEFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, EFL_NO_DAMAGE_FORCES, "Entity flag used in GetEFlags(), etc." );
//
// Effects
//
ScriptRegisterConstant( g_pScriptVM, EF_BONEMERGE, "" );
ScriptRegisterConstant( g_pScriptVM, EF_BRIGHTLIGHT, "" );
ScriptRegisterConstant( g_pScriptVM, EF_DIMLIGHT, "" );
ScriptRegisterConstant( g_pScriptVM, EF_NOINTERP, "" );
ScriptRegisterConstant( g_pScriptVM, EF_NOSHADOW, "" );
ScriptRegisterConstant( g_pScriptVM, EF_NODRAW, "" );
ScriptRegisterConstant( g_pScriptVM, EF_NORECEIVESHADOW, "" );
ScriptRegisterConstant( g_pScriptVM, EF_BONEMERGE_FASTCULL, "" );
ScriptRegisterConstant( g_pScriptVM, EF_ITEM_BLINK, "" );
ScriptRegisterConstant( g_pScriptVM, EF_PARENT_ANIMATES, "" );
ScriptRegisterConstant( g_pScriptVM, EF_BONEMERGE, "Effect flag used in GetEffects(), etc." );
ScriptRegisterConstant( g_pScriptVM, EF_BRIGHTLIGHT, "Effect flag used in GetEffects(), etc." );
ScriptRegisterConstant( g_pScriptVM, EF_DIMLIGHT, "Effect flag used in GetEffects(), etc." );
ScriptRegisterConstant( g_pScriptVM, EF_NOINTERP, "Effect flag used in GetEffects(), etc." );
ScriptRegisterConstant( g_pScriptVM, EF_NOSHADOW, "Effect flag used in GetEffects(), etc." );
ScriptRegisterConstant( g_pScriptVM, EF_NODRAW, "Effect flag used in GetEffects(), etc." );
ScriptRegisterConstant( g_pScriptVM, EF_NORECEIVESHADOW, "Effect flag used in GetEffects(), etc." );
ScriptRegisterConstant( g_pScriptVM, EF_BONEMERGE_FASTCULL, "Effect flag used in GetEffects(), etc." );
ScriptRegisterConstant( g_pScriptVM, EF_ITEM_BLINK, "Effect flag used in GetEffects(), etc." );
ScriptRegisterConstant( g_pScriptVM, EF_PARENT_ANIMATES, "Effect flag used in GetEffects(), etc." );
//
// Solid Flags
//
ScriptRegisterConstant( g_pScriptVM, FSOLID_CUSTOMRAYTEST, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_CUSTOMBOXTEST, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_NOT_SOLID, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_TRIGGER, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_NOT_STANDABLE, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_VOLUME_CONTENTS, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_FORCE_WORLD_ALIGNED, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_USE_TRIGGER_BOUNDS, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_ROOT_PARENT_ALIGNED, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_TRIGGER_TOUCH_DEBRIS, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_COLLIDE_WITH_OWNER, "" );
ScriptRegisterConstant( g_pScriptVM, FSOLID_CUSTOMRAYTEST, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_CUSTOMBOXTEST, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_NOT_SOLID, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_TRIGGER, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_NOT_STANDABLE, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_VOLUME_CONTENTS, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_FORCE_WORLD_ALIGNED, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_USE_TRIGGER_BOUNDS, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_ROOT_PARENT_ALIGNED, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_TRIGGER_TOUCH_DEBRIS, "Solid flag used in GetSolidFlags(), etc." );
ScriptRegisterConstant( g_pScriptVM, FSOLID_COLLIDE_WITH_OWNER, "Solid flag used in GetSolidFlags(), etc." );
//
// Movetypes
//
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_NONE, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_ISOMETRIC, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_WALK, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_STEP, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_FLY, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_FLYGRAVITY, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_VPHYSICS, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_PUSH, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_NOCLIP, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_LADDER, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_OBSERVER, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_CUSTOM, "" );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_NONE, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_ISOMETRIC, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_WALK, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_STEP, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_FLY, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_FLYGRAVITY, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_VPHYSICS, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_PUSH, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_NOCLIP, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_LADDER, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_OBSERVER, "Move type used in GetMoveType(), etc." );
ScriptRegisterConstant( g_pScriptVM, MOVETYPE_CUSTOM, "Move type used in GetMoveType(), etc." );
#ifdef GAME_DLL
//
// Sound Types, Contexts, and Channels
// (QueryHearSound hook can use these)
//
ScriptRegisterConstant( g_pScriptVM, SOUND_NONE, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_COMBAT, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_WORLD, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_PLAYER, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_DANGER, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_BULLET_IMPACT, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CARCASS, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_MEAT, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_GARBAGE, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_THUMPER, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_BUGBAIT, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_PHYSICS_DANGER, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_DANGER_SNIPERONLY, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_MOVE_AWAY, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_PLAYER_VEHICLE, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_READINESS_LOW, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_READINESS_MEDIUM, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_READINESS_HIGH, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_NONE, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_COMBAT, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_WORLD, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_PLAYER, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_DANGER, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_BULLET_IMPACT, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CARCASS, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_MEAT, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_GARBAGE, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_THUMPER, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_BUGBAIT, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_PHYSICS_DANGER, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_DANGER_SNIPERONLY, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_MOVE_AWAY, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_PLAYER_VEHICLE, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_READINESS_LOW, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_READINESS_MEDIUM, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_READINESS_HIGH, "Sound type used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_FROM_SNIPER, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_GUNFIRE, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_MORTAR, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_COMBINE_ONLY, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_REACT_TO_SOURCE, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_EXPLOSION, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_EXCLUDE_COMBINE, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_DANGER_APPROACH, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_ALLIES_ONLY, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_PLAYER_VEHICLE, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_OWNER_ALLIES, "" );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_FROM_SNIPER, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_GUNFIRE, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_MORTAR, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_COMBINE_ONLY, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_REACT_TO_SOURCE, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_EXPLOSION, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_EXCLUDE_COMBINE, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_DANGER_APPROACH, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_ALLIES_ONLY, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_PLAYER_VEHICLE, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUND_CONTEXT_OWNER_ALLIES, "Sound context used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, ALL_CONTEXTS, "" );
ScriptRegisterConstant( g_pScriptVM, ALL_SCENTS, "" );
ScriptRegisterConstant( g_pScriptVM, ALL_SOUNDS, "" );
ScriptRegisterConstant( g_pScriptVM, ALL_CONTEXTS, "All sound contexts useable in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, ALL_SCENTS, "All \"scent\" sound types useable in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, ALL_SOUNDS, "All sound types useable in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_UNSPECIFIED, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_REPEATING, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_REPEATED_DANGER, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_WEAPON, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_INJURY, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_BULLET_IMPACT, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_NPC_FOOTSTEP, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_SPOOKY_NOISE, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_ZOMBINE_GRENADE, "" );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_UNSPECIFIED, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_REPEATING, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_REPEATED_DANGER, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_WEAPON, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_INJURY, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_BULLET_IMPACT, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_NPC_FOOTSTEP, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_SPOOKY_NOISE, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstant( g_pScriptVM, SOUNDENT_CHANNEL_ZOMBINE_GRENADE, "Sound channel used in QueryHearSound hooks, etc." );
ScriptRegisterConstantNamed( g_pScriptVM, (int)SOUNDENT_VOLUME_MACHINEGUN, "SOUNDENT_VOLUME_MACHINEGUN", "Sound volume preset for use in InsertAISound, etc." );
ScriptRegisterConstantNamed( g_pScriptVM, (int)SOUNDENT_VOLUME_SHOTGUN, "SOUNDENT_VOLUME_SHOTGUN", "Sound volume preset for use in InsertAISound, etc." );
ScriptRegisterConstantNamed( g_pScriptVM, (int)SOUNDENT_VOLUME_PISTOL, "SOUNDENT_VOLUME_PISTOL", "Sound volume preset for use in InsertAISound, etc." );
ScriptRegisterConstantNamed( g_pScriptVM, (int)SOUNDENT_VOLUME_EMPTY, "SOUNDENT_VOLUME_PISTOL", "Sound volume preset for use in InsertAISound, etc." );
//
// Capabilities
//
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_GROUND, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_JUMP, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_FLY, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_CLIMB, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_SWIM, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_CRAWL, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_SHOOT, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_SKIP_NAV_GROUND_CHECK, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_USE, "" );
//ScriptRegisterConstant( g_pScriptVM, bits_CAP_HEAR, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_AUTO_DOORS, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_OPEN_DOORS, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_TURN_HEAD, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_WEAPON_RANGE_ATTACK1, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_WEAPON_RANGE_ATTACK2, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_WEAPON_MELEE_ATTACK1, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_WEAPON_MELEE_ATTACK2, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_INNATE_RANGE_ATTACK1, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_INNATE_RANGE_ATTACK2, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_INNATE_MELEE_ATTACK1, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_INNATE_MELEE_ATTACK2, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_USE_WEAPONS, "" );
//ScriptRegisterConstant( g_pScriptVM, bits_CAP_STRAFE, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_ANIMATEDFACE, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_USE_SHOT_REGULATOR, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_FRIENDLY_DMG_IMMUNE, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_SQUAD, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_DUCK, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_NO_HIT_PLAYER, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_AIM_GUN, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_NO_HIT_SQUADMATES, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_SIMPLE_RADIUS_DAMAGE, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_GROUND, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_JUMP, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_FLY, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_CLIMB, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_SWIM, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_CRAWL, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MOVE_SHOOT, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_SKIP_NAV_GROUND_CHECK, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_USE, "NPC/player/weapon capability used in GetCapabilities(), etc." );
//ScriptRegisterConstant( g_pScriptVM, bits_CAP_HEAR, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_AUTO_DOORS, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_OPEN_DOORS, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_TURN_HEAD, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_WEAPON_RANGE_ATTACK1, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_WEAPON_RANGE_ATTACK2, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_WEAPON_MELEE_ATTACK1, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_WEAPON_MELEE_ATTACK2, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_INNATE_RANGE_ATTACK1, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_INNATE_RANGE_ATTACK2, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_INNATE_MELEE_ATTACK1, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_INNATE_MELEE_ATTACK2, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_USE_WEAPONS, "NPC/player/weapon capability used in GetCapabilities(), etc." );
//ScriptRegisterConstant( g_pScriptVM, bits_CAP_STRAFE, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_ANIMATEDFACE, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_USE_SHOT_REGULATOR, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_FRIENDLY_DMG_IMMUNE, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_SQUAD, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_DUCK, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_NO_HIT_PLAYER, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_AIM_GUN, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_NO_HIT_SQUADMATES, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_SIMPLE_RADIUS_DAMAGE, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_DOORS_GROUP, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_RANGE_ATTACK_GROUP, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MELEE_ATTACK_GROUP, "" );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_DOORS_GROUP, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_RANGE_ATTACK_GROUP, "NPC/player/weapon capability used in GetCapabilities(), etc." );
ScriptRegisterConstant( g_pScriptVM, bits_CAP_MELEE_ATTACK_GROUP, "NPC/player/weapon capability used in GetCapabilities(), etc." );
//
// Class_T classes
//
ScriptRegisterConstant( g_pScriptVM, CLASS_NONE, "No class." );
ScriptRegisterConstant( g_pScriptVM, CLASS_PLAYER, "Used by players." );
#ifdef HL2_DLL
ScriptRegisterConstant( g_pScriptVM, CLASS_PLAYER_ALLY, "Used by citizens, hacked manhacks, and other misc. allies." );
ScriptRegisterConstant( g_pScriptVM, CLASS_PLAYER_ALLY_VITAL, "Used by Alyx, Barney, and other allies vital to HL2." );
ScriptRegisterConstant( g_pScriptVM, CLASS_ANTLION, "Used by antlions, antlion guards, etc." );
ScriptRegisterConstant( g_pScriptVM, CLASS_BARNACLE, "Used by barnacles." );
ScriptRegisterConstant( g_pScriptVM, CLASS_BULLSEYE, "Used by npc_bullseye." );
//ScriptRegisterConstant( g_pScriptVM, CLASS_BULLSQUID, "Used by bullsquids." );
ScriptRegisterConstant( g_pScriptVM, CLASS_CITIZEN_PASSIVE, "Used by citizens when the \"gordon_precriminal\" or \"citizens_passive\" states are enabled." );
ScriptRegisterConstant( g_pScriptVM, CLASS_CITIZEN_REBEL, "UNUSED IN HL2. Rebels normally use CLASS_PLAYER_ALLY." );
ScriptRegisterConstant( g_pScriptVM, CLASS_COMBINE, "Used by Combine soldiers, Combine turrets, and other misc. Combine NPCs." );
ScriptRegisterConstant( g_pScriptVM, CLASS_COMBINE_GUNSHIP, "Used by Combine gunships, helicopters, etc." );
ScriptRegisterConstant( g_pScriptVM, CLASS_CONSCRIPT, "UNUSED IN HL2. Would've been used by conscripts." );
ScriptRegisterConstant( g_pScriptVM, CLASS_HEADCRAB, "Used by headcrabs." );
//ScriptRegisterConstant( g_pScriptVM, CLASS_HOUNDEYE, "Used by houndeyes." );
ScriptRegisterConstant( g_pScriptVM, CLASS_MANHACK, "Used by Combine manhacks." );
ScriptRegisterConstant( g_pScriptVM, CLASS_METROPOLICE, "Used by Combine metrocops." );
ScriptRegisterConstant( g_pScriptVM, CLASS_MILITARY, "In HL2, this is only used by npc_combinecamera and func_guntarget. This appears to be recognized as a Combine class." );
ScriptRegisterConstant( g_pScriptVM, CLASS_SCANNER, "Used by Combine city scanners and claw scanners." );
ScriptRegisterConstant( g_pScriptVM, CLASS_STALKER, "Used by Combine stalkers." );
ScriptRegisterConstant( g_pScriptVM, CLASS_VORTIGAUNT, "Used by vortigaunts." );
ScriptRegisterConstant( g_pScriptVM, CLASS_ZOMBIE, "Used by zombies." );
ScriptRegisterConstant( g_pScriptVM, CLASS_PROTOSNIPER, "Used by Combine snipers." );
ScriptRegisterConstant( g_pScriptVM, CLASS_MISSILE, "Used by RPG and APC missiles." );
ScriptRegisterConstant( g_pScriptVM, CLASS_FLARE, "Used by env_flares." );
ScriptRegisterConstant( g_pScriptVM, CLASS_EARTH_FAUNA, "Used by birds and other terrestrial animals." );
ScriptRegisterConstant( g_pScriptVM, CLASS_HACKED_ROLLERMINE, "Used by rollermines which were hacked by Alyx." );
ScriptRegisterConstant( g_pScriptVM, CLASS_COMBINE_HUNTER, "Used by Combine hunters." );
#elif defined( HL1_DLL )
ScriptRegisterConstant( g_pScriptVM, CLASS_HUMAN_PASSIVE, "Used by scientists." );
ScriptRegisterConstant( g_pScriptVM, CLASS_HUMAN_MILITARY, "Used by HECU marines, etc." );
ScriptRegisterConstant( g_pScriptVM, CLASS_ALIEN_MILITARY, "Used by alien grunts, alien slaves/vortigaunts, etc." );
ScriptRegisterConstant( g_pScriptVM, CLASS_ALIEN_MONSTER, "Used by zombies, houndeyes, barnacles, and other misc. monsters." );
ScriptRegisterConstant( g_pScriptVM, CLASS_ALIEN_PREY, "Used by headcrabs, etc." );
ScriptRegisterConstant( g_pScriptVM, CLASS_ALIEN_PREDATOR, "Used by bullsquids, etc." );
ScriptRegisterConstant( g_pScriptVM, CLASS_INSECT, "Used by cockroaches." );
ScriptRegisterConstant( g_pScriptVM, CLASS_PLAYER_ALLY, "Used by security guards/Barneys." );
ScriptRegisterConstant( g_pScriptVM, CLASS_PLAYER_BIOWEAPON, "Used by a player's hivehand hornets." );
ScriptRegisterConstant( g_pScriptVM, CLASS_ALIEN_BIOWEAPON, "Used by an alien grunt's hivehand hornets." );
#else
ScriptRegisterConstant( g_pScriptVM, CLASS_PLAYER_ALLY, "Used by player allies." );
#endif
ScriptRegisterConstant( g_pScriptVM, NUM_AI_CLASSES, "Number of AI classes." );
//
// Misc. AI
//
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_INVALID, "" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_NONE, "" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_IDLE, "" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_ALERT, "" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_COMBAT, "" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_SCRIPT, "" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_PLAYDEAD, "" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_PRONE, "When in clutches of barnacle" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_DEAD, "" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_INVALID, "NPC state type used in GetNPCState(), etc." );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_NONE, "NPC state type used in GetNPCState(), etc." );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_IDLE, "NPC state type used in GetNPCState(), etc." );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_ALERT, "NPC state type used in GetNPCState(), etc." );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_COMBAT, "NPC state type used in GetNPCState(), etc." );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_SCRIPT, "NPC state type used in GetNPCState(), etc." );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_PLAYDEAD, "NPC state type used in GetNPCState(), etc." );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_PRONE, "When in clutches of barnacle (NPC state type used in GetNPCState(), etc.)" );
ScriptRegisterConstant( g_pScriptVM, NPC_STATE_DEAD, "NPC state type used in GetNPCState(), etc." );
ScriptRegisterConstantNamed( g_pScriptVM, CAI_BaseNPC::SCRIPT_PLAYING, "SCRIPT_PLAYING", "Playing the action animation." );
ScriptRegisterConstantNamed( g_pScriptVM, CAI_BaseNPC::SCRIPT_WAIT, "SCRIPT_WAIT", "Waiting on everyone in the script to be ready. Plays the pre idle animation if there is one." );
@ -479,8 +476,10 @@ void RegisterSharedScriptConstants()
// Misc. General
//
#ifdef GAME_DLL
ScriptRegisterConstant( g_pScriptVM, GLOBAL_OFF, "" );
ScriptRegisterConstant( g_pScriptVM, GLOBAL_ON, "" );
ScriptRegisterConstant( g_pScriptVM, GLOBAL_DEAD, "" );
ScriptRegisterConstant( g_pScriptVM, GLOBAL_OFF, "Global state used by the Globals singleton." );
ScriptRegisterConstant( g_pScriptVM, GLOBAL_ON, "Global state used by the Globals singleton." );
ScriptRegisterConstant( g_pScriptVM, GLOBAL_DEAD, "Global state used by the Globals singleton." );
#endif
RegisterWeaponScriptConstants();
}

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@ -0,0 +1,98 @@
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: VScript constants and enums shared between the server and client.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basecombatweapon_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
//=============================================================================
BEGIN_SCRIPTENUM( WeaponSound, "Weapon sounds." )
DEFINE_ENUMCONST( EMPTY, "" )
DEFINE_ENUMCONST( SINGLE, "" )
DEFINE_ENUMCONST( SINGLE_NPC, "" )
DEFINE_ENUMCONST( WPN_DOUBLE, "" )
DEFINE_ENUMCONST( DOUBLE_NPC, "" )
DEFINE_ENUMCONST( BURST, "" )
DEFINE_ENUMCONST( RELOAD, "" )
DEFINE_ENUMCONST( RELOAD_NPC, "" )
DEFINE_ENUMCONST( MELEE_MISS, "" )
DEFINE_ENUMCONST( MELEE_HIT, "" )
DEFINE_ENUMCONST( MELEE_HIT_WORLD, "" )
DEFINE_ENUMCONST( SPECIAL1, "" )
DEFINE_ENUMCONST( SPECIAL2, "" )
DEFINE_ENUMCONST( SPECIAL3, "" )
DEFINE_ENUMCONST( TAUNT, "" )
DEFINE_ENUMCONST( DEPLOY, "" )
DEFINE_ENUMCONST( NUM_SHOOT_SOUND_TYPES, "" )
END_SCRIPTENUM();
//=============================================================================
//=============================================================================
void RegisterWeaponScriptConstants()
{
//
// Weapon classify
//
ScriptRegisterConstant( g_pScriptVM, WEPCLASS_INVALID, "Invalid weapon class." );
ScriptRegisterConstant( g_pScriptVM, WEPCLASS_HANDGUN, "Weapon class for pistols, revolvers, etc." );
ScriptRegisterConstant( g_pScriptVM, WEPCLASS_RIFLE, "Weapon class for (assault) rifles, SMGs, etc." );
ScriptRegisterConstant( g_pScriptVM, WEPCLASS_SHOTGUN, "Weapon class for shotguns." );
ScriptRegisterConstant( g_pScriptVM, WEPCLASS_HEAVY, "Weapon class for RPGs, etc." );
ScriptRegisterConstant( g_pScriptVM, WEPCLASS_MELEE, "Weapon class for melee weapons." );
//
// Vector cones
//
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_PRECALCULATED, "This is just a zero vector, but it adds some context indicating that the person writing the code is not allowing "
"FireBullets() to modify the direction of the shot because the shot direction "
"being passed into the function has already been modified by another piece of "
"code and should be fired as specified." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_1DEGREES, "1-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_2DEGREES, "2-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_3DEGREES, "3-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_4DEGREES, "4-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_5DEGREES, "5-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_6DEGREES, "6-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_7DEGREES, "7-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_8DEGREES, "8-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_9DEGREES, "9-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_10DEGREES, "10-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_15DEGREES, "15-degree weapon vector cone." );
ScriptRegisterConstantFromTemp( g_pScriptVM, VECTOR_CONE_20DEGREES, "20-degree weapon vector cone." );
//
// Weapon proficiency
//
ScriptRegisterConstant( g_pScriptVM, WEAPON_PROFICIENCY_INVALID, "Invalid weapon proficiency." );
ScriptRegisterConstant( g_pScriptVM, WEAPON_PROFICIENCY_POOR, "Poor weapon proficiency. Causes low accuracy." );
ScriptRegisterConstant( g_pScriptVM, WEAPON_PROFICIENCY_AVERAGE, "Average weapon proficiency. Causes average accuracy." );
ScriptRegisterConstant( g_pScriptVM, WEAPON_PROFICIENCY_GOOD, "Good weapon proficiency. Causes good accuracy." );
ScriptRegisterConstant( g_pScriptVM, WEAPON_PROFICIENCY_VERY_GOOD, "Very good weapon proficiency. Causes very good accuracy." );
ScriptRegisterConstant( g_pScriptVM, WEAPON_PROFICIENCY_PERFECT, "Perfect weapon proficiency. Causes perfect accuracy." );
//
// Autoaim
//
ScriptRegisterConstant( g_pScriptVM, AUTOAIM_2DEGREES, "2-degree autoaim cone." );
ScriptRegisterConstant( g_pScriptVM, AUTOAIM_5DEGREES, "5-degree autoaim cone." );
ScriptRegisterConstant( g_pScriptVM, AUTOAIM_8DEGREES, "8-degree autoaim cone." );
ScriptRegisterConstant( g_pScriptVM, AUTOAIM_10DEGREES, "10-degree autoaim cone." );
ScriptRegisterConstant( g_pScriptVM, AUTOAIM_20DEGREES, "20-degree autoaim cone." );
ScriptRegisterConstant( g_pScriptVM, AUTOAIM_SCALE_DEFAULT, "Indicates default auto aim scale." );
ScriptRegisterConstant( g_pScriptVM, AUTOAIM_SCALE_DIRECT_ONLY, "Indicates auto aim should not be used except for direct hits." );
}

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@ -1,10 +1,6 @@
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 =================
//
// Purpose: Due to this being a custom integration of VScript based on the Alien Swarm SDK, we don't have access to
// some of the code normally available in games like L4D2 or Valve's original VScript DLL.
// Instead, that code is recreated here, shared between server and client.
//
// It also contains other functions unique to Mapbase.
// Purpose: See vscript_funcs_shared.cpp
//
// $NoKeywords: $
//=============================================================================

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@ -0,0 +1,16 @@
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 =================
//
// Purpose: See vscript_singletons.cpp
//
// $NoKeywords: $
//=============================================================================
#ifndef VSCRIPT_FUNCS_MATH
#define VSCRIPT_FUNCS_MATH
#ifdef _WIN32
#pragma once
#endif
void RegisterScriptSingletons();
#endif

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@ -0,0 +1,600 @@
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: VScript-driven custom weapon class.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tier1/fmtstr.h"
#include "weapon_custom_scripted.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=========================================================
//=========================================================
BEGIN_DATADESC( CWeaponCustomScripted )
DEFINE_AUTO_ARRAY( m_iszClientScripts, FIELD_CHARACTER ),
DEFINE_AUTO_ARRAY( m_iszWeaponScriptName, FIELD_CHARACTER ),
END_DATADESC()
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCustomScripted, DT_WeaponCustomScripted )
BEGIN_NETWORK_TABLE( CWeaponCustomScripted, DT_WeaponCustomScripted )
#ifdef CLIENT_DLL
RecvPropString( RECVINFO(m_iszClientScripts) ),
RecvPropString( RECVINFO(m_iszWeaponScriptName) ),
#else
SendPropString( SENDINFO(m_iszClientScripts) ),
SendPropString( SENDINFO(m_iszWeaponScriptName) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCustomScripted )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_custom_scripted1, CWeaponCustomScripted );
// Only need one of the names
PRECACHE_WEAPON_REGISTER( weapon_custom_scripted1 );
//IMPLEMENT_ACTTABLE( CWeaponCustomScripted );
#define DEFINE_STATIC_HOOK( name ) ScriptHook_t CWeaponCustomScripted::g_Hook_##name
DEFINE_STATIC_HOOK( HasAnyAmmo );
DEFINE_STATIC_HOOK( HasPrimaryAmmo );
DEFINE_STATIC_HOOK( HasSecondaryAmmo );
DEFINE_STATIC_HOOK( CanHolster );
DEFINE_STATIC_HOOK( CanDeploy );
DEFINE_STATIC_HOOK( Deploy );
DEFINE_STATIC_HOOK( Holster );
DEFINE_STATIC_HOOK( ItemPreFrame );
DEFINE_STATIC_HOOK( ItemPostFrame );
DEFINE_STATIC_HOOK( ItemBusyFrame );
DEFINE_STATIC_HOOK( ItemHolsterFrame );
DEFINE_STATIC_HOOK( WeaponIdle );
DEFINE_STATIC_HOOK( HandleFireOnEmpty );
DEFINE_STATIC_HOOK( CheckReload );
DEFINE_STATIC_HOOK( FinishReload );
DEFINE_STATIC_HOOK( AbortReload );
DEFINE_STATIC_HOOK( Reload );
DEFINE_STATIC_HOOK( Reload_NPC );
DEFINE_STATIC_HOOK( PrimaryAttack );
DEFINE_STATIC_HOOK( SecondaryAttack );
DEFINE_STATIC_HOOK( GetPrimaryAttackActivity );
DEFINE_STATIC_HOOK( GetSecondaryAttackActivity );
DEFINE_STATIC_HOOK( GetDrawActivity );
DEFINE_STATIC_HOOK( GetDefaultAnimSpeed );
DEFINE_STATIC_HOOK( GetBulletSpread );
DEFINE_STATIC_HOOK( GetBulletSpreadForProficiency );
DEFINE_STATIC_HOOK( GetFireRate );
DEFINE_STATIC_HOOK( GetMinBurst );
DEFINE_STATIC_HOOK( GetMaxBurst );
DEFINE_STATIC_HOOK( GetMinRestTime );
DEFINE_STATIC_HOOK( GetMaxRestTime );
DEFINE_STATIC_HOOK( AddViewKick );
#ifndef CLIENT_DLL
DEFINE_STATIC_HOOK( WeaponLOSCondition );
DEFINE_STATIC_HOOK( WeaponRangeAttack1Condition );
DEFINE_STATIC_HOOK( WeaponRangeAttack2Condition );
DEFINE_STATIC_HOOK( WeaponMeleeAttack1Condition );
DEFINE_STATIC_HOOK( WeaponMeleeAttack2Condition );
#endif
DEFINE_STATIC_HOOK( ActivityList );
DEFINE_STATIC_HOOK( ActivityListCount );
#define DEFINE_SIMPLE_WEAPON_HOOK( name, returnType, description ) DEFINE_SIMPLE_SCRIPTHOOK( CWeaponCustomScripted::g_Hook_##name, #name, returnType, description )
#define BEGIN_WEAPON_HOOK( name, returnType, description ) BEGIN_SCRIPTHOOK( CWeaponCustomScripted::g_Hook_##name, #name, returnType, description )
BEGIN_ENT_SCRIPTDESC( CWeaponCustomScripted, CBaseCombatWeapon, "Special weapon class with tons of hooks" )
DEFINE_SIMPLE_WEAPON_HOOK( HasAnyAmmo, FIELD_BOOLEAN, "Should return true if weapon has ammo" )
DEFINE_SIMPLE_WEAPON_HOOK( HasPrimaryAmmo, FIELD_BOOLEAN, "Should return true if weapon has primary ammo" )
DEFINE_SIMPLE_WEAPON_HOOK( HasSecondaryAmmo, FIELD_BOOLEAN, "Should return true if weapon has secondary ammo" )
DEFINE_SIMPLE_WEAPON_HOOK( CanHolster, FIELD_BOOLEAN, "Should return true if weapon can be holstered" )
DEFINE_SIMPLE_WEAPON_HOOK( CanDeploy, FIELD_BOOLEAN, "Should return true if weapon can be deployed" )
DEFINE_SIMPLE_WEAPON_HOOK( Deploy, FIELD_BOOLEAN, "Called when weapon is being deployed" )
BEGIN_WEAPON_HOOK( Holster, FIELD_BOOLEAN, "Called when weapon is being holstered" )
DEFINE_SCRIPTHOOK_PARAM( "switchingto", FIELD_HSCRIPT )
END_SCRIPTHOOK()
DEFINE_SIMPLE_WEAPON_HOOK( ItemPreFrame, FIELD_VOID, "Called each frame by the player PreThink" )
DEFINE_SIMPLE_WEAPON_HOOK( ItemPostFrame, FIELD_VOID, "Called each frame by the player PostThink" )
DEFINE_SIMPLE_WEAPON_HOOK( ItemBusyFrame, FIELD_VOID, "Called each frame by the player PostThink, if the player's not ready to attack yet" )
DEFINE_SIMPLE_WEAPON_HOOK( ItemHolsterFrame, FIELD_VOID, "Called each frame by the player PreThink, if the weapon is holstered" )
DEFINE_SIMPLE_WEAPON_HOOK( WeaponIdle, FIELD_VOID, "Called when no buttons pressed" )
DEFINE_SIMPLE_WEAPON_HOOK( HandleFireOnEmpty, FIELD_VOID, "Called when they have the attack button down but they are out of ammo. The default implementation either reloads, switches weapons, or plays an empty sound." )
DEFINE_SIMPLE_WEAPON_HOOK( CheckReload, FIELD_VOID, "" )
DEFINE_SIMPLE_WEAPON_HOOK( FinishReload, FIELD_VOID, "" )
DEFINE_SIMPLE_WEAPON_HOOK( AbortReload, FIELD_VOID, "" )
DEFINE_SIMPLE_WEAPON_HOOK( Reload, FIELD_BOOLEAN, "" )
DEFINE_SIMPLE_WEAPON_HOOK( Reload_NPC, FIELD_VOID, "" )
DEFINE_SIMPLE_WEAPON_HOOK( PrimaryAttack, FIELD_VOID, "" )
DEFINE_SIMPLE_WEAPON_HOOK( SecondaryAttack, FIELD_VOID, "" )
DEFINE_SIMPLE_WEAPON_HOOK( GetPrimaryAttackActivity, FIELD_VARIANT, "" )
DEFINE_SIMPLE_WEAPON_HOOK( GetSecondaryAttackActivity, FIELD_VARIANT, "" )
DEFINE_SIMPLE_WEAPON_HOOK( GetDrawActivity, FIELD_VARIANT, "" )
DEFINE_SIMPLE_WEAPON_HOOK( GetDefaultAnimSpeed, FIELD_FLOAT, "" )
DEFINE_SIMPLE_WEAPON_HOOK( GetBulletSpread, FIELD_VECTOR, "" )
BEGIN_WEAPON_HOOK( GetBulletSpreadForProficiency, FIELD_VECTOR, "Returns the bullet spread of a specific proficiency level. If this isn't defined, it will fall back to GetBulletSpread." )
DEFINE_SCRIPTHOOK_PARAM( "proficiency", FIELD_INTEGER )
END_SCRIPTHOOK()
DEFINE_SIMPLE_WEAPON_HOOK( GetFireRate, FIELD_FLOAT, "" )
DEFINE_SIMPLE_WEAPON_HOOK( GetMinBurst, FIELD_INTEGER, "" )
DEFINE_SIMPLE_WEAPON_HOOK( GetMaxBurst, FIELD_INTEGER, "" )
DEFINE_SIMPLE_WEAPON_HOOK( GetMinRestTime, FIELD_FLOAT, "" )
DEFINE_SIMPLE_WEAPON_HOOK( GetMaxRestTime, FIELD_FLOAT, "" )
DEFINE_SIMPLE_WEAPON_HOOK( AddViewKick, FIELD_VOID, "" )
#ifndef CLIENT_DLL
DEFINE_SIMPLE_WEAPON_HOOK( WeaponLOSCondition, FIELD_BOOLEAN, "" )
DEFINE_SIMPLE_WEAPON_HOOK( WeaponRangeAttack1Condition, FIELD_INTEGER, "" )
DEFINE_SIMPLE_WEAPON_HOOK( WeaponRangeAttack2Condition, FIELD_INTEGER, "" )
DEFINE_SIMPLE_WEAPON_HOOK( WeaponMeleeAttack1Condition, FIELD_INTEGER, "" )
DEFINE_SIMPLE_WEAPON_HOOK( WeaponMeleeAttack2Condition, FIELD_INTEGER, "" )
#endif
DEFINE_SIMPLE_WEAPON_HOOK( ActivityList, FIELD_HSCRIPT, "" )
DEFINE_SIMPLE_WEAPON_HOOK( ActivityListCount, FIELD_INTEGER, "" )
END_SCRIPTDESC();
CWeaponCustomScripted::CWeaponCustomScripted()
{
//m_fMinRange1 = 65;
//m_fMaxRange1 = 2048;
//
//m_fMinRange2 = 256;
//m_fMaxRange2 = 1024;
//
//m_nShotsFired = 0;
//m_nVentPose = -1;
//
//m_bAltFiresUnderwater = false;
}
bool CWeaponCustomScripted::RunWeaponHook( ScriptHook_t &hook, HSCRIPT &cached, ScriptVariant_t *retVal, ScriptVariant_t *pArgs )
{
if (!hook.CheckFuncValid(cached))
cached = hook.CanRunInScope(m_ScriptScope);
if (cached)
{
return hook.Call( m_ScriptScope, retVal, pArgs, false );
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCustomScripted::Spawn( void )
{
#ifdef CLIENT_DLL
if (m_iszClientScripts[0] != '\0' && ValidateScriptScope())
{
RunScriptFile( m_iszClientScripts );
}
#endif
BaseClass::Spawn();
}
bool CWeaponCustomScripted::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "vscripts_client" ) )
{
Q_strcpy( m_iszClientScripts.GetForModify(), szValue );
}
else if ( FStrEq( szKeyName, "weapondatascript_name" ) )
{
Q_strcpy( m_iszWeaponScriptName.GetForModify(), szValue );
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
bool CWeaponCustomScripted::GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen )
{
if ( FStrEq( szKeyName, "vscripts_client" ) )
{
Q_snprintf( szValue, iMaxLen, "%s", m_iszClientScripts.Get() );
return true;
}
else if ( FStrEq( szKeyName, "weapondatascript_name" ) )
{
Q_snprintf( szValue, iMaxLen, "%s", m_iszWeaponScriptName.Get() );
return true;
}
return BaseClass::GetKeyValue( szKeyName, szValue, iMaxLen );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define SIMPLE_VOID_OVERRIDE( name, pArgs ) ScriptVariant_t retVal; \
if (RunWeaponHook( g_Hook_##name, m_Func_##name, &retVal, pArgs ) && retVal.m_bool == false) \
return;
#define SIMPLE_BOOL_OVERRIDE( name, pArgs ) ScriptVariant_t retVal; \
if (RunWeaponHook( g_Hook_##name, m_Func_##name, &retVal, pArgs ) && retVal.m_type == FIELD_BOOLEAN) \
return retVal.m_bool;
#define SIMPLE_FLOAT_OVERRIDE( name, pArgs ) ScriptVariant_t retVal; \
if (RunWeaponHook( g_Hook_##name, m_Func_##name, &retVal, pArgs ) && retVal.m_type == FIELD_FLOAT) \
return retVal.m_float;
#define SIMPLE_INT_OVERRIDE( name, pArgs ) ScriptVariant_t retVal; \
if (RunWeaponHook( g_Hook_##name, m_Func_##name, &retVal, pArgs ) && retVal.m_type == FIELD_INTEGER) \
return retVal.m_int;
#define SIMPLE_VECTOR_OVERRIDE( name, pArgs ) ScriptVariant_t retVal; \
if (RunWeaponHook( g_Hook_##name, m_Func_##name, &retVal, pArgs ) && retVal.m_type == FIELD_VECTOR) \
return *retVal.m_pVector;
#define SIMPLE_VECTOR_REF_OVERRIDE( name, pArgs ) ScriptVariant_t retVal; \
if (RunWeaponHook( g_Hook_##name, m_Func_##name, &retVal, pArgs ) && retVal.m_type == FIELD_VECTOR) \
{ \
static Vector vec = *retVal.m_pVector; \
return vec; \
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponCustomScripted::HasAnyAmmo( void )
{
SIMPLE_BOOL_OVERRIDE( HasAnyAmmo, NULL );
return BaseClass::HasAnyAmmo();
}
bool CWeaponCustomScripted::HasPrimaryAmmo( void )
{
SIMPLE_BOOL_OVERRIDE( HasPrimaryAmmo, NULL );
return BaseClass::HasPrimaryAmmo();
}
bool CWeaponCustomScripted::HasSecondaryAmmo( void )
{
SIMPLE_BOOL_OVERRIDE( HasSecondaryAmmo, NULL );
return BaseClass::HasSecondaryAmmo();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponCustomScripted::CanHolster( void )
{
SIMPLE_BOOL_OVERRIDE( CanHolster, NULL );
return BaseClass::CanHolster();
}
bool CWeaponCustomScripted::CanDeploy( void )
{
SIMPLE_BOOL_OVERRIDE( CanDeploy, NULL );
return BaseClass::CanDeploy();
}
bool CWeaponCustomScripted::Deploy( void )
{
SIMPLE_BOOL_OVERRIDE( Deploy, NULL );
return BaseClass::Deploy();
}
bool CWeaponCustomScripted::Holster( CBaseCombatWeapon *pSwitchingTo )
{
ScriptVariant_t pArgs[] = { ToHScript( pSwitchingTo ) };
SIMPLE_BOOL_OVERRIDE( Holster, pArgs );
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCustomScripted::ItemPreFrame( void )
{
SIMPLE_VOID_OVERRIDE( ItemPreFrame, NULL );
BaseClass::ItemPostFrame();
}
void CWeaponCustomScripted::ItemPostFrame( void )
{
SIMPLE_VOID_OVERRIDE( ItemPostFrame, NULL );
BaseClass::ItemPostFrame();
}
void CWeaponCustomScripted::ItemBusyFrame( void )
{
SIMPLE_VOID_OVERRIDE( ItemBusyFrame, NULL );
BaseClass::ItemBusyFrame();
}
void CWeaponCustomScripted::ItemHolsterFrame( void )
{
SIMPLE_VOID_OVERRIDE( ItemHolsterFrame, NULL );
BaseClass::ItemHolsterFrame();
}
void CWeaponCustomScripted::WeaponIdle( void )
{
SIMPLE_VOID_OVERRIDE( WeaponIdle, NULL );
BaseClass::WeaponIdle();
}
void CWeaponCustomScripted::HandleFireOnEmpty( void )
{
SIMPLE_VOID_OVERRIDE( HandleFireOnEmpty, NULL );
BaseClass::HandleFireOnEmpty();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCustomScripted::CheckReload( void )
{
SIMPLE_VOID_OVERRIDE( CheckReload, NULL );
BaseClass::CheckReload();
}
void CWeaponCustomScripted::FinishReload( void )
{
SIMPLE_VOID_OVERRIDE( FinishReload, NULL );
BaseClass::FinishReload();
}
void CWeaponCustomScripted::AbortReload( void )
{
SIMPLE_VOID_OVERRIDE( AbortReload, NULL );
BaseClass::AbortReload();
}
bool CWeaponCustomScripted::Reload( void )
{
SIMPLE_BOOL_OVERRIDE( Reload, NULL );
return BaseClass::Reload();
}
void CWeaponCustomScripted::Reload_NPC( void )
{
SIMPLE_VOID_OVERRIDE( Reload_NPC, NULL );
BaseClass::Reload_NPC();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCustomScripted::PrimaryAttack( void )
{
SIMPLE_VOID_OVERRIDE( PrimaryAttack, NULL );
BaseClass::PrimaryAttack();
}
void CWeaponCustomScripted::SecondaryAttack( void )
{
SIMPLE_VOID_OVERRIDE( SecondaryAttack, NULL );
BaseClass::SecondaryAttack();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define ACTIVITY_FUNC_OVERRIDE( name ) ScriptVariant_t retVal; \
if (RunWeaponHook( g_Hook_##name, m_Func_##name, &retVal ) && retVal.m_bool == false) \
{ \
if (retVal.m_type == FIELD_INTEGER) \
{ \
Activity activity = (Activity)retVal.m_int; \
if (activity != ACT_INVALID) \
return (Activity)retVal.m_int; \
} \
else \
{ \
Activity activity = (Activity)LookupActivity( retVal.m_pszString ); \
if (activity != ACT_INVALID) \
return activity; \
} \
}
Activity CWeaponCustomScripted::GetPrimaryAttackActivity( void )
{
ACTIVITY_FUNC_OVERRIDE( GetPrimaryAttackActivity );
return BaseClass::GetPrimaryAttackActivity();
}
Activity CWeaponCustomScripted::GetSecondaryAttackActivity( void )
{
ACTIVITY_FUNC_OVERRIDE( GetSecondaryAttackActivity );
return BaseClass::GetSecondaryAttackActivity();
}
Activity CWeaponCustomScripted::GetDrawActivity( void )
{
ACTIVITY_FUNC_OVERRIDE( GetDrawActivity );
return BaseClass::GetDrawActivity();
}
float CWeaponCustomScripted::GetDefaultAnimSpeed( void )
{
SIMPLE_FLOAT_OVERRIDE( GetDefaultAnimSpeed, NULL );
return BaseClass::GetDefaultAnimSpeed();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const Vector& CWeaponCustomScripted::GetBulletSpread( void )
{
SIMPLE_VECTOR_REF_OVERRIDE( GetBulletSpread, NULL );
// HACKHACK: Need to skip CBaseHLCombatWeapon here to recognize this overload for some reason
return CBaseCombatWeapon::GetBulletSpread();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CWeaponCustomScripted::GetBulletSpread( WeaponProficiency_t proficiency )
{
ScriptVariant_t pArgs[] = { (int)proficiency };
SIMPLE_VECTOR_OVERRIDE( GetBulletSpreadForProficiency, pArgs );
return BaseClass::GetBulletSpread( proficiency );
}
float CWeaponCustomScripted::GetFireRate( void )
{
SIMPLE_FLOAT_OVERRIDE( GetFireRate, NULL );
return BaseClass::GetFireRate();
}
int CWeaponCustomScripted::GetMinBurst( void )
{
SIMPLE_INT_OVERRIDE( GetMinBurst, NULL );
return BaseClass::GetMinBurst();
}
int CWeaponCustomScripted::GetMaxBurst( void )
{
SIMPLE_INT_OVERRIDE( GetMaxBurst, NULL );
return BaseClass::GetMaxBurst();
}
float CWeaponCustomScripted::GetMinRestTime( void )
{
SIMPLE_FLOAT_OVERRIDE( GetMinRestTime, NULL );
return BaseClass::GetMinRestTime();
}
float CWeaponCustomScripted::GetMaxRestTime( void )
{
SIMPLE_FLOAT_OVERRIDE( GetMaxRestTime, NULL );
return BaseClass::GetMaxRestTime();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCustomScripted::AddViewKick( void )
{
SIMPLE_VOID_OVERRIDE( AddViewKick, NULL );
return BaseClass::AddViewKick();
}
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponCustomScripted::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
ScriptVariant_t pArgs[] = { ownerPos, targetPos, bSetConditions };
SIMPLE_BOOL_OVERRIDE( WeaponLOSCondition, pArgs );
return BaseClass::WeaponLOSCondition( ownerPos, targetPos, bSetConditions );
}
int CWeaponCustomScripted::WeaponRangeAttack1Condition( float flDot, float flDist )
{
ScriptVariant_t pArgs[] = { flDot, flDist };
SIMPLE_INT_OVERRIDE( WeaponRangeAttack1Condition, pArgs );
return BaseClass::WeaponRangeAttack1Condition( flDot, flDist );
}
int CWeaponCustomScripted::WeaponRangeAttack2Condition( float flDot, float flDist )
{
ScriptVariant_t pArgs[] = { flDot, flDist };
SIMPLE_INT_OVERRIDE( WeaponRangeAttack2Condition, pArgs );
return BaseClass::WeaponRangeAttack2Condition( flDot, flDist );
}
int CWeaponCustomScripted::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
ScriptVariant_t pArgs[] = { flDot, flDist };
SIMPLE_INT_OVERRIDE( WeaponMeleeAttack1Condition, pArgs );
return BaseClass::WeaponMeleeAttack1Condition( flDot, flDist );
}
int CWeaponCustomScripted::WeaponMeleeAttack2Condition( float flDot, float flDist )
{
ScriptVariant_t pArgs[] = { flDot, flDist };
SIMPLE_INT_OVERRIDE( WeaponMeleeAttack2Condition, pArgs );
return BaseClass::WeaponMeleeAttack2Condition( flDot, flDist );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
acttable_t *CWeaponCustomScripted::ActivityList( void )
{
// TODO
return BaseClass::ActivityList();
}
int CWeaponCustomScripted::ActivityListCount( void )
{
// TODO
return BaseClass::ActivityListCount();
}

View File

@ -0,0 +1,202 @@
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 =================
//
// Purpose: VScript-driven custom weapon class.
//
// $NoKeywords: $
//=============================================================================
#ifndef VSCRIPT_FUNCS_MATH
#define VSCRIPT_FUNCS_MATH
#ifdef _WIN32
#pragma once
#endif
#include "basecombatweapon_shared.h"
#ifdef CLIENT_DLL
#include "vscript_client.h"
#endif
// The base class of the scripted weapon is game-specific.
#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
#include "basehlcombatweapon_shared.h"
#define SCRIPTED_WEAPON_DERIVED_FROM CBaseHLCombatWeapon
#else
#define SCRIPTED_WEAPON_DERIVED_FROM CBaseCombatWeapon
#endif
#ifdef CLIENT_DLL
#define CWeaponCustomScripted C_WeaponCustomScripted
#endif
#define DECLARE_CACHED_HOOK(name) static ScriptHook_t g_Hook_##name; \
HSCRIPT m_Func_##name;
class CWeaponCustomScripted : public SCRIPTED_WEAPON_DERIVED_FROM
{
public:
DECLARE_CLASS( CWeaponCustomScripted, SCRIPTED_WEAPON_DERIVED_FROM );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCustomScripted();
bool RunWeaponHook( ScriptHook_t &hook, HSCRIPT &cached, ScriptVariant_t *retVal = NULL, ScriptVariant_t *pArgs = NULL );
bool KeyValue( const char *szKeyName, const char *szValue );
bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
// Base script has a function for this
//void Precache( void );
void Spawn( void );
bool IsPredicted( void ) const { return m_iszClientScripts[0] != '\0'; }
const char* GetWeaponScriptName() { return m_iszWeaponScriptName[0] != '\0' ? m_iszWeaponScriptName : BaseClass::GetWeaponScriptName(); }
// Weapon selection
bool HasAnyAmmo( void ); // Returns true is weapon has ammo
bool HasPrimaryAmmo( void ); // Returns true is weapon has ammo
bool HasSecondaryAmmo( void ); // Returns true is weapon has ammo
bool CanHolster( void ); // returns true if the weapon can be holstered
bool CanDeploy( void ); // return true if the weapon's allowed to deploy
bool Deploy( void ); // returns true is deploy was successful
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
// Weapon behaviour
void ItemPreFrame( void ); // called each frame by the player PreThink
void ItemPostFrame( void ); // called each frame by the player PostThink
void ItemBusyFrame( void ); // called each frame by the player PostThink, if the player's not ready to attack yet
void ItemHolsterFrame( void ); // called each frame by the player PreThink, if the weapon is holstered
void WeaponIdle( void ); // called when no buttons pressed
void HandleFireOnEmpty(); // Called when they have the attack button down
// Reloading
void CheckReload( void );
void FinishReload( void );
void AbortReload( void );
bool Reload( void );
void Reload_NPC( void );
// Weapon firing
void PrimaryAttack( void ); // do "+ATTACK"
void SecondaryAttack( void ); // do "+ATTACK2"
// Firing animations
Activity GetPrimaryAttackActivity( void );
Activity GetSecondaryAttackActivity( void );
Activity GetDrawActivity( void );
float GetDefaultAnimSpeed( void );
// Bullet launch information
const Vector& GetBulletSpread( void );
Vector GetBulletSpread( WeaponProficiency_t proficiency );
float GetFireRate( void );
int GetMinBurst();
int GetMaxBurst();
float GetMinRestTime();
float GetMaxRestTime();
void AddViewKick( void );
#ifndef CLIENT_DLL
bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
int WeaponRangeAttack1Condition( float flDot, float flDist );
int WeaponRangeAttack2Condition( float flDot, float flDist );
int WeaponMeleeAttack1Condition( float flDot, float flDist );
int WeaponMeleeAttack2Condition( float flDot, float flDist );
#endif
ALLOW_SCRIPT_ACCESS();
private:
// Weapon selection
DECLARE_CACHED_HOOK( HasAnyAmmo );
DECLARE_CACHED_HOOK( HasPrimaryAmmo );
DECLARE_CACHED_HOOK( HasSecondaryAmmo );
DECLARE_CACHED_HOOK( CanHolster );
DECLARE_CACHED_HOOK( CanDeploy );
DECLARE_CACHED_HOOK( Deploy );
DECLARE_CACHED_HOOK( Holster );
// Weapon behaviour
DECLARE_CACHED_HOOK( ItemPreFrame );
DECLARE_CACHED_HOOK( ItemPostFrame );
DECLARE_CACHED_HOOK( ItemBusyFrame );
DECLARE_CACHED_HOOK( ItemHolsterFrame );
DECLARE_CACHED_HOOK( WeaponIdle );
DECLARE_CACHED_HOOK( HandleFireOnEmpty );
// Reloading
DECLARE_CACHED_HOOK( CheckReload );
DECLARE_CACHED_HOOK( FinishReload );
DECLARE_CACHED_HOOK( AbortReload );
DECLARE_CACHED_HOOK( Reload );
DECLARE_CACHED_HOOK( Reload_NPC );
// Weapon firing
DECLARE_CACHED_HOOK( PrimaryAttack );
DECLARE_CACHED_HOOK( SecondaryAttack );
// Firing animations
DECLARE_CACHED_HOOK( GetPrimaryAttackActivity );
DECLARE_CACHED_HOOK( GetSecondaryAttackActivity );
DECLARE_CACHED_HOOK( GetDrawActivity );
DECLARE_CACHED_HOOK( GetDefaultAnimSpeed );
// Bullet launch information
DECLARE_CACHED_HOOK( GetBulletSpread );
DECLARE_CACHED_HOOK( GetBulletSpreadForProficiency );
DECLARE_CACHED_HOOK( GetFireRate );
DECLARE_CACHED_HOOK( GetMinBurst );
DECLARE_CACHED_HOOK( GetMaxBurst );
DECLARE_CACHED_HOOK( GetMinRestTime );
DECLARE_CACHED_HOOK( GetMaxRestTime );
DECLARE_CACHED_HOOK( AddViewKick );
#ifndef CLIENT_DLL
DECLARE_CACHED_HOOK( WeaponLOSCondition );
DECLARE_CACHED_HOOK( WeaponRangeAttack1Condition );
DECLARE_CACHED_HOOK( WeaponRangeAttack2Condition );
DECLARE_CACHED_HOOK( WeaponMeleeAttack1Condition );
DECLARE_CACHED_HOOK( WeaponMeleeAttack2Condition );
#endif
DECLARE_CACHED_HOOK( ActivityList );
DECLARE_CACHED_HOOK( ActivityListCount );
private:
CNetworkString( m_iszClientScripts, 256 );
CNetworkString( m_iszWeaponScriptName, 256 );
protected:
DECLARE_ACTTABLE();
DECLARE_DATADESC();
DECLARE_ENT_SCRIPTDESC();
};
/*
class CWeaponCustomScripted1 : public CWeaponCustomScripted
{
DECLARE_PREDICTABLE();
};
class CWeaponCustomScripted2 : public CWeaponCustomScripted
{
DECLARE_PREDICTABLE();
};
class CWeaponCustomScripted3 : public CWeaponCustomScripted
{
DECLARE_PREDICTABLE();
};
class CWeaponCustomScripted4 : public CWeaponCustomScripted
{
DECLARE_PREDICTABLE();
};
*/
#endif

View File

@ -18,14 +18,29 @@ enum PrecipitationType_t
PRECIPITATION_TYPE_SNOW,
PRECIPITATION_TYPE_ASH,
PRECIPITATION_TYPE_SNOWFALL,
#ifdef MAPBASE
PRECIPITATION_TYPE_PARTICLERAIN,
PRECIPITATION_TYPE_PARTICLEASH,
PRECIPITATION_TYPE_PARTICLERAINSTORM,
PRECIPITATION_TYPE_PARTICLESNOW,
#endif
NUM_PRECIPITATION_TYPES
};
// Returns true if the precipitation type involves the new particle system code
//
// NOTE: We can get away with >= PARTICLERAIN, but if you're adding any new precipitation types
// which DO NOT use the new particle system, please change this code to prevent it from being recognized
// as a particle type.
inline bool IsParticleRainType( PrecipitationType_t type )
{
// m_nPrecipType == PRECIPITATION_TYPE_PARTICLERAIN || m_nPrecipType == PRECIPITATION_TYPE_PARTICLEASH
// || m_nPrecipType == PRECIPITATION_TYPE_PARTICLERAINSTORM || m_nPrecipType == PRECIPITATION_TYPE_PARTICLESNOW
return type >= PRECIPITATION_TYPE_PARTICLERAIN;
}
#ifdef MAPBASE
#define SF_PRECIP_PARTICLE_CLAMP (1 << 0) // Clamps particle types to the precipitation bounds; Mapbase uses this to compensate for the lack of blocker support.
#define SF_PRECIP_PARTICLE_NO_OUTER (1 << 1) // Suppresses the outer particle system.
#endif
#endif // PRECIPITATION_SHARED_H

View File

@ -44,7 +44,11 @@ void Scene_Printf( const char *pFormat, ... )
Q_vsnprintf(msg, sizeof(msg), pFormat, marker);
va_end(marker);
#ifdef MAPBASE
CGMsg( 0, CON_GROUP_CHOREO, "%8.3f[%d] %s: %s", gpGlobals->curtime, gpGlobals->tickcount, CBaseEntity::IsServer() ? "sv" : "cl", msg );
#else
Msg( "%8.3f[%d] %s: %s", gpGlobals->curtime, gpGlobals->tickcount, CBaseEntity::IsServer() ? "sv" : "cl", msg );
#endif
}
//-----------------------------------------------------------------------------

View File

@ -59,7 +59,7 @@ HSCRIPT VScriptCompileScript( const char *pszScriptName, bool bWarnMissing )
const char *pszIncomingExtension = V_strrchr( pszScriptName , '.' );
if ( pszIncomingExtension && V_strcmp( pszIncomingExtension, pszVMExtension ) != 0 )
{
Warning( "Script file type does not match VM type\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Script file type does not match VM type\n" );
return NULL;
}
@ -91,7 +91,7 @@ HSCRIPT VScriptCompileScript( const char *pszScriptName, bool bWarnMissing )
if( !bResult )
#endif
{
Warning( "Script not found (%s) \n", scriptPath.operator const char *() );
CGWarning( 0, CON_GROUP_VSCRIPT, "Script not found (%s) \n", scriptPath.operator const char *() );
Assert( "Error running script" );
}
@ -109,7 +109,7 @@ HSCRIPT VScriptCompileScript( const char *pszScriptName, bool bWarnMissing )
HSCRIPT hScript = g_pScriptVM->CompileScript( pBase, pszFilename );
if ( !hScript )
{
Warning( "FAILED to compile and execute script file named %s\n", scriptPath.operator const char *() );
CGWarning( 0, CON_GROUP_VSCRIPT, "FAILED to compile and execute script file named %s\n", scriptPath.operator const char *() );
Assert( "Error running script" );
}
return hScript;
@ -126,14 +126,14 @@ bool VScriptRunScript( const char *pszScriptName, HSCRIPT hScope, bool bWarnMiss
if ( !pszScriptName || !*pszScriptName )
{
Warning( "Cannot run script: NULL script name\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Cannot run script: NULL script name\n" );
return false;
}
// Prevent infinite recursion in VM
if ( g_ScriptServerRunScriptDepth > 16 )
{
Warning( "IncludeScript stack overflow\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "IncludeScript stack overflow\n" );
return false;
}
@ -171,13 +171,13 @@ CON_COMMAND( script, "Run the text as a script" )
{
if ( !*args[1] )
{
Warning( "No function name specified\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "No function name specified\n" );
return;
}
if ( !g_pScriptVM )
{
Warning( "Scripting disabled or no server running\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Scripting disabled or no server running\n" );
return;
}
@ -226,13 +226,13 @@ CON_COMMAND_SHARED( script_execute, "Run a vscript file" )
{
if ( !*args[1] )
{
Warning( "No script specified\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "No script specified\n" );
return;
}
if ( !g_pScriptVM )
{
Warning( "Scripting disabled or no server running\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Scripting disabled or no server running\n" );
return;
}
@ -243,7 +243,7 @@ CON_COMMAND_SHARED( script_debug, "Connect the vscript VM to the script debugger
{
if ( !g_pScriptVM )
{
Warning( "Scripting disabled or no server running\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Scripting disabled or no server running\n" );
return;
}
g_pScriptVM->ConnectDebugger();
@ -253,7 +253,7 @@ CON_COMMAND_SHARED( script_help, "Output help for script functions, optionally w
{
if ( !g_pScriptVM )
{
Warning( "Scripting disabled or no server running\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Scripting disabled or no server running\n" );
return;
}
const char *pszArg1 = "*";
@ -269,7 +269,7 @@ CON_COMMAND_SHARED( script_dump_all, "Dump the state of the VM to the console" )
{
if ( !g_pScriptVM )
{
Warning( "Scripting disabled or no server running\n" );
CGWarning( 0, CON_GROUP_VSCRIPT, "Scripting disabled or no server running\n" );
return;
}
g_pScriptVM->DumpState();

View File

@ -283,7 +283,11 @@ bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeapo
FileWeaponInfo_t *pFileInfo = GetFileWeaponInfoFromHandle( *phandle );
Assert( pFileInfo );
#ifdef MAPBASE
if ( pFileInfo->bParsedScript && !pFileInfo->bCustom )
#else
if ( pFileInfo->bParsedScript )
#endif
return true;
char sz[128];
@ -300,6 +304,9 @@ bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeapo
if ( !pKV )
return false;
#ifdef MAPBASE
pFileInfo->bCustom = false;
#endif
pFileInfo->Parse( pKV, szWeaponName );
pKV->deleteThis();
@ -307,6 +314,49 @@ bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeapo
return true;
}
#ifdef MAPBASE
extern const char *g_MapName;
bool ReadCustomWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeaponName, WEAPON_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey )
{
if ( !phandle )
{
Assert( 0 );
return false;
}
*phandle = FindWeaponInfoSlot( szWeaponName );
FileWeaponInfo_t *pFileInfo = GetFileWeaponInfoFromHandle( *phandle );
Assert( pFileInfo );
// Just parse the custom script anyway even if it was already loaded. This is because after one is loaded,
// there's no way of distinguishing between maps with no custom scripts and maps with their own new custom scripts.
//if ( pFileInfo->bParsedScript && pFileInfo->bCustom )
// return true;
char sz[128];
Q_snprintf( sz, sizeof( sz ), "maps/%s_%s", g_MapName, szWeaponName );
KeyValues *pKV = ReadEncryptedKVFile( filesystem, sz, pICEKey,
#if defined( DOD_DLL )
true // Only read .ctx files!
#else
false
#endif
);
if ( !pKV )
return false;
pFileInfo->bCustom = true;
pFileInfo->Parse( pKV, szWeaponName );
pKV->deleteThis();
return true;
}
#endif
//-----------------------------------------------------------------------------
// FileWeaponInfo_t implementation.

View File

@ -77,6 +77,10 @@ public:
public:
bool bParsedScript;
bool bLoadedHudElements;
#ifdef MAPBASE
// Indicates the currently loaded data is from a map-specific script and should be flushed.
bool bCustom;
#endif
// SHARED
char szClassName[MAX_WEAPON_STRING];
@ -136,6 +140,12 @@ public:
bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeaponName,
WEAPON_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL );
#ifdef MAPBASE
// For map-specific weapon data
bool ReadCustomWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeaponName,
WEAPON_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL );
#endif
// If weapon info has been loaded for the specified class name, this returns it.
WEAPON_FILE_INFO_HANDLE LookupWeaponInfoSlot( const char *name );

View File

@ -15,6 +15,7 @@
// STATIC: "FANCY_BLENDING" "0..1"
// STATIC: "RELIEF_MAPPING" "0..0" [ps20b]
// STATIC: "SEAMLESS" "0..1"
// STATIC: "BUMPMASK" "0..1"
// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX]
// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC]
// STATIC: "NORMALMASK_DECODE_MODE" "0..0" [XBOX]
@ -22,7 +23,6 @@
// STATIC: "DETAIL_BLEND_MODE" "0..11"
// STATIC: "FLASHLIGHT" "0..1" [ps20b] [XBOX]
// STATIC: "BASETEXTURETRANSFORM2" "0..1"
// STATIC: "SWAP_VERTEX_BLEND" "0..1"
// STATIC: "PARALLAXCORRECT" "0..1"
// DYNAMIC: "FASTPATHENVMAPCONTRAST" "0..1"

View File

@ -16,6 +16,7 @@
// STATIC: "FASTPATH_NOBUMP" "0..1"
// STATIC: "BLENDTINTBYBASEALPHA" "0..1"
// STATIC: "PHONG_HALFLAMBERT" "0..1"
// STATIC: "ENVMAPMASK" "0..1"
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
@ -47,6 +48,8 @@
// BlendTintByBaseAlpha and self illum and are opposing meanings for alpha channel
// SKIP: ( $BLENDTINTBYBASEALPHA ) && ( $SELFILLUM )
// SKIP: $ENVMAPMASK && !$CUBEMAP
// fastpath means:
// no bumpmap
// basealphaenvmapmask (not inverted)
@ -121,6 +124,10 @@ sampler DetailSampler : register( s13 ); // detail texture
sampler SelfIllumMaskSampler : register( s14 ); // selfillummask
#if ENVMAPMASK
sampler EnvmapMaskSampler : register( s15 );
#endif
struct PS_INPUT
{
@ -146,6 +153,7 @@ float4 main( PS_INPUT i ) : COLOR
bool bSelfIllum = SELFILLUM ? true : false;
bool bDoRimLighting = RIMLIGHT ? true : false;
bool bCubemap = CUBEMAP ? true : false;
bool bEnvmapMask = ENVMAPMASK ? true : false;
bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false;
int nNumLights = NUM_LIGHTS;
@ -184,7 +192,13 @@ float4 main( PS_INPUT i ) : COLOR
float3 vRimAmbientCubeColor = PixelShaderAmbientLight(vEyeDir, cAmbientCube);
float3 worldSpaceNormal, tangentSpaceNormal;
#if ENVMAPMASK
float3 fSpecMask = float3( 1.0f, 1.0f, 1.0f );
#else
float fSpecMask = 1.0f;
#endif
#if !DETAILTEXTURE
// Blixibon - $bumpmap transform support
float4 normalTexel = tex2D( NormalMapSampler, i.baseTexCoordDetailTexCoord.zw );
@ -200,10 +214,23 @@ float4 main( PS_INPUT i ) : COLOR
#if (FASTPATH_NOBUMP == 0)
tangentSpaceNormal = lerp( 2.0f * normalTexel.xyz - 1.0f, float3(0, 0, 1), g_fBaseMapAlphaPhongMask );
fSpecMask = lerp( normalTexel.a, baseColor.a, g_fBaseMapAlphaPhongMask );
#else
tangentSpaceNormal = float3(0, 0, 1);
#endif
#if ENVMAPMASK
{
float4 envmapMaskTexel = tex2D( EnvmapMaskSampler, i.baseTexCoordDetailTexCoord.xy );
fSpecMask = lerp( envmapMaskTexel.xyz, baseColor.aaa, g_fBaseMapAlphaPhongMask );
}
#else
{
#if (FASTPATH_NOBUMP == 0 )
fSpecMask = lerp( normalTexel.a, baseColor.a, g_fBaseMapAlphaPhongMask );
#else
fSpecMask = baseColor.a;
#endif
}
#endif
// We need a normal if we're doing any lighting
@ -229,6 +256,17 @@ float4 main( PS_INPUT i ) : COLOR
bDoDiffuseWarp, DiffuseWarpSampler );
if( bCubemap )
{
if ( bEnvmapMask )
{
float3 fEnvMapMask = lerp( baseColor.aaa, fSpecMask, g_EnvmapTint_ShadowTweaks.w );
envMapColor = (ENV_MAP_SCALE *
lerp(1, fFresnelRanges, g_EnvMapFresnel.x) *
lerp(fEnvMapMask, float3(1,1,1)-fEnvMapMask, g_fInvertPhongMask)) *
texCUBE( EnvmapSampler, vReflect ).xyz *
g_EnvmapTint_ShadowTweaks.xyz;
}
else
{
// Mask is either normal map alpha or base map alpha
#if ( SELFILLUMFRESNEL == 1 ) // This is to match the 2.0 version of vertexlitgeneric
@ -244,6 +282,7 @@ float4 main( PS_INPUT i ) : COLOR
g_EnvmapTint_ShadowTweaks.xyz;
}
}
}
float3 specularLighting = float3( 0.0f, 0.0f, 0.0f );
float3 rimLighting = float3( 0.0f, 0.0f, 0.0f );

View File

@ -14,6 +14,7 @@
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
// STATIC: "BLENDTINTBYBASEALPHA" "0..1"
// STATIC: "ENVMAPMASK" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1" [ps20]
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" [ps20]
@ -61,6 +62,8 @@
// Meaningless combinations
// SKIP: $NORMALMAPALPHAENVMAPMASK && !$CUBEMAP
// SKIP: $NORMALMAPALPHAENVMAPMASK && $ENVMAPMASK
// SKIP: $ENVMAPMASK && !$CUBEMAP
#include "common_flashlight_fxc.h"
#include "common_vertexlitgeneric_dx9.h"
@ -183,6 +186,7 @@ float4 main( PS_INPUT i ) : COLOR
bool bAmbientLight = AMBIENT_LIGHT ? true : false;
bool bDetailTexture = DETAILTEXTURE ? true : false;
bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false;
bool bEnvmapMask = ENVMAPMASK ? true : false;
int nNumLights = NUM_LIGHTS;
#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
@ -202,7 +206,13 @@ float4 main( PS_INPUT i ) : COLOR
baseColor = TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor );
#endif
#if ENVMAPMASK
// Blixibon - $bumpmap + $envmapmask
float3 specularFactor = 1.0f;
#else
float specularFactor = 1.0f;
#endif
#if !DETAILTEXTURE
// Blixibon - $bumpmap transform support
float4 normalTexel = tex2D( BumpmapSampler, i.detailTexCoord_atten3.xy );
@ -212,7 +222,14 @@ float4 main( PS_INPUT i ) : COLOR
float3 tangentSpaceNormal = normalTexel * 2.0f - 1.0f;
if ( bNormalMapAlphaEnvmapMask )
{
specularFactor = normalTexel.a;
}
else if( bEnvmapMask )
{
float4 envmapMaskTexel = tex2D( EnvmapMaskSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
specularFactor *= envmapMaskTexel.xyz;
}
float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );

View File

@ -14,6 +14,7 @@
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
// STATIC: "BLENDTINTBYBASEALPHA" "0..1"
// STATIC: "ENVMAPMASK" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1" [ps20]
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" [ps20]
@ -61,6 +62,8 @@
// Meaningless combinations
// SKIP: $NORMALMAPALPHAENVMAPMASK && !$CUBEMAP
// SKIP: $NORMALMAPALPHAENVMAPMASK && $ENVMAPMASK
// SKIP: $ENVMAPMASK && !$CUBEMAP
#include "common_flashlight_fxc.h"
#include "common_vertexlitgeneric_dx9.h"
@ -180,6 +183,7 @@ float4 main( PS_INPUT i ) : COLOR
bool bAmbientLight = AMBIENT_LIGHT ? true : false;
bool bDetailTexture = DETAILTEXTURE ? true : false;
bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false;
bool bEnvmapMask = ENVMAPMASK ? true : false;
int nNumLights = NUM_LIGHTS;
#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
@ -199,7 +203,13 @@ float4 main( PS_INPUT i ) : COLOR
baseColor = TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor );
#endif
#if ENVMAPMASK
// Blixibon - $bumpmap + $envmapmask
float3 specularFactor = 1.0f;
#else
float specularFactor = 1.0f;
#endif
#if !DETAILTEXTURE
// Blixibon - $bumpmap transform support
float4 normalTexel = tex2D( BumpmapSampler, i.detailTexCoord_atten3.xy );
@ -209,7 +219,14 @@ float4 main( PS_INPUT i ) : COLOR
float3 tangentSpaceNormal = normalTexel * 2.0f - 1.0f;
if ( bNormalMapAlphaEnvmapMask )
{
specularFactor = normalTexel.a;
}
else if( bEnvmapMask )
{
float4 envmapMaskTexel = tex2D( EnvmapMaskSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
specularFactor *= envmapMaskTexel.xyz;
}
float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );

View File

@ -358,6 +358,27 @@ public:
m_bSEAMLESS = true;
#endif
}
private:
int m_nBUMPMASK;
#ifdef _DEBUG
bool m_bBUMPMASK;
#endif
public:
void SetBUMPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMASK = i;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
void SetBUMPMASK( bool i )
{
m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
private:
int m_nNORMAL_DECODE_MODE;
#ifdef _DEBUG
@ -442,27 +463,6 @@ public:
m_bBASETEXTURETRANSFORM2 = true;
#endif
}
private:
int m_nSWAP_VERTEX_BLEND;
#ifdef _DEBUG
bool m_bSWAP_VERTEX_BLEND;
#endif
public:
void SetSWAP_VERTEX_BLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSWAP_VERTEX_BLEND = i;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = true;
#endif
}
void SetSWAP_VERTEX_BLEND( bool i )
{
m_nSWAP_VERTEX_BLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = true;
#endif
}
private:
int m_nPARALLAXCORRECT;
#ifdef _DEBUG
@ -555,6 +555,10 @@ public:
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bBUMPMASK = false;
#endif // _DEBUG
m_nBUMPMASK = 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = false;
#endif // _DEBUG
@ -571,10 +575,6 @@ public:
m_bBASETEXTURETRANSFORM2 = false;
#endif // _DEBUG
m_nBASETEXTURETRANSFORM2 = 0;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = false;
#endif // _DEBUG
m_nSWAP_VERTEX_BLEND = 0;
#ifdef _DEBUG
m_bPARALLAXCORRECT = false;
#endif // _DEBUG
@ -585,13 +585,13 @@ public:
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE && m_bBASETEXTURETRANSFORM2 && m_bSWAP_VERTEX_BLEND && m_bPARALLAXCORRECT;
bool bAllStaticVarsDefined = m_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bBUMPMASK && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE && m_bBASETEXTURETRANSFORM2 && m_bPARALLAXCORRECT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nRELIEF_MAPPING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nNORMAL_DECODE_MODE ) + ( 9437184 * m_nNORMALMASK_DECODE_MODE ) + ( 9437184 * m_nDETAIL_BLEND_MODE ) + ( 113246208 * m_nBASETEXTURETRANSFORM2 ) + ( 226492416 * m_nSWAP_VERTEX_BLEND ) + ( 452984832 * m_nPARALLAXCORRECT ) + 0;
return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nRELIEF_MAPPING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nBUMPMASK ) + ( 18874368 * m_nNORMAL_DECODE_MODE ) + ( 18874368 * m_nNORMALMASK_DECODE_MODE ) + ( 18874368 * m_nDETAIL_BLEND_MODE ) + ( 226492416 * m_nBASETEXTURETRANSFORM2 ) + ( 452984832 * m_nPARALLAXCORRECT ) + 0;
}
};
#define shaderStaticTest_sdk_lightmappedgeneric_ps20b psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_RELIEF_MAPPING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BASETEXTURETRANSFORM2 + psh_forgot_to_set_static_SWAP_VERTEX_BLEND + psh_forgot_to_set_static_PARALLAXCORRECT + 0
#define shaderStaticTest_sdk_lightmappedgeneric_ps20b psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_RELIEF_MAPPING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BASETEXTURETRANSFORM2 + psh_forgot_to_set_static_PARALLAXCORRECT + 0
class sdk_lightmappedgeneric_ps20b_Dynamic_Index
{
private:

View File

@ -337,6 +337,27 @@ public:
m_bSEAMLESS = true;
#endif
}
private:
int m_nBUMPMASK;
#ifdef _DEBUG
bool m_bBUMPMASK;
#endif
public:
void SetBUMPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMASK = i;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
void SetBUMPMASK( bool i )
{
m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
private:
int m_nNORMAL_DECODE_MODE;
#ifdef _DEBUG
@ -421,27 +442,6 @@ public:
m_bBASETEXTURETRANSFORM2 = true;
#endif
}
private:
int m_nSWAP_VERTEX_BLEND;
#ifdef _DEBUG
bool m_bSWAP_VERTEX_BLEND;
#endif
public:
void SetSWAP_VERTEX_BLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSWAP_VERTEX_BLEND = i;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = true;
#endif
}
void SetSWAP_VERTEX_BLEND( bool i )
{
m_nSWAP_VERTEX_BLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = true;
#endif
}
private:
int m_nPARALLAXCORRECT;
#ifdef _DEBUG
@ -530,6 +530,10 @@ public:
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bBUMPMASK = false;
#endif // _DEBUG
m_nBUMPMASK = 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = false;
#endif // _DEBUG
@ -546,10 +550,6 @@ public:
m_bBASETEXTURETRANSFORM2 = false;
#endif // _DEBUG
m_nBASETEXTURETRANSFORM2 = 0;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = false;
#endif // _DEBUG
m_nSWAP_VERTEX_BLEND = 0;
#ifdef _DEBUG
m_bPARALLAXCORRECT = false;
#endif // _DEBUG
@ -560,13 +560,13 @@ public:
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bSEAMLESS && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE && m_bBASETEXTURETRANSFORM2 && m_bSWAP_VERTEX_BLEND && m_bPARALLAXCORRECT;
bool bAllStaticVarsDefined = m_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bSEAMLESS && m_bBUMPMASK && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE && m_bBASETEXTURETRANSFORM2 && m_bPARALLAXCORRECT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nNORMAL_DECODE_MODE ) + ( 9437184 * m_nNORMALMASK_DECODE_MODE ) + ( 9437184 * m_nDETAIL_BLEND_MODE ) + ( 113246208 * m_nBASETEXTURETRANSFORM2 ) + ( 226492416 * m_nSWAP_VERTEX_BLEND ) + ( 452984832 * m_nPARALLAXCORRECT ) + 0;
return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nBUMPMASK ) + ( 18874368 * m_nNORMAL_DECODE_MODE ) + ( 18874368 * m_nNORMALMASK_DECODE_MODE ) + ( 18874368 * m_nDETAIL_BLEND_MODE ) + ( 226492416 * m_nBASETEXTURETRANSFORM2 ) + ( 452984832 * m_nPARALLAXCORRECT ) + 0;
}
};
#define shaderStaticTest_sdk_lightmappedgeneric_ps30 psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BASETEXTURETRANSFORM2 + psh_forgot_to_set_static_SWAP_VERTEX_BLEND + psh_forgot_to_set_static_PARALLAXCORRECT + 0
#define shaderStaticTest_sdk_lightmappedgeneric_ps30 psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BASETEXTURETRANSFORM2 + psh_forgot_to_set_static_PARALLAXCORRECT + 0
class sdk_lightmappedgeneric_ps30_Dynamic_Index
{
private:

View File

@ -316,6 +316,27 @@ public:
m_bPHONG_HALFLAMBERT = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_skin_ps20b_Static_Index( )
{
@ -379,19 +400,23 @@ public:
m_bPHONG_HALFLAMBERT = false;
#endif // _DEBUG
m_nPHONG_HALFLAMBERT = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA && m_bPHONG_HALFLAMBERT;
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA && m_bPHONG_HALFLAMBERT && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + ( 3440640 * m_nPHONG_HALFLAMBERT ) + 0;
return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + ( 3440640 * m_nPHONG_HALFLAMBERT ) + ( 6881280 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_skin_ps20b psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_PHONG_HALFLAMBERT + 0
#define shaderStaticTest_sdk_skin_ps20b psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_PHONG_HALFLAMBERT + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_skin_ps20b_Dynamic_Index
{
private:

View File

@ -316,6 +316,27 @@ public:
m_bPHONG_HALFLAMBERT = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_skin_ps30_Static_Index( )
{
@ -379,19 +400,23 @@ public:
m_bPHONG_HALFLAMBERT = false;
#endif // _DEBUG
m_nPHONG_HALFLAMBERT = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA && m_bPHONG_HALFLAMBERT;
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA && m_bPHONG_HALFLAMBERT && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + ( 3440640 * m_nPHONG_HALFLAMBERT ) + 0;
return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + ( 3440640 * m_nPHONG_HALFLAMBERT ) + ( 6881280 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_skin_ps30 psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_PHONG_HALFLAMBERT + 0
#define shaderStaticTest_sdk_skin_ps30 psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_PHONG_HALFLAMBERT + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_skin_ps30_Dynamic_Index
{
private:

View File

@ -232,6 +232,27 @@ public:
m_bBLENDTINTBYBASEALPHA = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps20_Static_Index( )
{
@ -279,19 +300,23 @@ public:
m_bBLENDTINTBYBASEALPHA = false;
#endif // _DEBUG
m_nBLENDTINTBYBASEALPHA = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bBLENDTINTBYBASEALPHA;
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bBLENDTINTBYBASEALPHA && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 24 * m_nCUBEMAP ) + ( 48 * m_nDIFFUSELIGHTING ) + ( 96 * m_nLIGHTWARPTEXTURE ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nSELFILLUMFRESNEL ) + ( 768 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1536 * m_nHALFLAMBERT ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nDETAILTEXTURE ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + ( 86016 * m_nBLENDTINTBYBASEALPHA ) + 0;
return ( 24 * m_nCUBEMAP ) + ( 48 * m_nDIFFUSELIGHTING ) + ( 96 * m_nLIGHTWARPTEXTURE ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nSELFILLUMFRESNEL ) + ( 768 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1536 * m_nHALFLAMBERT ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nDETAILTEXTURE ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + ( 86016 * m_nBLENDTINTBYBASEALPHA ) + ( 172032 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_vertexlit_and_unlit_generic_bump_ps20_Dynamic_Index
{
private:

View File

@ -253,6 +253,27 @@ public:
m_bBLENDTINTBYBASEALPHA = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps20b_Static_Index( )
{
@ -304,19 +325,23 @@ public:
m_bBLENDTINTBYBASEALPHA = false;
#endif // _DEBUG
m_nBLENDTINTBYBASEALPHA = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA;
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0;
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + ( 430080 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_vertexlit_and_unlit_generic_bump_ps20b_Dynamic_Index
{
private:

View File

@ -253,6 +253,27 @@ public:
m_bBLENDTINTBYBASEALPHA = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps30_Static_Index( )
{
@ -304,19 +325,23 @@ public:
m_bBLENDTINTBYBASEALPHA = false;
#endif // _DEBUG
m_nBLENDTINTBYBASEALPHA = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA;
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0;
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + ( 430080 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_vertexlit_and_unlit_generic_bump_ps30_Dynamic_Index
{
private:

View File

@ -358,6 +358,27 @@ public:
m_bSEAMLESS = true;
#endif
}
private:
int m_nBUMPMASK;
#ifdef _DEBUG
bool m_bBUMPMASK;
#endif
public:
void SetBUMPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMASK = i;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
void SetBUMPMASK( bool i )
{
m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
private:
int m_nNORMAL_DECODE_MODE;
#ifdef _DEBUG
@ -442,27 +463,6 @@ public:
m_bBASETEXTURETRANSFORM2 = true;
#endif
}
private:
int m_nSWAP_VERTEX_BLEND;
#ifdef _DEBUG
bool m_bSWAP_VERTEX_BLEND;
#endif
public:
void SetSWAP_VERTEX_BLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSWAP_VERTEX_BLEND = i;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = true;
#endif
}
void SetSWAP_VERTEX_BLEND( bool i )
{
m_nSWAP_VERTEX_BLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = true;
#endif
}
private:
int m_nPARALLAXCORRECT;
#ifdef _DEBUG
@ -555,6 +555,10 @@ public:
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bBUMPMASK = false;
#endif // _DEBUG
m_nBUMPMASK = 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = false;
#endif // _DEBUG
@ -571,10 +575,6 @@ public:
m_bBASETEXTURETRANSFORM2 = false;
#endif // _DEBUG
m_nBASETEXTURETRANSFORM2 = 0;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = false;
#endif // _DEBUG
m_nSWAP_VERTEX_BLEND = 0;
#ifdef _DEBUG
m_bPARALLAXCORRECT = false;
#endif // _DEBUG
@ -585,13 +585,13 @@ public:
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE && m_bBASETEXTURETRANSFORM2 && m_bSWAP_VERTEX_BLEND && m_bPARALLAXCORRECT;
bool bAllStaticVarsDefined = m_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bBUMPMASK && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE && m_bBASETEXTURETRANSFORM2 && m_bPARALLAXCORRECT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nRELIEF_MAPPING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nNORMAL_DECODE_MODE ) + ( 9437184 * m_nNORMALMASK_DECODE_MODE ) + ( 9437184 * m_nDETAIL_BLEND_MODE ) + ( 113246208 * m_nBASETEXTURETRANSFORM2 ) + ( 226492416 * m_nSWAP_VERTEX_BLEND ) + ( 452984832 * m_nPARALLAXCORRECT ) + 0;
return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nRELIEF_MAPPING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nBUMPMASK ) + ( 18874368 * m_nNORMAL_DECODE_MODE ) + ( 18874368 * m_nNORMALMASK_DECODE_MODE ) + ( 18874368 * m_nDETAIL_BLEND_MODE ) + ( 226492416 * m_nBASETEXTURETRANSFORM2 ) + ( 452984832 * m_nPARALLAXCORRECT ) + 0;
}
};
#define shaderStaticTest_sdk_lightmappedgeneric_ps20b psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_RELIEF_MAPPING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BASETEXTURETRANSFORM2 + psh_forgot_to_set_static_SWAP_VERTEX_BLEND + psh_forgot_to_set_static_PARALLAXCORRECT + 0
#define shaderStaticTest_sdk_lightmappedgeneric_ps20b psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_RELIEF_MAPPING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BASETEXTURETRANSFORM2 + psh_forgot_to_set_static_PARALLAXCORRECT + 0
class sdk_lightmappedgeneric_ps20b_Dynamic_Index
{
private:

View File

@ -337,6 +337,27 @@ public:
m_bSEAMLESS = true;
#endif
}
private:
int m_nBUMPMASK;
#ifdef _DEBUG
bool m_bBUMPMASK;
#endif
public:
void SetBUMPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMASK = i;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
void SetBUMPMASK( bool i )
{
m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
private:
int m_nNORMAL_DECODE_MODE;
#ifdef _DEBUG
@ -421,27 +442,6 @@ public:
m_bBASETEXTURETRANSFORM2 = true;
#endif
}
private:
int m_nSWAP_VERTEX_BLEND;
#ifdef _DEBUG
bool m_bSWAP_VERTEX_BLEND;
#endif
public:
void SetSWAP_VERTEX_BLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSWAP_VERTEX_BLEND = i;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = true;
#endif
}
void SetSWAP_VERTEX_BLEND( bool i )
{
m_nSWAP_VERTEX_BLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = true;
#endif
}
private:
int m_nPARALLAXCORRECT;
#ifdef _DEBUG
@ -530,6 +530,10 @@ public:
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bBUMPMASK = false;
#endif // _DEBUG
m_nBUMPMASK = 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = false;
#endif // _DEBUG
@ -546,10 +550,6 @@ public:
m_bBASETEXTURETRANSFORM2 = false;
#endif // _DEBUG
m_nBASETEXTURETRANSFORM2 = 0;
#ifdef _DEBUG
m_bSWAP_VERTEX_BLEND = false;
#endif // _DEBUG
m_nSWAP_VERTEX_BLEND = 0;
#ifdef _DEBUG
m_bPARALLAXCORRECT = false;
#endif // _DEBUG
@ -560,13 +560,13 @@ public:
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bSEAMLESS && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE && m_bBASETEXTURETRANSFORM2 && m_bSWAP_VERTEX_BLEND && m_bPARALLAXCORRECT;
bool bAllStaticVarsDefined = m_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bSEAMLESS && m_bBUMPMASK && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE && m_bBASETEXTURETRANSFORM2 && m_bPARALLAXCORRECT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nNORMAL_DECODE_MODE ) + ( 9437184 * m_nNORMALMASK_DECODE_MODE ) + ( 9437184 * m_nDETAIL_BLEND_MODE ) + ( 113246208 * m_nBASETEXTURETRANSFORM2 ) + ( 226492416 * m_nSWAP_VERTEX_BLEND ) + ( 452984832 * m_nPARALLAXCORRECT ) + 0;
return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nBUMPMASK ) + ( 18874368 * m_nNORMAL_DECODE_MODE ) + ( 18874368 * m_nNORMALMASK_DECODE_MODE ) + ( 18874368 * m_nDETAIL_BLEND_MODE ) + ( 226492416 * m_nBASETEXTURETRANSFORM2 ) + ( 452984832 * m_nPARALLAXCORRECT ) + 0;
}
};
#define shaderStaticTest_sdk_lightmappedgeneric_ps30 psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BASETEXTURETRANSFORM2 + psh_forgot_to_set_static_SWAP_VERTEX_BLEND + psh_forgot_to_set_static_PARALLAXCORRECT + 0
#define shaderStaticTest_sdk_lightmappedgeneric_ps30 psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BASETEXTURETRANSFORM2 + psh_forgot_to_set_static_PARALLAXCORRECT + 0
class sdk_lightmappedgeneric_ps30_Dynamic_Index
{
private:

View File

@ -316,6 +316,27 @@ public:
m_bPHONG_HALFLAMBERT = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_skin_ps20b_Static_Index( )
{
@ -379,19 +400,23 @@ public:
m_bPHONG_HALFLAMBERT = false;
#endif // _DEBUG
m_nPHONG_HALFLAMBERT = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA && m_bPHONG_HALFLAMBERT;
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA && m_bPHONG_HALFLAMBERT && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + ( 3440640 * m_nPHONG_HALFLAMBERT ) + 0;
return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + ( 3440640 * m_nPHONG_HALFLAMBERT ) + ( 6881280 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_skin_ps20b psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_PHONG_HALFLAMBERT + 0
#define shaderStaticTest_sdk_skin_ps20b psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_PHONG_HALFLAMBERT + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_skin_ps20b_Dynamic_Index
{
private:

View File

@ -316,6 +316,27 @@ public:
m_bPHONG_HALFLAMBERT = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_skin_ps30_Static_Index( )
{
@ -379,19 +400,23 @@ public:
m_bPHONG_HALFLAMBERT = false;
#endif // _DEBUG
m_nPHONG_HALFLAMBERT = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA && m_bPHONG_HALFLAMBERT;
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA && m_bPHONG_HALFLAMBERT && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + ( 3440640 * m_nPHONG_HALFLAMBERT ) + 0;
return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + ( 3440640 * m_nPHONG_HALFLAMBERT ) + ( 6881280 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_skin_ps30 psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_PHONG_HALFLAMBERT + 0
#define shaderStaticTest_sdk_skin_ps30 psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_PHONG_HALFLAMBERT + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_skin_ps30_Dynamic_Index
{
private:

View File

@ -232,6 +232,27 @@ public:
m_bBLENDTINTBYBASEALPHA = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps20_Static_Index( )
{
@ -279,19 +300,23 @@ public:
m_bBLENDTINTBYBASEALPHA = false;
#endif // _DEBUG
m_nBLENDTINTBYBASEALPHA = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bBLENDTINTBYBASEALPHA;
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bBLENDTINTBYBASEALPHA && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 24 * m_nCUBEMAP ) + ( 48 * m_nDIFFUSELIGHTING ) + ( 96 * m_nLIGHTWARPTEXTURE ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nSELFILLUMFRESNEL ) + ( 768 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1536 * m_nHALFLAMBERT ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nDETAILTEXTURE ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + ( 86016 * m_nBLENDTINTBYBASEALPHA ) + 0;
return ( 24 * m_nCUBEMAP ) + ( 48 * m_nDIFFUSELIGHTING ) + ( 96 * m_nLIGHTWARPTEXTURE ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nSELFILLUMFRESNEL ) + ( 768 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1536 * m_nHALFLAMBERT ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nDETAILTEXTURE ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + ( 86016 * m_nBLENDTINTBYBASEALPHA ) + ( 172032 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_vertexlit_and_unlit_generic_bump_ps20_Dynamic_Index
{
private:

View File

@ -253,6 +253,27 @@ public:
m_bBLENDTINTBYBASEALPHA = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps20b_Static_Index( )
{
@ -304,19 +325,23 @@ public:
m_bBLENDTINTBYBASEALPHA = false;
#endif // _DEBUG
m_nBLENDTINTBYBASEALPHA = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA;
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0;
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + ( 430080 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_vertexlit_and_unlit_generic_bump_ps20b_Dynamic_Index
{
private:

View File

@ -253,6 +253,27 @@ public:
m_bBLENDTINTBYBASEALPHA = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps30_Static_Index( )
{
@ -304,19 +325,23 @@ public:
m_bBLENDTINTBYBASEALPHA = false;
#endif // _DEBUG
m_nBLENDTINTBYBASEALPHA = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA;
bool bAllStaticVarsDefined = m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA && m_bENVMAPMASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0;
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + ( 430080 * m_nENVMAPMASK ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_ENVMAPMASK + 0
class sdk_vertexlit_and_unlit_generic_bump_ps30_Dynamic_Index
{
private:

View File

@ -879,18 +879,18 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
}
}
}
const bool hasBumpMask = false; //hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum &&
//!hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0);
const bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum &&
!hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0);
int nNormalMaskDecodeMode = 0;
/*if ( hasBumpMask && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() )
if ( hasBumpMask && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
ITexture *pBumpMaskTex = params[info.m_nBumpMask]->GetTextureValue();
if ( pBumpMaskTex )
{
nNormalMaskDecodeMode = pBumpMaskTex->GetNormalDecodeMode();
}
}*/
}
const bool bHasOutline = false; //IsBoolSet( info.m_nOutline, params );
pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline;
@ -1141,7 +1141,7 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
//SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
@ -1165,12 +1165,6 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
#endif
#ifdef MAPBASE
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURETRANSFORM2, hasBaseTextureTransform2 );
// Hammer apparently has a bug that causes the vertex blend to get swapped.
// Hammer uses a special internal shader to nullify this, but it doesn't work with custom shaders.
// Downfall got around this by swapping around the base textures in the DLL code when drawn by the editor.
// Doing it here in the shader itself allows us to retain other properties, like FANCY_BLENDING.
// TODO: Could we do this here in the DLL and swap the alpha before it's passed to the shader?
SET_STATIC_PIXEL_SHADER_COMBO( SWAP_VERTEX_BLEND, hasBaseTexture2 && pShader->UsingEditor(params) );
#endif
#ifdef PARALLAX_CORRECTED_CUBEMAPS
// Parallax cubemaps enabled for 2_0b and onwards
@ -1187,7 +1181,7 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
//SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
@ -1211,8 +1205,6 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
#endif
#ifdef MAPBASE
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURETRANSFORM2, hasBaseTextureTransform2 );
// See the comment in the 3.0 shader block for more info on this.
SET_STATIC_PIXEL_SHADER_COMBO( SWAP_VERTEX_BLEND, hasBaseTexture2 && pShader->UsingEditor(params) );
#endif
#ifdef PARALLAX_CORRECTED_CUBEMAPS
// Parallax cubemaps enabled for 2_0b and onwards
@ -1362,6 +1354,10 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue();
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
#ifdef MAPBASE
bool bEditorBlend = (hasBaseTexture2 && pShader->UsingEditor( params )); // Mapbase - For fixing editor blending
#endif
pContextData->m_bPixelShaderFastPath = true;
bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f);
bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f);
@ -1538,7 +1534,12 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
// Parallax cubemaps
if (hasParallaxCorrection)
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 21, params[info.m_nEnvmapOrigin]->GetVecValue() );
float envMapOrigin[4] = {0,0,0,0};
params[info.m_nEnvmapOrigin]->GetVecValue( envMapOrigin, 3 );
#ifdef MAPBASE
envMapOrigin[4] = bEditorBlend ? 1.0f : 0.0f;
#endif
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 21, envMapOrigin );
float* vecs[3];
vecs[0] = const_cast<float*>(params[info.m_nEnvmapParallaxObb1]->GetVecValue());
@ -1558,6 +1559,29 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
}
#endif
#ifdef MAPBASE
// Hammer apparently has a bug that causes the vertex blend to get swapped.
// Hammer uses a special internal shader to nullify this, but it doesn't work with custom shaders.
// Downfall got around this by swapping around the base textures in the DLL code when drawn by the editor.
// Doing it here in the shader itself allows us to retain other properties, like FANCY_BLENDING.
else
{
// m_SemiStaticCmdsOut wasn't being sent correctly, so we have to assign this to the API directly
float editorBlend = bEditorBlend ? 1.0f : 0.0f;
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 21, &editorBlend, 1 );
/*
if (bEditorBlend)
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 35, 1.0f );
}
else
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 35, 0.0f );
}
*/
}
#endif
pContextData->m_SemiStaticCmdsOut.End();
}
}

View File

@ -10,6 +10,7 @@
// SKIP: !$FASTPATH && $FASTPATHENVMAPTINT
// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP
// SKIP: !$BUMPMAP && $BUMPMAP2
// SKIP: !$BUMPMAP2 && $BUMPMASK
// SKIP: $ENVMAPMASK && $BUMPMAP2
// SKIP: $BASETEXTURENOENVMAP && ( !$BASETEXTURE2 || !$CUBEMAP )
// SKIP: $BASETEXTURE2NOENVMAP && ( !$BASETEXTURE2 || !$CUBEMAP )
@ -35,6 +36,8 @@
// SKIP: $SWAP_VERTEX_BLEND && !$BASETEXTURE2
// SKIP: !$FANCY_BLENDING && $MASKEDBLENDING
// debug crap:
// NOSKIP: $DETAILTEXTURE
// NOSKIP: $CUBEMAP
@ -114,8 +117,16 @@ const float4 g_ShadowTweaks : register( c19 );
#if PARALLAXCORRECT
// Parallax cubemaps
const float3 cubemapPos : register(c21);
const float4 cubemapPos : register(c21);
const float4x4 obbMatrix : register(c22); //through c25
#define g_BlendInverted cubemapPos.w
#else
// Blixibon - Hammer apparently has a bug that causes the vertex blend to get swapped.
// Hammer uses a special internal shader to nullify this, but it doesn't work with custom shaders.
// Downfall got around this by swapping around the base textures in the DLL code when drawn by the editor.
// Doing it here in the shader itself allows us to retain other properties, like FANCY_BLENDING.
// TODO: This may be inefficent usage of a constant
const HALF g_BlendInverted : register(c21);
#endif
@ -349,15 +360,13 @@ HALF4 main( PS_INPUT i ) : COLOR
float blendfactor=0.5;
#else
#if SWAP_VERTEX_BLEND
// Blixibon - Hammer apparently has a bug that causes the vertex blend to get swapped.
// Hammer uses a special internal shader to nullify this, but it doesn't work with custom shaders.
// Downfall got around this by swapping around the base textures in the DLL code when drawn by the editor.
// Doing it here in the shader itself allows us to retain other properties, like FANCY_BLENDING.
float blendfactor=1.0f-i.vertexBlendX_fogFactorW.r;
#else
float blendfactor=i.vertexBlendX_fogFactorW.r;
#endif
// See g_BlendInverted's declaration for more info on this
if (g_BlendInverted > 0.0)
{
blendfactor=1.0f-blendfactor;
}
#endif

View File

@ -211,6 +211,19 @@ void InitSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, VertexLitGener
pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
}
#ifdef MAPBASE
// This is crashing for currently unknown reasons.
// As a result, $envmapmask support is not yet functional.
/*
if ( info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsDefined() )
{
pShader->LoadTexture( info.m_nEnvmapMask );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
*/
#endif
if ( bHasSelfIllumMask )
{
pShader->LoadTexture( info.m_nSelfIllumMask );
@ -258,6 +271,10 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
bool bHasPhongWarp = (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsTexture();
bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
#ifdef MAPBASE
bool bHasEnvmapMask = (!bHasFlashlight || IsX360()) && info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsTexture();
#endif
#if !defined( _X360 )
bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
#endif
@ -431,6 +448,13 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
}
#ifdef MAPBASE
if ( bHasEnvmapMask )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER15, true );
}
#endif
if( bHasVertexColor || bHasVertexAlpha )
{
flags |= VERTEX_COLOR;
@ -484,6 +508,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
#ifdef MAPBASE
SET_STATIC_PIXEL_SHADER_COMBO( PHONG_HALFLAMBERT, bPhongHalfLambert );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
#endif
SET_STATIC_PIXEL_SHADER( sdk_skin_ps20b );
}
@ -517,6 +542,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
#ifdef MAPBASE
SET_STATIC_PIXEL_SHADER_COMBO( PHONG_HALFLAMBERT, bPhongHalfLambert );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
#endif
SET_STATIC_PIXEL_SHADER( sdk_skin_ps30 );
}
@ -616,6 +642,13 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
}
}
#ifdef MAPBASE
if ( bHasEnvmapMask )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
}
#endif
if ( hasDetailTexture )
{
pShader->BindTexture( SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame );

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