mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-05-18 01:28:14 +03:00
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
141 lines
3.6 KiB
C++
141 lines
3.6 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ====
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//
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// An entity that triggers the player's geiger counter.
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//
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// Doesn't cause any actual damage. Should be parentable.
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//
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//=============================================================================
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#include "cbase.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class CPointRadiationSource : public CPointEntity
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{
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public:
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DECLARE_CLASS( CPointRadiationSource, CPointEntity );
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DECLARE_DATADESC();
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void Spawn();
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void RadiationThink();
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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bool m_bTestPVS;
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float m_flRadius;
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float m_flIntensity = 1.0f;
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bool m_bDisabled;
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};
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BEGIN_DATADESC( CPointRadiationSource )
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// Function Pointers
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DEFINE_FUNCTION( RadiationThink ),
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// Fields
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DEFINE_KEYFIELD( m_bTestPVS, FIELD_BOOLEAN, "TestPVS" ),
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DEFINE_INPUT( m_flRadius, FIELD_FLOAT, "SetRadius" ),
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DEFINE_INPUT( m_flIntensity, FIELD_FLOAT, "SetIntensity" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( point_radiation_source, CPointRadiationSource );
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//-----------------------------------------------------------------------------
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// Purpose: Called when spawning, after keyvalues have been handled.
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//-----------------------------------------------------------------------------
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void CPointRadiationSource::Spawn( void )
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{
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BaseClass::Spawn();
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if (!m_bDisabled)
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{
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SetThink( &CPointRadiationSource::RadiationThink );
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SetNextThink( gpGlobals->curtime + random->RandomFloat(0.0, 0.5) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointRadiationSource::InputEnable( inputdata_t &inputdata )
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{
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m_bDisabled = false;
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SetThink( &CPointRadiationSource::RadiationThink );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointRadiationSource::InputDisable( inputdata_t &inputdata )
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{
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m_bDisabled = true;
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SetThink( NULL );
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SetNextThink( TICK_NEVER_THINK );
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// Must update player
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//CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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//if (pPlayer)
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//{
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// pPlayer->NotifyNearbyRadiationSource(1000);
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//}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Trigger hurt that causes radiation will do a radius check and set
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// the player's geiger counter level according to distance from center
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// of trigger.
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//-----------------------------------------------------------------------------
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void CPointRadiationSource::RadiationThink( void )
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{
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CBasePlayer *pPlayer = NULL;
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if (m_bTestPVS)
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{
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CBaseEntity *pPVSPlayer = CBaseEntity::Instance(UTIL_FindClientInPVS(edict()));
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if (pPVSPlayer)
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{
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pPlayer = static_cast<CBasePlayer*>(pPVSPlayer);
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}
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}
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else
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{
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pPlayer = UTIL_GetLocalPlayer();
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}
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if (pPlayer)
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{
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// get range to player;
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float flRange = pPlayer->GetAbsOrigin().DistTo((GetAbsOrigin()));
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if (m_flRadius <= 0 || flRange < m_flRadius)
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{
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if (m_flIntensity == 0)
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{
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Warning("%s: INTENSITY IS ZERO!!! Can't notify of radiation\n", GetDebugName());
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return;
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}
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//flRange *= 3.0f;
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flRange /= m_flIntensity;
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pPlayer->NotifyNearbyRadiationSource(flRange);
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}
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}
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SetNextThink( gpGlobals->curtime + 0.25 );
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}
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