source-sdk-2013-mapbase/sp/src/game/server/mapbase/point_radiation_source.cpp
Blixibon c448f194ae Mapbase v5.0
- 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
2020-08-14 21:21:25 +00:00

141 lines
3.6 KiB
C++

//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ====
//
// An entity that triggers the player's geiger counter.
//
// Doesn't cause any actual damage. Should be parentable.
//
//=============================================================================
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CPointRadiationSource : public CPointEntity
{
public:
DECLARE_CLASS( CPointRadiationSource, CPointEntity );
DECLARE_DATADESC();
void Spawn();
void RadiationThink();
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
bool m_bTestPVS;
float m_flRadius;
float m_flIntensity = 1.0f;
bool m_bDisabled;
};
BEGIN_DATADESC( CPointRadiationSource )
// Function Pointers
DEFINE_FUNCTION( RadiationThink ),
// Fields
DEFINE_KEYFIELD( m_bTestPVS, FIELD_BOOLEAN, "TestPVS" ),
DEFINE_INPUT( m_flRadius, FIELD_FLOAT, "SetRadius" ),
DEFINE_INPUT( m_flIntensity, FIELD_FLOAT, "SetIntensity" ),
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( point_radiation_source, CPointRadiationSource );
//-----------------------------------------------------------------------------
// Purpose: Called when spawning, after keyvalues have been handled.
//-----------------------------------------------------------------------------
void CPointRadiationSource::Spawn( void )
{
BaseClass::Spawn();
if (!m_bDisabled)
{
SetThink( &CPointRadiationSource::RadiationThink );
SetNextThink( gpGlobals->curtime + random->RandomFloat(0.0, 0.5) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointRadiationSource::InputEnable( inputdata_t &inputdata )
{
m_bDisabled = false;
SetThink( &CPointRadiationSource::RadiationThink );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointRadiationSource::InputDisable( inputdata_t &inputdata )
{
m_bDisabled = true;
SetThink( NULL );
SetNextThink( TICK_NEVER_THINK );
// Must update player
//CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
//if (pPlayer)
//{
// pPlayer->NotifyNearbyRadiationSource(1000);
//}
}
//-----------------------------------------------------------------------------
// Purpose: Trigger hurt that causes radiation will do a radius check and set
// the player's geiger counter level according to distance from center
// of trigger.
//-----------------------------------------------------------------------------
void CPointRadiationSource::RadiationThink( void )
{
CBasePlayer *pPlayer = NULL;
if (m_bTestPVS)
{
CBaseEntity *pPVSPlayer = CBaseEntity::Instance(UTIL_FindClientInPVS(edict()));
if (pPVSPlayer)
{
pPlayer = static_cast<CBasePlayer*>(pPVSPlayer);
}
}
else
{
pPlayer = UTIL_GetLocalPlayer();
}
if (pPlayer)
{
// get range to player;
float flRange = pPlayer->GetAbsOrigin().DistTo((GetAbsOrigin()));
if (m_flRadius <= 0 || flRange < m_flRadius)
{
if (m_flIntensity == 0)
{
Warning("%s: INTENSITY IS ZERO!!! Can't notify of radiation\n", GetDebugName());
return;
}
//flRange *= 3.0f;
flRange /= m_flIntensity;
pPlayer->NotifyNearbyRadiationSource(flRange);
}
}
SetNextThink( gpGlobals->curtime + 0.25 );
}