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

198 lines
6.1 KiB
C++

//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Fires projectiles. What else is there to say?
//
//=============================================================================
#include "cbase.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointProjectile : public CBaseEntity
{
DECLARE_CLASS( CPointProjectile, CBaseEntity );
DECLARE_DATADESC();
public:
void Precache();
void Spawn();
// m_target is projectile class
// Owner
// Handle is m_hOwnerEntity
string_t m_iszOwner;
// Damage
float m_flDamage;
// Speed
float m_flSpeed;
bool m_bFireProjectilesFromOwner;
CBaseEntity *CalculateOwner( CBaseEntity *pActivator, CBaseEntity *pCaller );
CBaseEntity *CreateProjectile( Vector &vecOrigin, QAngle &angAngles, Vector &vecDir, CBaseEntity *pOwner );
// Inputs
void InputFire( inputdata_t &inputdata );
void InputFireAtEntity( inputdata_t &inputdata );
void InputFireAtPosition( inputdata_t &inputdata );
void InputSetDamage( inputdata_t &inputdata ) { m_flDamage = inputdata.value.Float(); }
void InputSetOwner( inputdata_t &inputdata ) { m_iszOwner = inputdata.value.StringID(); SetOwnerEntity(NULL); }
void InputSetSpeed( inputdata_t &inputdata ) { m_flSpeed = inputdata.value.Float(); }
void InputSetTarget( inputdata_t &inputdata ) { BaseClass::InputSetTarget(inputdata); UTIL_PrecacheOther(inputdata.value.String()); }
COutputEHANDLE m_OnFire;
};
LINK_ENTITY_TO_CLASS(point_projectile, CPointProjectile);
BEGIN_DATADESC( CPointProjectile )
// Keys
DEFINE_KEYFIELD( m_iszOwner, FIELD_STRING, "Owner" ),
DEFINE_KEYFIELD( m_flDamage, FIELD_FLOAT, "Damage" ),
DEFINE_KEYFIELD( m_flSpeed, FIELD_FLOAT, "Speed" ),
DEFINE_KEYFIELD( m_bFireProjectilesFromOwner, FIELD_BOOLEAN, "FireFromOwner" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Fire", InputFire ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "FireAtEntity", InputFireAtEntity ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "FireAtPosition", InputFireAtPosition ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDamage", InputSetDamage ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetOwnerEntity", InputSetOwner ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetProjectileClass", InputSetTarget ),
// Outputs
DEFINE_OUTPUT(m_OnFire, "OnFire"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointProjectile::Precache()
{
UTIL_PrecacheOther(STRING(m_target));
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointProjectile::Spawn()
{
Precache();
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Calculates owner entity
//-----------------------------------------------------------------------------
inline CBaseEntity *CPointProjectile::CalculateOwner( CBaseEntity *pActivator, CBaseEntity *pCaller )
{
if (m_iszOwner != NULL_STRING && !GetOwnerEntity())
{
CBaseEntity *pOwner = gEntList.FindEntityByName(NULL, STRING(m_iszOwner), this, pActivator, pCaller);
if (pOwner)
SetOwnerEntity(pOwner);
}
return GetOwnerEntity() ? GetOwnerEntity() : this;
}
//-----------------------------------------------------------------------------
// Purpose: Fires projectile and output
//-----------------------------------------------------------------------------
inline CBaseEntity *CPointProjectile::CreateProjectile( Vector &vecOrigin, QAngle &angAngles, Vector &vecDir, CBaseEntity *pOwner )
{
CBaseEntity *pProjectile = CreateNoSpawn(STRING(m_target), vecOrigin, angAngles, pOwner);
if (!pProjectile)
{
Warning("WARNING: %s unable to create projectile class %s!\n", GetDebugName(), STRING(m_target));
return NULL;
}
pProjectile->SetAbsVelocity(vecDir * m_flSpeed);
DispatchSpawn(pProjectile);
pProjectile->SetDamage(m_flDamage);
m_OnFire.Set(pProjectile, pProjectile, pOwner);
return pProjectile;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointProjectile::InputFire( inputdata_t &inputdata )
{
Vector vecOrigin = GetAbsOrigin();
QAngle angAngles = GetAbsAngles();
CBaseEntity *pOwner = CalculateOwner(inputdata.pActivator, inputdata.pCaller);
if (pOwner && m_bFireProjectilesFromOwner)
vecOrigin = pOwner->GetAbsOrigin();
Vector vecDir;
AngleVectors(angAngles, &vecDir);
CreateProjectile(vecOrigin, angAngles, vecDir, pOwner);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointProjectile::InputFireAtEntity( inputdata_t &inputdata )
{
CBaseEntity *pTarget = inputdata.value.Entity();
if (!pTarget)
return;
Vector vecOrigin = GetAbsOrigin();
CBaseEntity *pOwner = CalculateOwner(inputdata.pActivator, inputdata.pCaller);
if (pOwner && m_bFireProjectilesFromOwner)
vecOrigin = pOwner->GetAbsOrigin();
Vector vecDir = (pTarget->WorldSpaceCenter() - vecOrigin);
VectorNormalize(vecDir);
QAngle angAngles;
VectorAngles(vecDir, angAngles);
CreateProjectile(vecOrigin, angAngles, vecDir, pOwner);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointProjectile::InputFireAtPosition( inputdata_t &inputdata )
{
Vector vecInput;
inputdata.value.Vector3D(vecInput);
Vector vecOrigin = GetAbsOrigin();
CBaseEntity *pOwner = CalculateOwner(inputdata.pActivator, inputdata.pCaller);
if (pOwner && m_bFireProjectilesFromOwner)
vecOrigin = pOwner->GetAbsOrigin();
Vector vecDir = (vecInput - vecOrigin);
VectorNormalize(vecDir);
QAngle angAngles;
VectorAngles(vecDir, angAngles);
CreateProjectile(vecOrigin, angAngles, vecDir, pOwner);
}