mirror of
https://github.com/mapbase-source/source-sdk-2013.git
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c448f194ae
- 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
198 lines
6.1 KiB
C++
198 lines
6.1 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose: Fires projectiles. What else is there to say?
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//
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//=============================================================================
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#include "cbase.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPointProjectile : public CBaseEntity
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{
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DECLARE_CLASS( CPointProjectile, CBaseEntity );
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DECLARE_DATADESC();
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public:
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void Precache();
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void Spawn();
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// m_target is projectile class
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// Owner
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// Handle is m_hOwnerEntity
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string_t m_iszOwner;
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// Damage
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float m_flDamage;
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// Speed
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float m_flSpeed;
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bool m_bFireProjectilesFromOwner;
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CBaseEntity *CalculateOwner( CBaseEntity *pActivator, CBaseEntity *pCaller );
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CBaseEntity *CreateProjectile( Vector &vecOrigin, QAngle &angAngles, Vector &vecDir, CBaseEntity *pOwner );
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// Inputs
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void InputFire( inputdata_t &inputdata );
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void InputFireAtEntity( inputdata_t &inputdata );
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void InputFireAtPosition( inputdata_t &inputdata );
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void InputSetDamage( inputdata_t &inputdata ) { m_flDamage = inputdata.value.Float(); }
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void InputSetOwner( inputdata_t &inputdata ) { m_iszOwner = inputdata.value.StringID(); SetOwnerEntity(NULL); }
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void InputSetSpeed( inputdata_t &inputdata ) { m_flSpeed = inputdata.value.Float(); }
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void InputSetTarget( inputdata_t &inputdata ) { BaseClass::InputSetTarget(inputdata); UTIL_PrecacheOther(inputdata.value.String()); }
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COutputEHANDLE m_OnFire;
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};
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LINK_ENTITY_TO_CLASS(point_projectile, CPointProjectile);
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BEGIN_DATADESC( CPointProjectile )
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// Keys
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DEFINE_KEYFIELD( m_iszOwner, FIELD_STRING, "Owner" ),
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DEFINE_KEYFIELD( m_flDamage, FIELD_FLOAT, "Damage" ),
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DEFINE_KEYFIELD( m_flSpeed, FIELD_FLOAT, "Speed" ),
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DEFINE_KEYFIELD( m_bFireProjectilesFromOwner, FIELD_BOOLEAN, "FireFromOwner" ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Fire", InputFire ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "FireAtEntity", InputFireAtEntity ),
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DEFINE_INPUTFUNC( FIELD_VECTOR, "FireAtPosition", InputFireAtPosition ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDamage", InputSetDamage ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetOwnerEntity", InputSetOwner ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetProjectileClass", InputSetTarget ),
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// Outputs
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DEFINE_OUTPUT(m_OnFire, "OnFire"),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointProjectile::Precache()
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{
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UTIL_PrecacheOther(STRING(m_target));
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointProjectile::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calculates owner entity
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//-----------------------------------------------------------------------------
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inline CBaseEntity *CPointProjectile::CalculateOwner( CBaseEntity *pActivator, CBaseEntity *pCaller )
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{
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if (m_iszOwner != NULL_STRING && !GetOwnerEntity())
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{
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CBaseEntity *pOwner = gEntList.FindEntityByName(NULL, STRING(m_iszOwner), this, pActivator, pCaller);
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if (pOwner)
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SetOwnerEntity(pOwner);
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}
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return GetOwnerEntity() ? GetOwnerEntity() : this;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fires projectile and output
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//-----------------------------------------------------------------------------
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inline CBaseEntity *CPointProjectile::CreateProjectile( Vector &vecOrigin, QAngle &angAngles, Vector &vecDir, CBaseEntity *pOwner )
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{
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CBaseEntity *pProjectile = CreateNoSpawn(STRING(m_target), vecOrigin, angAngles, pOwner);
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if (!pProjectile)
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{
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Warning("WARNING: %s unable to create projectile class %s!\n", GetDebugName(), STRING(m_target));
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return NULL;
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}
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pProjectile->SetAbsVelocity(vecDir * m_flSpeed);
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DispatchSpawn(pProjectile);
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pProjectile->SetDamage(m_flDamage);
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m_OnFire.Set(pProjectile, pProjectile, pOwner);
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return pProjectile;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointProjectile::InputFire( inputdata_t &inputdata )
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{
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Vector vecOrigin = GetAbsOrigin();
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QAngle angAngles = GetAbsAngles();
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CBaseEntity *pOwner = CalculateOwner(inputdata.pActivator, inputdata.pCaller);
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if (pOwner && m_bFireProjectilesFromOwner)
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vecOrigin = pOwner->GetAbsOrigin();
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Vector vecDir;
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AngleVectors(angAngles, &vecDir);
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CreateProjectile(vecOrigin, angAngles, vecDir, pOwner);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointProjectile::InputFireAtEntity( inputdata_t &inputdata )
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{
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CBaseEntity *pTarget = inputdata.value.Entity();
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if (!pTarget)
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return;
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Vector vecOrigin = GetAbsOrigin();
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CBaseEntity *pOwner = CalculateOwner(inputdata.pActivator, inputdata.pCaller);
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if (pOwner && m_bFireProjectilesFromOwner)
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vecOrigin = pOwner->GetAbsOrigin();
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Vector vecDir = (pTarget->WorldSpaceCenter() - vecOrigin);
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VectorNormalize(vecDir);
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QAngle angAngles;
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VectorAngles(vecDir, angAngles);
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CreateProjectile(vecOrigin, angAngles, vecDir, pOwner);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointProjectile::InputFireAtPosition( inputdata_t &inputdata )
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{
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Vector vecInput;
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inputdata.value.Vector3D(vecInput);
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Vector vecOrigin = GetAbsOrigin();
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CBaseEntity *pOwner = CalculateOwner(inputdata.pActivator, inputdata.pCaller);
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if (pOwner && m_bFireProjectilesFromOwner)
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vecOrigin = pOwner->GetAbsOrigin();
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Vector vecDir = (vecInput - vecOrigin);
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VectorNormalize(vecDir);
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QAngle angAngles;
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VectorAngles(vecDir, angAngles);
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CreateProjectile(vecOrigin, angAngles, vecDir, pOwner);
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}
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