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
192 lines
5.1 KiB
C++
192 lines
5.1 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose: A special brush that collides with clientside entities, primarily ragdolls.
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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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//-----------------------------------------------------------------------------
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// Purpose: basic solid geometry
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// enabled state: brush is visible
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// disabled staute: brush not visible
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//-----------------------------------------------------------------------------
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class CFuncClientClip : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CFuncClientClip, CBaseEntity );
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DECLARE_SERVERCLASS();
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virtual void Spawn( void );
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bool CreateVPhysics( void );
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virtual int DrawDebugTextOverlays( void );
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void TurnOff( void );
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void TurnOn( void );
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// Input handlers
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void InputTurnOff( inputdata_t &inputdata );
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void InputTurnOn( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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CNetworkVar( bool, m_bDisabled );
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DECLARE_DATADESC();
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virtual bool IsOn( void );
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int UpdateTransmitState() // always send to all clients
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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};
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LINK_ENTITY_TO_CLASS( func_clip_client, CFuncClientClip );
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BEGIN_DATADESC( CFuncClientClip )
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CFuncClientClip, DT_FuncClientClip )
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SendPropBool( SENDINFO( m_bDisabled ) ),
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END_SEND_TABLE()
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void CFuncClientClip::Spawn( void )
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{
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SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
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SetSolid( GetParent() ? SOLID_VPHYSICS : SOLID_BSP );
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AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetModel( STRING( GetModelName() ) );
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if ( m_bDisabled )
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TurnOff();
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// If it can't move/go away, it's really part of the world
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if ( !GetEntityName() || !m_iParent )
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AddFlag( FL_WORLDBRUSH );
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CreateVPhysics();
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}
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//-----------------------------------------------------------------------------
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bool CFuncClientClip::CreateVPhysics( void )
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{
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// NOTE: Don't init this static. It's pretty common for these to be constrained
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// and dynamically parented. Initing shadow avoids having to destroy the physics
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// object later and lose the constraints.
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IPhysicsObject *pPhys = VPhysicsInitShadow(false, false);
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if ( pPhys )
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{
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int contents = modelinfo->GetModelContents( GetModelIndex() );
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if ( ! (contents & (MASK_SOLID|MASK_PLAYERSOLID|MASK_NPCSOLID)) )
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{
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// leave the physics shadow there in case it has crap constrained to it
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// but disable collisions with it
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pPhys->EnableCollisions( false );
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CFuncClientClip::DrawDebugTextOverlays( void )
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{
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int nOffset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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Q_snprintf( tempstr,sizeof(tempstr), "angles: %g %g %g", (double)GetLocalAngles()[PITCH], (double)GetLocalAngles()[YAW], (double)GetLocalAngles()[ROLL] );
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EntityText( nOffset, tempstr, 0 );
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nOffset++;
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Q_snprintf(tempstr, sizeof(tempstr), " enabled: %d", !m_bDisabled);
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EntityText(nOffset, tempstr, 0);
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nOffset++;
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}
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return nOffset;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for toggling the hidden/shown state of the brush.
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//-----------------------------------------------------------------------------
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void CFuncClientClip::InputToggle( inputdata_t &inputdata )
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{
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if ( IsOn() )
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{
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TurnOff();
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return;
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}
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TurnOn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for hiding the brush.
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//-----------------------------------------------------------------------------
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void CFuncClientClip::InputTurnOff( inputdata_t &inputdata )
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{
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TurnOff();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for showing the brush.
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//-----------------------------------------------------------------------------
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void CFuncClientClip::InputTurnOn( inputdata_t &inputdata )
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{
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TurnOn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hides the brush.
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//-----------------------------------------------------------------------------
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void CFuncClientClip::TurnOff( void )
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{
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if ( !IsOn() )
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return;
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AddEffects( EF_NODRAW );
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m_bDisabled = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shows the brush.
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//-----------------------------------------------------------------------------
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void CFuncClientClip::TurnOn( void )
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{
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if ( IsOn() )
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return;
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RemoveEffects( EF_NODRAW );
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m_bDisabled = false;
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}
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inline bool CFuncClientClip::IsOn( void )
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{
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return !m_bDisabled;
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}
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