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

192 lines
5.1 KiB
C++

//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: A special brush that collides with clientside entities, primarily ragdolls.
//
//=============================================================================//
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: basic solid geometry
// enabled state: brush is visible
// disabled staute: brush not visible
//-----------------------------------------------------------------------------
class CFuncClientClip : public CBaseEntity
{
public:
DECLARE_CLASS( CFuncClientClip, CBaseEntity );
DECLARE_SERVERCLASS();
virtual void Spawn( void );
bool CreateVPhysics( void );
virtual int DrawDebugTextOverlays( void );
void TurnOff( void );
void TurnOn( void );
// Input handlers
void InputTurnOff( inputdata_t &inputdata );
void InputTurnOn( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
CNetworkVar( bool, m_bDisabled );
DECLARE_DATADESC();
virtual bool IsOn( void );
int UpdateTransmitState() // always send to all clients
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
};
LINK_ENTITY_TO_CLASS( func_clip_client, CFuncClientClip );
BEGIN_DATADESC( CFuncClientClip )
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CFuncClientClip, DT_FuncClientClip )
SendPropBool( SENDINFO( m_bDisabled ) ),
END_SEND_TABLE()
void CFuncClientClip::Spawn( void )
{
SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
SetSolid( GetParent() ? SOLID_VPHYSICS : SOLID_BSP );
AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
AddSolidFlags( FSOLID_NOT_SOLID );
SetModel( STRING( GetModelName() ) );
if ( m_bDisabled )
TurnOff();
// If it can't move/go away, it's really part of the world
if ( !GetEntityName() || !m_iParent )
AddFlag( FL_WORLDBRUSH );
CreateVPhysics();
}
//-----------------------------------------------------------------------------
bool CFuncClientClip::CreateVPhysics( void )
{
// NOTE: Don't init this static. It's pretty common for these to be constrained
// and dynamically parented. Initing shadow avoids having to destroy the physics
// object later and lose the constraints.
IPhysicsObject *pPhys = VPhysicsInitShadow(false, false);
if ( pPhys )
{
int contents = modelinfo->GetModelContents( GetModelIndex() );
if ( ! (contents & (MASK_SOLID|MASK_PLAYERSOLID|MASK_NPCSOLID)) )
{
// leave the physics shadow there in case it has crap constrained to it
// but disable collisions with it
pPhys->EnableCollisions( false );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CFuncClientClip::DrawDebugTextOverlays( void )
{
int nOffset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf( tempstr,sizeof(tempstr), "angles: %g %g %g", (double)GetLocalAngles()[PITCH], (double)GetLocalAngles()[YAW], (double)GetLocalAngles()[ROLL] );
EntityText( nOffset, tempstr, 0 );
nOffset++;
Q_snprintf(tempstr, sizeof(tempstr), " enabled: %d", !m_bDisabled);
EntityText(nOffset, tempstr, 0);
nOffset++;
}
return nOffset;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for toggling the hidden/shown state of the brush.
//-----------------------------------------------------------------------------
void CFuncClientClip::InputToggle( inputdata_t &inputdata )
{
if ( IsOn() )
{
TurnOff();
return;
}
TurnOn();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for hiding the brush.
//-----------------------------------------------------------------------------
void CFuncClientClip::InputTurnOff( inputdata_t &inputdata )
{
TurnOff();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for showing the brush.
//-----------------------------------------------------------------------------
void CFuncClientClip::InputTurnOn( inputdata_t &inputdata )
{
TurnOn();
}
//-----------------------------------------------------------------------------
// Purpose: Hides the brush.
//-----------------------------------------------------------------------------
void CFuncClientClip::TurnOff( void )
{
if ( !IsOn() )
return;
AddEffects( EF_NODRAW );
m_bDisabled = true;
}
//-----------------------------------------------------------------------------
// Purpose: Shows the brush.
//-----------------------------------------------------------------------------
void CFuncClientClip::TurnOn( void )
{
if ( IsOn() )
return;
RemoveEffects( EF_NODRAW );
m_bDisabled = false;
}
inline bool CFuncClientClip::IsOn( void )
{
return !m_bDisabled;
}