mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-08 13:15:31 +03:00
eb014cce6c
- Fixed path_track paths saving as pointers instead of handles - Fixed player animations not falling to base class correctly - Fixed logic_externaldata creating garbage in trailing spaces - Added "SetHandModelSkin" input - Added unique colors for various types of console message, adjustable via convars - Added the ability to use map-specific weapon scripts - Added a way to display (placeholder) text entirely from Faceposer scenes - Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines - Added the ability to change a game_text's font (very limited) - Added LightToggle input to point_spotlight - Added Enable/DisableSprites on npc_manhack - Added ai_goal_police behavior from metrocops to Combine soldiers and citizens - Added func_precipitation particle rain systems from the Alien Swarm SDK - Added new func_precipitation spawnflags for controlling behavior in particle types - Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on - Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs - Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed - Added key for custom logo font on env_credits scripts - Added SetSpeed and SetPushDir inputs for trigger_push - Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish - Added OnLostEnemy/Player support for npc_combine_camera - Added enhanced save/restore for the Response System, toggleable via convar - Added a convar which allows users to disable weapon autoswitching when picking up ammo - Split VScript base script into its own file - Added VScript descriptions for NPC squads and the manager class which handles them - Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP - Added VScript to VBSP with basic map file interfacing - Made some VScript documentation more clear due to deprecation of online documentation - Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation - Added VScript-driven custom weapons - Added clientside VScript scopes - Added a bunch of weapon-related VScript functions - Split a bunch of cluttered VScript stuff into different files - Added VScript functions for "following" entities/bonemerging - Added VScript functions for grenades - Added a few more VScript trigger functions - Added OnDeath hook for VScript - Fixed documentation for aliased functions in VScript - Fixed $bumpmask not working on SDK_LightmappedGeneric - Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake) - Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working - Added limited support for $envmapmask in the bumpmapping shader - Fixed more issues with parallax corrected cubemaps and instances - Made instance variable recursion consistent with VMFII
166 lines
4.3 KiB
C++
166 lines
4.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BASEGRENADE_SHARED_H
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#define BASEGRENADE_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseprojectile.h"
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#if defined( CLIENT_DLL )
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#define CBaseGrenade C_BaseGrenade
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#include "c_basecombatcharacter.h"
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#else
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#include "basecombatcharacter.h"
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#include "player_pickup.h"
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#endif
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#define BASEGRENADE_EXPLOSION_VOLUME 1024
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class CTakeDamageInfo;
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#if !defined( CLIENT_DLL )
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class CBaseGrenade : public CBaseProjectile, public CDefaultPlayerPickupVPhysics
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#else
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class CBaseGrenade : public CBaseProjectile
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#endif
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{
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DECLARE_CLASS( CBaseGrenade, CBaseProjectile );
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public:
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CBaseGrenade(void);
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~CBaseGrenade(void);
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DECLARE_PREDICTABLE();
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DECLARE_NETWORKCLASS();
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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#ifdef MAPBASE_VSCRIPT
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DECLARE_ENT_SCRIPTDESC();
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#endif
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virtual void Precache( void );
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virtual void Explode( trace_t *pTrace, int bitsDamageType );
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void Smoke( void );
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void BounceTouch( CBaseEntity *pOther );
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void SlideTouch( CBaseEntity *pOther );
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void ExplodeTouch( CBaseEntity *pOther );
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void DangerSoundThink( void );
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void PreDetonate( void );
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virtual void Detonate( void );
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void DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void TumbleThink( void );
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virtual Vector GetBlastForce() { return vec3_origin; }
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virtual void BounceSound( void );
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virtual int BloodColor( void ) { return DONT_BLEED; }
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual float GetShakeAmplitude( void ) { return 25.0; }
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virtual float GetShakeRadius( void ) { return 750.0; }
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// Damage accessors.
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virtual float GetDamage()
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{
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return m_flDamage;
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}
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virtual float GetDamageRadius()
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{
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return m_DmgRadius;
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}
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virtual void SetDamage(float flDamage)
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{
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m_flDamage = flDamage;
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}
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virtual void SetDamageRadius(float flDamageRadius)
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{
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m_DmgRadius = flDamageRadius;
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}
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// Bounce sound accessors.
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void SetBounceSound( const char *pszBounceSound )
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{
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m_iszBounceSound = MAKE_STRING( pszBounceSound );
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}
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CBaseCombatCharacter *GetThrower( void );
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void SetThrower( CBaseCombatCharacter *pThrower );
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CBaseEntity *GetOriginalThrower() { return m_hOriginalThrower; }
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#ifdef MAPBASE_VSCRIPT
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HSCRIPT ScriptGetThrower( void ) { return ToHScript( GetThrower() ); }
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void ScriptSetThrower( HSCRIPT hThrower ) { SetThrower( ToEnt(hThrower) ? ToEnt(hThrower)->MyCombatCharacterPointer() : NULL ); }
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HSCRIPT ScriptGetOriginalThrower() { return ToHScript( GetOriginalThrower() ); }
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float GetDetonateTime() { return m_flDetonateTime; }
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bool HasWarnedAI() { return m_bHasWarnedAI; }
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bool IsLive() { return m_bIsLive; }
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float GetWarnAITime() { return m_flWarnAITime; }
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#endif
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#if !defined( CLIENT_DLL )
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// Allow +USE pickup
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int ObjectCaps()
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{
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return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS);
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}
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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#ifdef MAPBASE
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void InputSetDamage( inputdata_t &inputdata );
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void InputDetonate( inputdata_t &inputdata );
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#endif
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#endif
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public:
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_vecVelocity );
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_fFlags );
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bool m_bHasWarnedAI; // whether or not this grenade has issued its DANGER sound to the world sound list yet.
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CNetworkVar( bool, m_bIsLive ); // Is this grenade live, or can it be picked up?
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CNetworkVar( float, m_DmgRadius ); // How far do I do damage?
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CNetworkVar( float, m_flNextAttack );
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float m_flDetonateTime; // Time at which to detonate.
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float m_flWarnAITime; // Time at which to warn the AI
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protected:
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CNetworkVar( float, m_flDamage ); // Damage to inflict.
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string_t m_iszBounceSound; // The sound to make on bouncing. If not NULL, overrides the BounceSound() function.
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#if defined(MAPBASE) && !defined(CLIENT_DLL)
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COutputEvent m_OnDetonate;
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COutputVector m_OnDetonate_OutPosition;
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#endif
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private:
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CNetworkHandle( CBaseEntity, m_hThrower ); // Who threw this grenade
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EHANDLE m_hOriginalThrower; // Who was the original thrower of this grenade
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CBaseGrenade( const CBaseGrenade & ); // not defined, not accessible
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};
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#endif // BASEGRENADE_SHARED_H
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