source-sdk-2013-mapbase/sp/src/game/shared/sceneentity_shared.cpp
Blixibon eb014cce6c Mapbase v6.0
- 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
2020-11-26 02:26:55 +00:00

128 lines
3.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "sceneentity_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar scene_print( "scene_print", "0", FCVAR_REPLICATED, "When playing back a scene, print timing and event info to console." );
ConVar scene_clientflex( "scene_clientflex", "1", FCVAR_REPLICATED, "Do client side flex animation." );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFormat -
// ... -
// Output : static void
//-----------------------------------------------------------------------------
void Scene_Printf( const char *pFormat, ... )
{
int val = scene_print.GetInt();
if ( !val )
return;
if ( val >= 2 )
{
if ( CBaseEntity::IsServer() && val != 2 )
{
return;
}
else if ( !CBaseEntity::IsServer() && val != 3 )
{
return;
}
}
va_list marker;
char msg[8192];
va_start(marker, pFormat);
Q_vsnprintf(msg, sizeof(msg), pFormat, marker);
va_end(marker);
#ifdef MAPBASE
CGMsg( 0, CON_GROUP_CHOREO, "%8.3f[%d] %s: %s", gpGlobals->curtime, gpGlobals->tickcount, CBaseEntity::IsServer() ? "sv" : "cl", msg );
#else
Msg( "%8.3f[%d] %s: %s", gpGlobals->curtime, gpGlobals->tickcount, CBaseEntity::IsServer() ? "sv" : "cl", msg );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CSceneTokenProcessor::CurrentToken( void )
{
return m_szToken;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : crossline -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::GetToken( bool crossline )
{
// NOTE: crossline is ignored here, may need to implement if needed
m_pBuffer = engine->ParseFile( m_pBuffer, m_szToken, sizeof( m_szToken ) );
if ( m_szToken[0] )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::TokenAvailable( void )
{
char const *search_p = m_pBuffer;
while ( *search_p <= 32)
{
if (*search_p == '\n')
return false;
search_p++;
if ( !*search_p )
return false;
}
if (*search_p == ';' || *search_p == '#' || // semicolon and # is comment field
(*search_p == '/' && *((search_p)+1) == '/')) // also make // a comment field
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *fmt -
// ... -
//-----------------------------------------------------------------------------
void CSceneTokenProcessor::Error( const char *fmt, ... )
{
char string[ 2048 ];
va_list argptr;
va_start( argptr, fmt );
Q_vsnprintf( string, sizeof(string), fmt, argptr );
va_end( argptr );
Warning( "%s", string );
AssertMsg(0, "%s", string);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *buffer -
//-----------------------------------------------------------------------------
void CSceneTokenProcessor::SetBuffer( char *buffer )
{
m_pBuffer = buffer;
}
CSceneTokenProcessor g_TokenProcessor;