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
119 lines
2.8 KiB
C++
119 lines
2.8 KiB
C++
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client handler for instruction players how to play
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//
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//=============================================================================//
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#ifndef _C_GAMEINSTRUCTOR_H_
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#define _C_GAMEINSTRUCTOR_H_
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#include "GameEventListener.h"
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#include "vgui_controls/phandle.h"
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class CBaseLesson;
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struct LessonGroupConVarToggle_t
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{
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ConVarRef var;
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char szLessonGroupName[ 64 ];
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LessonGroupConVarToggle_t( const char *pchConVarName ) :
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var( pchConVarName )
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{
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}
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};
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class C_GameInstructor : public CAutoGameSystemPerFrame, public CGameEventListener
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{
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public:
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C_GameInstructor() : CAutoGameSystemPerFrame( "C_GameInstructor" )
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{
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m_bHasLoadedSaveData = false;
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m_bDirtySaveData = false;
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}
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// Methods of IGameSystem
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virtual bool Init( void );
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virtual void Shutdown( void );
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virtual void Update( float frametime );
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void UpdateHiddenByOtherElements( void );
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bool Mod_HiddenByOtherElements( void );
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virtual void FireGameEvent( IGameEvent *event );
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void DefineLesson( CBaseLesson *pLesson );
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const CBaseLesson * GetLesson( const char *pchLessonName );
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bool IsLessonOfSameTypeOpen( const CBaseLesson *pLesson ) const;
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bool ReadSaveData( void );
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bool WriteSaveData( void );
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void RefreshDisplaysAndSuccesses( void );
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void ResetDisplaysAndSuccesses( void );
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void MarkDisplayed( const char *pchLessonName );
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void MarkSucceeded( const char *pchLessonName );
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void PlaySound( const char *pchSoundName );
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bool OpenOpportunity( CBaseLesson *pLesson );
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void DumpOpenOpportunities( void );
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KeyValues * GetScriptKeys( void );
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C_BasePlayer * GetLocalPlayer( void );
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void EvaluateLessonsForGameRules( void );
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void SetLessonGroupEnabled( const char *pszGroup, bool bEnabled );
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// Mapbase needs this to be public for map-specific file system
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void ReadLessonsFromFile( const char *pchFileName );
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private:
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void FindErrors( void );
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bool UpdateActiveLesson( CBaseLesson *pLesson, const CBaseLesson *pRootLesson );
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void UpdateInactiveLesson( CBaseLesson *pLesson );
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CBaseLesson * GetLesson_Internal( const char *pchLessonName );
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void StopAllLessons( void );
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void CloseAllOpenOpportunities( void );
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void CloseOpportunity( CBaseLesson *pLesson );
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void InitLessonPrerequisites( void );
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private:
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CUtlVector < CBaseLesson* > m_Lessons;
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CUtlVector < CBaseLesson* > m_OpenOpportunities;
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CUtlVector < LessonGroupConVarToggle_t > m_LessonGroupConVarToggles;
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KeyValues *m_pScriptKeys;
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bool m_bNoDraw;
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bool m_bHiddenDueToOtherElements;
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int m_iCurrentPriority;
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EHANDLE m_hLastSpectatedPlayer;
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bool m_bSpectatedPlayerChanged;
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char m_szPreviousStartSound[ 128 ];
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float m_fNextStartSoundTime;
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bool m_bHasLoadedSaveData;
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bool m_bDirtySaveData;
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};
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C_GameInstructor &GetGameInstructor();
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void GameInstructor_Init();
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void GameInstructor_Shutdown();
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#endif // _C_GAMEINSTRUCTOR_H_
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