mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-03-29 13:59:04 +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
173 lines
5.4 KiB
C++
173 lines
5.4 KiB
C++
//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
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//
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// Purpose: Response system properties (concepts, etc.) shared by npc_combine_s and npc_metropolice
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//
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//=============================================================================//
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#ifndef EXPANDEDRS_COMBINE_H
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#define EXPANDEDRS_COMBINE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if 0
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#include "ai_component.h"
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#include "ai_basenpc.h"
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#include "ai_sentence.h"
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#endif
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//
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// Concepts
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//
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// These should be consistent with player allies and each other.
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//
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//
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// Combine Soldiers
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//
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#define TLK_CMB_ANNOUNCE "TLK_ANNOUNCE"
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#define TLK_CMB_THROWGRENADE "TLK_THROWGRENADE"
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#define TLK_CMB_PLAYERHIT "TLK_PLAYERHIT"
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#define TLK_CMB_ASSAULT "TLK_ASSAULT"
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#define TLK_CMB_ENEMY "TLK_STARTCOMBAT"
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#define TLK_CMB_KILLENEMY "TLK_ENEMY_DEAD"
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#define TLK_CMB_DANGER "TLK_DANGER"
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#define TLK_CMB_KICK "TLK_KICK"
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#define TLK_CMB_FLANK "TLK_FLANK"
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#define TLK_CMB_PAIN "TLK_WOUND"
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#define TLK_CMB_LOSTENEMY "TLK_LOSTENEMY"
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#define TLK_CMB_REFINDENEMY "TLK_REFINDENEMY"
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#define TLK_CMB_GOALERT "TLK_GOALERT"
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//#define TLK_CMB_LASTOFSQUAD "TLK_LASTOFSQUAD"
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#define TLK_CMB_MANDOWN "TLK_ALLY_KILLED"
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#define TLK_CMB_DIE "TLK_DEATH"
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#define TLK_CMB_QUESTION "TLK_QUESTION"
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#define TLK_CMB_ANSWER "TLK_ANSWER"
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//
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// Metrocops
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//
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#define TLK_COP_MANHACKKILLED "TLK_ALLY_KILLED"
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#define TLK_COP_MANDOWN "TLK_ALLY_KILLED"
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#define TLK_COP_GO_ALERT "TLK_GOALERT"
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#define TLK_COP_FREEZE "TLK_FREEZE"
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#define TLK_COP_OVER_HERE "TLK_OVER_HERE"
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#define TLK_COP_HES_RUNNING "TLK_HES_RUNNING"
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#define TLK_COP_TAKE_HIM_DOWN "TLK_TAKE_HIM_DOWN"
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#define TLK_COP_ARREST_IN_POS "TLK_ARREST_IN_POS"
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#define TLK_COP_DEPLOY_MANHACK "TLK_DEPLOY_MANHACK"
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#define TLK_COP_PLAYERHIT "TLK_PLAYERHIT"
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#define TLK_COP_FLANK "TLK_FLANK"
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#define TLK_COP_HEARD_SOMETHING "TLK_DARKNESS_HEARDSOUND"
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#define TLK_COP_ENEMY "TLK_STARTCOMBAT"
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#define TLK_COP_KILLENEMY "TLK_ENEMY_DEAD"
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#define TLK_COP_NOAMMO "TLK_NOAMMO"
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#define TLK_COP_LOWAMMO "TLK_LOWAMMO"
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#define TLK_COP_DANGER "TLK_DANGER"
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#define TLK_COP_DIE "TLK_DEATH"
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#define TLK_COP_LOSTENEMY "TLK_LOSTENEMY"
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#define TLK_COP_REFINDENEMY "TLK_REFINDENEMY"
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#define TLK_COP_HARASS "TLK_STARE"
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#define TLK_COP_IDLE "TLK_IDLE"
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#define TLK_COP_QUESTION "TLK_QUESTION"
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#define TLK_COP_ANSWER "TLK_ANSWER"
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#define TLK_COP_PAIN "TLK_WOUND"
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#define TLK_COP_COVER_HEAVY_DAMAGE "TLK_HEAVYDAMAGE"
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#define TLK_COP_SHOOTCOVER "TLK_SHOOTCOVER"
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#define TLK_COP_BACK_UP "TLK_BACK_UP"
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#define TLK_COP_ON_FIRE "TLK_WOUND"
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#define TLK_COP_HIT_BY_PHYSOBJ "TLK_PLYR_PHYSATK"
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#define TLK_COP_THROWGRENADE "TLK_THROWGRENADE"
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#define TLK_COP_ACTIVATE_BATON "TLK_ACTIVATE_BATON"
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#define TLK_COP_DEACTIVATE_BATON "TLK_DEACTIVATE_BATON"
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#define TLK_COP_MOVE_ALONG "TLK_MOVE_ALONG"
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#define TLK_COP_FT_APPROACH "TLK_FT_APPROACH"
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#define TLK_COP_FT_MOUNT "TLK_FT_MOUNT"
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#define TLK_COP_FT_SCAN "TLK_FT_SCAN"
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#define TLK_COP_FT_DISMOUNT "TLK_FT_DISMOUNT"
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#define TLK_COP_SO_BEGIN "TLK_SO_BEGIN"
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#define TLK_COP_SO_END "TLK_SO_END"
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#define TLK_COP_SO_FORCE_COVER "TLK_SO_FORCE_COVER"
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#define TLK_COP_SO_PEEK "TLK_SO_PEEK"
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#define TLK_COP_AS_HIT_RALLY "TLK_AS_HIT_RALLY"
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#define TLK_COP_AS_HIT_ASSAULT "TLK_AS_HIT_ASSAULT"
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#define TLK_COP_AS_ADV_RALLY "TLK_AS_ADV_RALLY"
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#define TLK_COP_AS_ADV_ASSAULT "TLK_AS_ADV_ASSAULT"
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//
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// Snipers
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//
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#define TLK_SNIPER_DIE "TLK_DEATH"
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#define TLK_SNIPER_TARGETDESTROYED "TLK_ENEMY_DEAD"
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#define TLK_SNIPER_DANGER "TLK_DANGER"
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#if 0
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static void FixupSentence(const char **ppSentence, const char **ppPrefix);
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//-----------------------------------------------------------------------------
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// This is the met of the class
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//-----------------------------------------------------------------------------
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template< class NPC_CLASS >
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class CAI_SentenceTalker : public CAI_Component
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{
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DECLARE_CLASS_NOBASE( CAI_SentenceTalker );
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DECLARE_SIMPLE_DATADESC();
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public:
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//CAI_SentenceTalker();
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void Init( NPC_CLASS *pOuter, const char *pGameSound = NULL );
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// Check for queued-up-sentences + speak them
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//void UpdateSentenceQueue();
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// Returns the sentence index played, which can be used to determine
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// the sentence length of time using engine->SentenceLength
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int Speak( const char *pSentence, SentencePriority_t nSoundPriority = SENTENCE_PRIORITY_NORMAL, SentenceCriteria_t nCriteria = SENTENCE_CRITERIA_IN_SQUAD );
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// Returns the sentence index played, which can be used to determine
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// the sentence length of time using engine->SentenceLength. If the sentence
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// was queued, then -1 is returned, which is the same result as if the sound wasn't played
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//int SpeakQueued( const char *pSentence, SentencePriority_t nSoundPriority = SENTENCE_PRIORITY_NORMAL, SentenceCriteria_t nCriteria = SENTENCE_CRITERIA_IN_SQUAD );
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// Clears the sentence queue
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//void ClearQueue();
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protected:
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virtual float GetVolume() = 0;
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virtual soundlevel_t GetSoundLevel() = 0;
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private:
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// Speech criteria
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bool ShouldSpeak( SentencePriority_t nSoundPriority, SentenceCriteria_t nCriteria );
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bool MatchesCriteria( SentenceCriteria_t nCriteria );
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// Play the actual sentence
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//int PlaySentence( const char *pSentence );
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// Debug output
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void SentenceMsg( const char *pStatus, const char *pSentence );
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int m_voicePitch;
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int m_nQueuedSentenceIndex;
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float m_flQueueTimeout;
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int m_nQueueSoundPriority;
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SentencePriority_t m_LastPriority;
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public:
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string_t m_iRemovePrefix;
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};
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template< class NPC_CLASS >
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void CAI_SentenceTalker< NPC_CLASS >::Init( NPC_CLASS *pOuter, const char *pGameSound )
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{
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SetOuter( pOuter );
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}
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#endif
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#endif |