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Updated VScript in Mapbase (markdown)
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@ -35,7 +35,7 @@ For more information on VScript itself, [click here](https://developer.valvesoft
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* [CAI_BaseNPC](VScript-in-Mapbase#CAI_BaseNPC)
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* [Hooks](VScript-in-Mapbase#CAI_BaseNPC-Hooks)
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* [CAI_BaseActor](VScript-in-Mapbase#CAI_BaseActor)
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* [CAI_Expresser](VScript-in-Mapbase#CAI_Expresser)
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* [CAI_Hint](VScript-in-Mapbase#CAI_Hint)
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* [CAI_GoalEntity](VScript-in-Mapbase#CAI_GoalEntity)
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* [CAI_ActBusyGoal](VScript-in-Mapbase#CAI_ActBusyGoal)
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* [CPropVehicle](VScript-in-Mapbase#CPropVehicle)
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@ -50,8 +50,8 @@ For more information on VScript itself, [click here](https://developer.valvesoft
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* [CScriptKeyValues](VScript-in-Mapbase#CScriptKeyValues)
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* [CTakeDamageInfo](VScript-in-Mapbase#CTakeDamageInfo)
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* [CGameTrace](VScript-in-Mapbase#CGameTrace)
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* [CAI_Hint](VScript-in-Mapbase#CAI_Hint)
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* [AI_EnemyInfo_t](VScript-in-Mapbase#AI_EnemyInfo_t)
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* [CAI_Expresser](VScript-in-Mapbase#CAI_Expresser)
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* [CFourWheelVehiclePhysics](VScript-in-Mapbase#CFourWheelVehiclePhysics)
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***
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@ -108,12 +108,12 @@ These are functions that can be accessed globally and without a class.
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## Entity Classes
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These are entity-based classes Mapbase exposes to VScript. These are listed relative to L4D2 and Portal 2's script functions; some of Mapbase's script functions coincide with Source 2 script functions (e.g. `CTakeDamageInfo` is also exposed to Half-Life: Alyx's VScript in the same way), but they will still be listed here (keep in mind they aren't actually from Source 2's code).
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These are entity-based classes Mapbase exposes to VScript. Entities based on one class (e.g. `CAI_BaseNPC` for all NPCs) can use any function from that base class. `CBaseEntity` is the "root" class of all entities and all base classes, so any entity can use its functions.
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***
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### CBaseEntity
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Root class of all server-side entities.
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Root class of all server-side entities. This class was already exposed to VScript, but it has new features or changes included with Mapbase.
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| Signature | Description |
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|:------------- | :-----|
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@ -124,16 +124,16 @@ Root class of all server-side entities.
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| *int* Classify()| Get Class_T class ID |
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| *string* GetKeyValue(string *key*)| Get a keyvalue |
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| *int* GetSpawnFlags()| Get spawnflags |
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| *void* AddSpawnFlags()| Add spawnflag(s) |
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| *void* RemoveSpawnFlags()| Remove spawnflag(s) |
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| *void* AddSpawnFlags(int *flags*)| Add spawnflag(s) |
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| *void* RemoveSpawnFlags(int *flags*)| Remove spawnflag(s) |
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| *void* ClearSpawnFlags()| Clear spawnflag(s) |
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| *bool* HasSpawnFlags()| Check if the entity has specific spawnflag(s) ticked |
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| *bool* HasSpawnFlags(int *flags*)| Check if the entity has specific spawnflag(s) ticked |
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| *int* GetEffects()| Get effects |
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| *void* AddEffects()| Add effect(s) |
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| *void* RemoveEffects()| Remove effect(s) |
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| *void* AddEffects(int *flags*)| Add effect(s) |
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| *void* RemoveEffects(int *flags*)| Remove effect(s) |
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| *void* ClearEffects()| Clear effect(s) |
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| *void* SetEffects()| Set effect(s) |
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| *void* IsEffectActive()| Check if an effect is active |
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| *void* SetEffects(int *flags*)| Set effect(s) |
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| *void* IsEffectActive(int *flags*)| Check if an effect is active |
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***
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@ -210,7 +210,7 @@ The base class shared by players and NPCs.
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***
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### CBasePlayer
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The player entity.
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The player entity. This class was already exposed to VScript, but it has new features or changes included with Mapbase.
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| Signature | Description |
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|:------------- | :-----|
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@ -279,19 +279,20 @@ The base class for NPCs which act in complex choreo scenes.
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***
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### CAI_Expresser
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Expresser class for complex speech. Typically accessed through `GetExpresser()`. Not all NPCs/players have an expresser.
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### CAI_Hint
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An entity which gives contextual pointers for NPCs.
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| Signature | Description |
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|:------------- | :-----|
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| *bool* IsSpeaking()| Check if the actor is speaking. |
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| *bool* CanSpeak()| Check if the actor can speak. |
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| *bool* BlockSpeechUntil(float *time*)| Block speech for a certain amount of time. This is stored in curtime. |
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| *void* ForceNotSpeaking()| If the actor is speaking, force the system to recognize them as not speaking. |
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| *void* SpeakRawScene(string *scene*, float *delay*)| Speak a raw, instanced VCD scene as though it were played through the Response System. Return whether the scene successfully plays. |
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| *void* ScriptSpeakAutoGeneratedScene(string *soundname*, float *delay*)| Speak an automatically generated, instanced VCD scene for this sound as though it were played through the Response System. Return whether the scene successfully plays. |
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| *int* GetHintType()| Get the hint's type ID. |
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| *handle* GetUser()| Get the hint's current user. |
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| *string* GetHintGroup()| Get the name of the hint's group. |
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| *string* GetHintActivity()| Get the name of the hint activity. |
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| *bool* IsDisabled()| Check if the hint is disabled. |
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| *bool* IsLocked()| Check if the hint is locked. |
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| *int* GetHintType()| Get the hint's node ID. |
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| *float* Yaw()| Get the hint's yaw. |
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| *Vector* GetDirection()| Get the hint's direction. |
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***
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@ -353,13 +354,6 @@ All entities which could be used as filters.
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***
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***
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***
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***
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### CLogicExternalData
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An entity which loads keyvalues from an external data file.
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@ -375,7 +369,7 @@ An entity which loads keyvalues from an external data file.
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***
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## Singletons
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single
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Singletons are single, global instances which contain a bunch of usable functions and data.
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***
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@ -390,8 +384,8 @@ The global list of AI nodes. Can be accessed through a global `AINetwork` instan
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| *float* GetNodeYaw(int *nodeID*)| Get yaw of node |
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| *float* NearestNodeToPoint(Vector *position*, bool *checkVisibility*)| Get ID of nearest node |
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| *float* NearestNodeToPointForNPC(handle *npc*, Vector *position*, bool *checkVisibility*)| Get ID of nearest node |
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| *int* GetNodeType()| Get a node's type |
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| *handle* GetNodeHint()| Get a node's hint |
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| *int* GetNodeType(int *nodeID*)| Get a node's type |
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| *handle* GetNodeHint(int *nodeID*)| Get a node's hint |
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***
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@ -420,14 +414,15 @@ All-purpose Mapbase system primarily used for map-specific files. Can be accesse
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| *void* LoadTalkerFile(string *fileName*)| Loads a custom talker file. |
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| *void* LoadActbusyFile(string *fileName*)| Loads a custom actbusy file. |
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***
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## Data Containers
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These are classes that were already exposed to VScript, but have new features or changes included with Mapbase.
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These are classes intended to contain and relay specific kinds of data.
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***
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### CScriptKeyValues
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Wrapper class over KeyValues instance.
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Wrapper class over KeyValues instance. This class was already exposed to VScript, but it has new features or changes included with Mapbase.
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| Signature | Description |
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|:------------- | :-----|
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@ -525,23 +520,6 @@ Handle for accessing trace_t info.
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***
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### CAI_Hint
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An entity which gives contextual pointers for NPCs.
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| Signature | Description |
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|:------------- | :-----|
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| *int* GetHintType()| Get the hint's type ID. |
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| *handle* GetUser()| Get the hint's current user. |
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| *string* GetHintGroup()| Get the name of the hint's group. |
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| *string* GetHintActivity()| Get the name of the hint activity. |
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| *bool* IsDisabled()| Check if the hint is disabled. |
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| *bool* IsLocked()| Check if the hint is locked. |
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| *int* GetHintType()| Get the hint's node ID. |
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| *float* Yaw()| Get the hint's yaw. |
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| *Vector* GetDirection()| Get the hint's direction. |
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***
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### AI_EnemyInfo_t
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Accessor for information about an enemy. Typically accessed through `FindEnemyMemory()`.
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@ -574,6 +552,20 @@ Accessor for information about an enemy. Typically accessed through `FindEnemyMe
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***
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### CAI_Expresser
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Expresser class for complex speech. Typically accessed through `GetExpresser()`. Not all NPCs/players have an expresser.
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| Signature | Description |
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|:------------- | :-----|
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| *bool* IsSpeaking()| Check if the actor is speaking. |
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| *bool* CanSpeak()| Check if the actor can speak. |
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| *bool* BlockSpeechUntil(float *time*)| Block speech for a certain amount of time. This is stored in curtime. |
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| *void* ForceNotSpeaking()| If the actor is speaking, force the system to recognize them as not speaking. |
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| *void* SpeakRawScene(string *scene*, float *delay*)| Speak a raw, instanced VCD scene as though it were played through the Response System. Return whether the scene successfully plays. |
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| *void* ScriptSpeakAutoGeneratedScene(string *soundname*, float *delay*)| Speak an automatically generated, instanced VCD scene for this sound as though it were played through the Response System. Return whether the scene successfully plays. |
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***
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### CFourWheelVehiclePhysics
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Handler for four-wheel vehicle physics. Can be accessed through `GetPhysics()` on vehicles.
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