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311 lines
12 KiB
Text
311 lines
12 KiB
Text
RUINER CHANGELOG by Ivan_the_B
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/***********************************************************************
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NEW/EDITED FILES
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***********************************************************************/
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------------------------------------------------
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SUBJECT -> FILENAME sdk | game
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------------------------------------------------
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headshot system -> Weapon.cpp, Actor.cpp | damage.def, ai_monster_base.script
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weapon HS enabled -> weapon_onslaught.def, weapon_ruinblade.def
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monsters no HS -> monster_spirits.def, monster_demon_imp_nightmare.def
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setOwner proj. fix -> Entity.cpp, Projectile.cpp and .h
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dynamic friends -> AI.cpp | ai_monster_base.script
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music volume system -> Script_Thread.cpp and .h, SysCvar.cpp and h | ff_musics.script, ai_player.script, speaker_music.def
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load default cfg -> Game_local.cpp, SysCvar.cpp and h
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new events -> Entity.cpp and .h, Player.cpp and .h, Weapon.cpp and .h, AI.cpp and .h, AI_events.cpp, Anim_Blend.cpp, Anim.h | doom_events.script
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friendly damage -> Player.cpp and .h
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maledict -> aas.def, pak666_maledict.pk4
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fake proj. monster -> monster_projectile.def, ai_fake.script
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melee for weapons -> Weapon.cpp and .h, Anim_Blend.cpp, Anim.h
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combo system -> ai_player.script
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full body player anim -> Player.cpp and .h, Physics_Player.cpp and .h | ai_player.script, weapon_base.script
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pain system -> AI.cpp and .h, Actor.cpp and h | ai_monster_base.script, monster_default.def, all the script and def that uses it
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dynamic spread -> weapon_advocate.script, weapon_onslaught.script
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dynamic walkspeed -> Weapon.cpp and .h, Player.cpp
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wall dodge -> ai_player.script
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cursor object -> Player.cpp and .h ( code moved from Weapon.cpp and .h ), PlayerCursor.cpp
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arrows -> Moveable.cpp and .h, Projectile.cpp and .h | arrow.def
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secondary attack sys -> Weapon.cpp and .h, Player.cpp and .h | ai_player.script, weapon_base.script
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kicks -> Player.cpp and .h, Anim_Blend.cpp, Anim.h | kicks.def
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/***********************************************************************
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New Entities (excluding monsters,projectiles...)
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***********************************************************************/
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music_speaker -> Speaker for musics
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music_stop -> Trigger that calls the Script Function stop_music()
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target_maledict_land -> Target for maledict_flying. Place it where it should teleport back after walking.
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target_maledict_takeoff -> Target for maledict_flying. Place it where it should land.
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moveable_arrow -> Spawned by the game for arrows projectiles. It automatically unbinds after a while, wait few secs, is removed.
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/***********************************************************************
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New Scriptevents
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***********************************************************************/
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------------------------------------------------
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All entities
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------------------------------------------------
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scriptEvent float getEntityHealth();
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scriptEvent void setEntityHealth( float health );
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scriptEvent string getGuiParm(float guiNum, string key);
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scriptEvent float getGuiParmFloat(float guiNum, string key);
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scriptEvent void guiNamedEvent(float guiNum, string event);
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scriptEvent entity fireProjectile( string projDefName , vector firePos, vector fireAng );
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scriptEvent entity fireProjAtTarget( string projDefName , vector firePos, entity aimAtEnt );
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scriptEvent entity getClosestTargetTypePrefix( string typePrefix, string ignoreType );
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scriptEvent entity getRandomTargetTypePrefix( string typePrefix, string ignoreType );
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------------------------------------------------
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System events (called via 'sys.')
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------------------------------------------------
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scriptEvent float getShaderVolume( string sound );
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scriptEvent vector rotateVector( vector vec, vector ang );
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------------------------------------------------
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Animated entities
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------------------------------------------------
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scriptEvent entity fireProjectileFromJoint( string projDefName, float jointnum, vector fireAng );
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scriptEvent entity fireProjAtTargetFromJoint( string projDefName, float jointnum, entity aimAtEnt );
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------------------------------------------------
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players
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------------------------------------------------
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scriptEvent void setArmor(float newArmor);
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scriptEvent float getArmor();
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scriptEvent void addProjectilesFired(float num);
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scriptEvent void addProjectileHits(float num);
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scriptEvent void setAnimMoveOn();
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scriptEvent void setAnimMoveOff();
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scriptEvent void setGravityInAnimMove(float mult);
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scriptEvent void forceHighPain(float mode); //-1 disabled, 0 allowed, 1 forced
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scriptEvent void forceUpdateNpcStatus();
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scriptEvent void startKick(string meleeDefName, float dmgMult);
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scriptEvent void stopKick();
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------------------------------------------------
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Weapons
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------------------------------------------------
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scriptEvent void startAutoMelee( float dmgMult );
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scriptEvent void stopAutoMelee();
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scriptEvent void setWeaponMode( float value );
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scriptEvent float getWeaponMode();
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scriptEvent void launchProjectiles( float num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower, float projtype ); //projtype added
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scriptEvent entity createProjectile( float projtype ); //projtype added
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------------------------------------------------
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idAI
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------------------------------------------------
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scriptEvent void moveToPositionDirect( vector pos );
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scriptEvent void avoidObstacles( float avoid );
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scriptEvent void triggerFX( string joint, string fx );
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scriptEvent entity startEmitter( string name, string joint, string particle );
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scriptEvent entity getEmitter( string name );
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scriptEvent void stopEmitter( string name );
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------------------------------------------------
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idAI_Bot
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------------------------------------------------
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scriptEvent float selectBotWeapon( float weaponNum );
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scriptEvent float selectAnotherWeapon( float idealLevel, float minLevel );
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scriptEvent float getCurrentBotWeapon();
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scriptEvent float getBotWeaponNumByName( string weaponName );
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scriptEvent entity fireWeapon();
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scriptEvent void reloadWeapon();
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scriptEvent float checkReloadTolerance();
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scriptEvent float getAmmoInClip();
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scriptEvent float getClipSize();
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scriptEvent string getIdleAnim();
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scriptEvent string getReloadAnim();
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scriptEvent string getFireAnim();
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scriptEvent float canHitEnemyFromCurrentWeapon();
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scriptEvent float canFireToEnemyNoSelfDamage(float requireVisible);
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scriptEvent float canHitEnemyFromFireAnim(float weaponToTest);
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scriptEvent float lostTimeMoreThan(float time);
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scriptEvent float weaponChangedMoreThan(float time);
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scriptEvent void playAnimOnWeapon( string animname );
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scriptEvent float tryLockNode(entity node);
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scriptEvent void releaseCurrentNode();
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scriptEvent entity findEnemyAIorPL( float onlyInFov );
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------------------------------------------------
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idBotNode
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------------------------------------------------
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scriptEvent float evaluateConditions();
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scriptEvent entity getNextUsableNode( entity botEntity );
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scriptEvent float canBeUsedBy( entity botEntity );
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scriptEvent void reached();
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/***********************************************************************
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New Global Script Functions
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***********************************************************************/
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void start_music(entity m_speaker);
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void set_fadeout_time(float new_fadeout_time); //no need to use this
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void stop_music();
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/***********************************************************************
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New Player Script Functions meant to be called by player animations
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***********************************************************************/
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void enableGravityInAnimMoveX1();
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void enableGravityInAnimMoveX05();
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void disableGravityInAnimMoveAny();
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/***********************************************************************
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New Keys
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***********************************************************************/
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------------------------------------------------
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Entity type -> "New_Key" "default"
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------------------------------------------------
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damage def -> "check_headshot" "0"
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damage def -> "damageSpirits" "0"
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damage def -> "melee" "0"
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damage def -> "ignore_friends" "0" //ignore player team (0)
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damage def -> "playerDamageScale" "1"
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actor -> "headshot_disabled" "0"
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actor -> "highpain_threshold zonename" "0"
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actor -> "highpain_resettime zonename" "0"
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AI -> "staticDeath" "0" //for Icon Of Sin
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weapon -> "melee_tracerWidth" "0"
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weapon -> "firingWalkSpeedMult" "1"
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projectile -> "isArrow" "0"
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projectile -> "getHitEntity" "0" //for Icon Of Sin's fireball
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damage def (kicks) -> "kick_tracerWidth" "1"
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damage def (kicks) -> "kick_distance" "0"
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damage def (kicks) -> "from_joint" ""
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damage def (kicks) -> "to_joint" ""
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/***********************************************************************
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New Framecommands
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***********************************************************************/
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------------------------------------------------
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idAI_Bot
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------------------------------------------------
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fire_weapon
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------------------------------------------------
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player
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------------------------------------------------
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comboForceHighPain
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comboAllowHighPain
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comboDenyHighPain
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startAutoMelee [interger_positive_value]
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stopAutoMelee
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startKick [damage_name] [interger_positive_value]
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stopKick
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weapon_call [function_name]
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/***********************************************************************
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What we can do from player anims - quick overview and examples
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***********************************************************************/
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//-- gravity --
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//note1: gravity is already set in player script when the combo is called
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//note2: no need to reset it back to 1 at the end of the anim
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frame 1 object_call disableGravityInAnimMoveAny //disable gravity
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frame 1 object_call enableGravityInAnimMoveX05 //gravity 0.5
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frame 1 object_call enableGravityInAnimMoveX1 //default gravity
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//-- force high pain --
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//note1: default is allow (like standard attacks)
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//note2: no need to reset it back to allow at the end of the anim
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frame 1 comboForceHighPain
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frame 1 comboAllowHighPain
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frame 1 comboDenyHighPain
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//-- start/stop attacks --
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//note1: damage multiplier is a positive integer number
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//note2: you can start it many times in the same anim
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frame 1 startAutoMelee 1
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frame 1 startAutoMelee 100 //any positive integer number!
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frame 1 stopAutoMelee
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//-- start/stop kicks --
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//note1: damage multiplier is a positive integer number
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//note2: you can start it many times in the same anim
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//note3: you can use different def_damage in the same anim
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frame 1 startKick damage_rightPunch 1
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frame 1 startKick damage_leftPunch 100 //any positive integer number!
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frame 1 stopKick
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//-- weapons utilites --
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frame 1 weapon_call fromPlayerAnimTest //call the "fromPlayerAnimTest" function on weapon scriptobject
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/***********************************************************************
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New Cvars
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***********************************************************************/
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------------------------------------------------
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Cvar name -> Description
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------------------------------------------------
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s_music_volume -> In-game music volume. (-10 = disabled )
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ruiner_bind_run_once -> Rebind all controls once for Ruiner.
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/***********************************************************************
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MALEDICT SCRIPT FUNCTIONS, call with .callFunction("f_name");
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***********************************************************************/
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------------------------------------------------
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FLYING MALEDICT
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------------------------------------------------
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void enable_phases();
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void disable_phases();
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void enable_attack_bigasteroid();
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void disable_attack_bigasteroid();
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void request_landing();
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void request_teleport_closer();
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void request_teleport_spec_entity();
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void enable_waiting();
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void disable_waiting();
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------------------------------------------------
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WALKING MALEDICT
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------------------------------------------------
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void enable_phases();
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void disable_phases();
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void enable_attack_multiast();
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void disable_attack_multiast();
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void request_attack_multiast();
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void request_takeoff();
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