mirror of
https://github.com/ValveSoftware/source-sdk-2013.git
synced 2025-04-09 11:31:23 +00:00
Working AI commit.
AI can now move around alot more.
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parent
3b15c7d8b1
commit
9ccc1fb330
4 changed files with 319 additions and 2 deletions
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@ -952,6 +952,9 @@ int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physi
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// it's ok if this is NULL. That just means the headtrack.dll wasn't found
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g_pSourceVR = (ISourceVirtualReality *)appSystemFactory(SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, NULL);
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Msg ("These are the default server search paths");
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filesystem->PrintSearchPaths();
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#ifdef Seco7_USE_STATIC_MOUNT_CODE
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//4WH - Information: This is our base game mount code. It relies on a text file to hold all the search paths/AppIDs which your mod requires. Make sure people know what you add to this, because if they don't have the
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@ -641,6 +641,9 @@ bool CServerGameDLL::DLLInit( CreateInterfaceFn appSystemFactory,
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if ( !soundemitterbase->Connect( appSystemFactory ) )
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return false;
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Msg ("These are the default server search paths");
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filesystem->PrintSearchPaths();
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#ifdef Seco7_USE_STATIC_MOUNT_CODE
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//4WH - Information: This is our base game mount code. It relies on a text file to hold all the search paths/AppIDs which your mod requires. Make sure people know what you add to this, because if they don't have the
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// game that you choose to mount here, they could well crash to desktop. The file is in the root of the compiled modification folder. This is how we allow people who have just loaded the game to use map and changelevel commands
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@ -12,8 +12,8 @@
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/*****************/
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#define Seco7_Enable_Fixed_Multiplayer_AI //Allow AI in your mod, also fixes numerous crashes to do with AI and related features.
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#define HL2_EPISODIC //Choose Episode 2 code for preference. Reccomended for Orange Box. Disabling this means you must exclude all episodic cpp/h files from your project (due to compile erros you'll get otherwise).
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//#define Seco7_USE_STATIC_MOUNT_CODE //Use static mounting code to mount multiple games. This must also be defined for dynamic mounts.
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//#define Seco7_USE_DYNAMIC_MOUNT_CODE //This is a much better mounting system allowing for true content mounting as though a map were that game. Maps must be named ss_hl2_, ss_ep1_ and ss_ep2_ for valid mounting.
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#define Seco7_USE_STATIC_MOUNT_CODE //Use static mounting code to mount multiple games. This must also be defined for dynamic mounts.
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#define Seco7_USE_DYNAMIC_MOUNT_CODE //This is a much better mounting system allowing for true content mounting as though a map were that game. Maps must be named ss_hl2_, ss_ep1_ and ss_ep2_ for valid mounting.
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//s#define Seco7_ENABLE_PORTAL_CONTENT_MOUNTING //Portal is seperate to the rest of the mounting code as it will crash anyone without Portal installed in most cases if a Portal map is loaded.
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#define Seco7_PREVENT_ITEM_WEAPON_RESPAWNING //Prevent items and weapons from respawning after picked up by a player. Actually we cheat and set the respawn time insanely high.
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311
mp/src/game/shared/seco/seco_information.h
Normal file
311
mp/src/game/shared/seco/seco_information.h
Normal file
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@ -0,0 +1,311 @@
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//====================================================//
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// Source Engine CoOperative - Information. //
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//====================================================//
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//4WH - Mounting Code:
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//4WH - Compile Issues:
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//4WH - Episodic Issues:
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//4WH - Null Pointers:
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//4WH - Information:
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//4WH - Portal Information:
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//4WH - CodeAddendumms: (these are addendums provided by others on the Valve wiki page).
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//
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// To those wishing to make a co-op version of the Half-Life 2/Ep1/2 maps, Mulekick on the steam forums gave this advice for older maps:
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// - This does mean that you will need to start using the Everything solution file, which means more work settings things up again -
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//Basically brushes that block LOS from AI's won't work with older maps.
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//To fix this:
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//In public/bspflags.h, change the line starting with
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//#define MASK_BLOCKLOS (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS)
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//to:
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//#define MASK_BLOCKLOS (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS|CONTENTS_OPAQUE)
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//====================================================//
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// GameInfo.txt Backup. //
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//====================================================//
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/*
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"GameInfo"
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{
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game "Seco-2013"
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title ""
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title2 ""
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type multiplayer_only
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nomodels 0
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nohimodel 0
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nocrosshair 0
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hidden_maps
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{
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"test_speakers" 1
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"test_hardware" 1
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}
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FileSystem
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{
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SteamAppId 243750
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SearchPaths
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{
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//Seco-2013: Allow custom content ontop of Seco2013 by user .vpk packaged mods.
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game+mod hl2mp/custom/*
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game+mod hl2/custom/*
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//Seco-2013: Set the gameinfo.txt's location to that of the mod search path here.
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game+mod+mod_write+default_write_path |gameinfo_path|.
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gamebin |gameinfo_path|bin
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//Seco-2013: Load all the .vpk files that we want -EXCEPT- hl2mp files (which break the AI if they're enabled so early).
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game_lv hl2/hl2_lv.vpk //Low Violence.
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//Seco-2013: Newest game first, so here ep2,ep1,hl2s multitude of .vpk files.
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game |all_source_engine_paths|ep2/ep2_sound_vo_english.vpk
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game |all_source_engine_paths|ep2/ep2_pak.vpk
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game |all_source_engine_paths|episodic/ep1_sound_vo_english.vpk
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game |all_source_engine_paths|episodic/ep1_pak.vpk
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game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
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game |all_source_engine_paths|hl2/hl2_pak.vpk
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game |all_source_engine_paths|hl2/hl2_textures.vpk
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game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
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game |all_source_engine_paths|hl2/hl2_misc.vpk
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platform |all_source_engine_paths|platform/platform_misc.vpk
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//Seco-2013: The below lines allow the game to find the location of all singleplayer maps for playing. Remove the block if you don't want to be able to do this. Good for testing stuff though.
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game "|gameinfo_path|..\..\common\Half-Life 2\hl2"
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game "|gameinfo_path|..\..\common\Half-Life 2\episodic"
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game "|gameinfo_path|..\..\common\Half-Life 2\ep2"
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//Seco-2013: Set the Source SDK 2013 Multiplayer (hl2mp) folder as the game search and write path.
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game+game_write hl2mp
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//Seco-2013: Location of the Source SDK 2013 Multiplayer exe file.
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gamebin hl2mp/bin
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//Seco-2013: Now we can mount in our game+mod files (hl2mp) without breaking stuff.
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game+mod |all_source_engine_paths|hl2mp
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game+mod hl2mp/hl2mp_pak.vpk
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game |all_source_engine_paths|episodic
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game |all_source_engine_paths|hl2
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platform |all_source_engine_paths|platform
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}
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}
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}
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*/
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//====================================================//
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// Complete list of modified files. //
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//====================================================//
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/*
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achievements_hlx.cpp
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activitylist.cpp
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ai_activity.cpp
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ai_activity.h
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ai_allymanager.cpp
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ai_basenpc.cpp
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ai_basenpc.h
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ai_basenpc_schedule.cpp
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ai_behavior_actbusy.cpp
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ai_behavior_fear.cpp
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ai_behavior_follow.cpp
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ai_behavior_lead.cpp
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ai_behavior_passenger.cpp
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ai_behavior_passenger.h
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ai_behavior_standoff.cpp
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ai_hint.cpp
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ai_moveprobe.cpp
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ai_planesolver.cpp
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ai_playerally.cpp
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ai_relationship.cpp
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ai_scriptconditions.cpp
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ai_scriptconditions.h
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ai_speech.cpp
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ai_utils.h
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antlion_maker.cpp
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baseanimating.h
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basecombatcharacter.cpp
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basecombatweapon_shared.cpp
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baseentity.cpp
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baseentity_shared.cpp
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baseflex.cpp
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basegrenade_shared.cpp
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baseplayer_shared.cpp
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baseviewmodel_shared.cpp
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baseviewmodel_shared.h
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baseviewport.cpp
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c_baseentity.cpp
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c_baseplayer.cpp
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c_baseplayer.h
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c_colorcorrection.cpp
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c_dynamiclight.cpp
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c_hl2mp_player.cpp
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c_hl2mp_player.h
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c_npc_advisor.cpp
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c_npc_antlionguard.cpp
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c_prop_scalable.cpp
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c_vehicle_airboat.cpp
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c_vehicle_jeep.cpp
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c_weapon_stunstick.cpp
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cdll_client_int.cpp
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classmenu.cpp
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client.cpp
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clientmode_shared.cpp
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colorcorrectionvolume.cpp
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combine_mine.cpp
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CommentarySystem.cpp
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effects.cpp
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EntityDissolve.cpp
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entitylist.cpp
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env_headcrabcanister.cpp
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env_zoom.cpp
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EnvHudHint.cpp
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EnvMessage.cpp
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ep2_gamestats.cpp
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func_break.cpp
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func_recharge.cpp
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func_tank.cpp
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func_tank.h
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fx_impact.cpp
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game.cpp
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gameinterface.cpp
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gameinterface.h
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gamemovement.cpp
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gamemovement.h
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gamerules.cpp
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gameweaponmanager.cpp
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geiger.cpp
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genericactor.cpp
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gib.cpp
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globals.cpp
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globals.h
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grenade_frag.cpp
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hl_gamemovement.cpp
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hl_gamemovement.h
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hl2_gamerules.cpp
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hl2_gamerules.h
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hl2_player.cpp
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hl2_usermessages.cpp
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hl2mp_client.cpp
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hl2mp_gamerules.cpp
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hl2mp_gamerules.h
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hl2mp_player.cpp
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hl2mp_player.h
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hl2mp_weapon_parse.cpp
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hl2mp_weapon_parse.h
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hud_ammo.cpp
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hud_basechat.cpp
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hud_battery.cpp
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hud_damageindicator.cpp
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hud_flashlight.cpp
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hud_health.cpp
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hud_locator.cpp
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hud_poisondamageindicator.cpp
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hud_posture.cpp
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hud_squadstatus.cpp
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hud_suitpower.cpp
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hud_zoom.cpp
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ilagcompensationmanager.h
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in_main.cpp
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item_battery.cpp
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item_dynamic_resupply.cpp
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item_suit.cpp
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iviewrender.h
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logicentities.cpp
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maprules.cpp
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message_entity.cpp
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monstermaker.cpp
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movevars_shared.cpp
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multiplay_gamerules.cpp
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multiplayer_animstate.cpp
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multiplayer_animstate.h
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npc_advisor.cpp
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npc_alyx_episodic.cpp
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npc_antlion.cpp
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npc_antlion.h
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npc_antlionguard.cpp
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npc_attackchopper.cpp
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npc_barnacle.cpp
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npc_barnacle.h
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npc_basescanner.cpp
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npc_BaseZombie.cpp
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npc_citizen17.cpp
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npc_citizen17.h
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npc_combine.cpp
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npc_combinedropship.cpp
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npc_combinegunship.cpp
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npc_combines.cpp
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npc_combines.h
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npc_dog.cpp
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npc_enemyfinder.cpp
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npc_headcrab.cpp
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npc_headcrab.h
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npc_metropolice.cpp
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npc_playercompanion.cpp
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npc_playercompanion.h
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npc_rollermine.cpp
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npc_scanner.cpp
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npc_strider.cpp
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npc_talker.cpp
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npc_turret.cpp
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npc_turret_floor.cpp
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npc_turret_floor.h
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npc_vortigaunt_episodic.cpp
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npc_zombine.cpp
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particlesystemquery.cpp
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physconstraint.cpp
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physics.cpp
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physics.h
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physics_npc_solver.cpp
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player.cpp
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player.h
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player_command.cpp
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player_lagcompensation.cpp
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player_pickup.cpp
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prop_combine_ball.cpp
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prop_thumper.cpp
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proto_sniper.cpp
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ragdoll_shared.cpp
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recipientfilter.cpp
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sceneentity.cpp
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script_intro.cpp
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shareddefs.h
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soundscape.cpp
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subs.cpp
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teamplayroundbased_gamerules.cpp
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test_stressentities.cpp
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trigger_portal.cpp
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triggers.cpp
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usercmd.cpp
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usercmd.h
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util.cpp
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util.h
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util_shared.cpp
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vehicle_airboat.cpp
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vehicle_crane.cpp
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vehicle_jeep.cpp
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vehicle_jeep.h
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vehicle_jeep_episodic.cpp
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vehicle_prisoner_pod.cpp
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vehicle_viewcontroller.cpp
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vguitextwindow.cpp
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view.cpp
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viewrender.h
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weapon_ar2.cpp
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weapon_ar2.h
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weapon_crossbow.cpp
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weapon_crowbar.cpp
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weapon_crowbar.h
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weapon_frag.cpp
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weapon_hl2mpbase.cpp
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weapon_hl2mpbase.h
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weapon_hl2mpbase_machinegun.h
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weapon_hl2mpbasebasebludgeon.h
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weapon_physcannon.cpp
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weapon_physcannon.h
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weapon_pistol.cpp
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weapon_rpg.cpp
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weapon_rpg.h
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weapon_selection.cpp
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weapon_shotgun.cpp
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weapon_slam.cpp
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weapon_smg1.cpp
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weapon_striderbuster.cpp
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weapon_stunstick.cpp*/
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