Updated the SDK with the latest code from the TF and HL2 branches

* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
This commit is contained in:
Joe Ludwig
2013-12-03 08:54:16 -08:00
parent 2861c3fbfc
commit beaae8ac45
424 changed files with 11410 additions and 11271 deletions
+39 -2
View File
@@ -641,7 +641,7 @@ ConVarRef suitcharger( "sk_suitcharger" );
//=========================================================
//=========================================================
bool CMultiplayRules::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
bool CMultiplayRules::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker, const CTakeDamageInfo &info )
{
return true;
}
@@ -834,7 +834,11 @@ ConVarRef suitcharger( "sk_suitcharger" );
// If the inflictor is the killer, then it must be their current weapon doing the damage
if ( pScorer->GetActiveWeapon() )
{
#ifdef HL1MP_DLL
killer_weapon_name = pScorer->GetActiveWeapon()->GetClassname();
#else
killer_weapon_name = pScorer->GetActiveWeapon()->GetDeathNoticeName();
#endif
}
}
else
@@ -870,7 +874,9 @@ ConVarRef suitcharger( "sk_suitcharger" );
event->SetInt("attacker", killer_ID );
event->SetInt("customkill", info.GetDamageCustom() );
event->SetInt("priority", 7 ); // HLTV event priority, not transmitted
#ifdef HL1MP_DLL
event->SetString("weapon", killer_weapon_name );
#endif
gameeventmanager->FireEvent( event );
}
@@ -1748,6 +1754,37 @@ ConVarRef suitcharger( "sk_suitcharger" );
}
}
void CMultiplayRules::RandomPlayersSpeakConceptIfAllowed( int iConcept, int iNumRandomPlayer /*= 1*/, int iTeam /*= TEAM_UNASSIGNED*/, const char *modifiers /*= NULL*/ )
{
CUtlVector< CBaseMultiplayerPlayer* > speakCandidates;
CBaseMultiplayerPlayer *pPlayer;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) );
if ( !pPlayer )
continue;
if ( iTeam != TEAM_UNASSIGNED )
{
if ( pPlayer->GetTeamNumber() != iTeam )
continue;
}
speakCandidates.AddToTail( pPlayer );
}
int iSpeaker = iNumRandomPlayer;
while ( iSpeaker > 0 && speakCandidates.Count() > 0 )
{
int iRandomSpeaker = RandomInt( 0, speakCandidates.Count() - 1 );
speakCandidates[ iRandomSpeaker ]->SpeakConceptIfAllowed( iConcept, modifiers );
speakCandidates.FastRemove( iRandomSpeaker );
iSpeaker--;
}
}
void CMultiplayRules::ClientSettingsChanged( CBasePlayer *pPlayer )
{
// NVNT see if this user is still or has began using a haptic device