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https://sbox.game/dev/doc/gameplay/inventory-weapons/ Added InventoryComponent - a slot based inventory, hotbar or shared bucket slots, with a starting loadout BaseInventoryItem - base class for inventory items, with hooks to veto switching, holstering and dropping BaseWeapon - a GMod style base weapon - fire modes, magazines and reserve ammo, reloading, dry fire, ballistics, spread, crosshair and HUD BaseWeaponModel - view/world model base with muzzle flash, brass ejection, tracers and animation hooks Ammo types are resources (.ammo) - weapons share reserve pools by type, clamped to a max reserve BaseWeapon.ShootBullets / ShootBullet - bullet tracing with damage, impulse and hitbox tags Weapon hold types editor Animgraph enum parameters can be set by option name - Renderer.Set( "holdtype", "pistol" ) NpcUsage on BaseWeapon - engagement range and burst behaviour so NPCs can use any weapon ICameraModifier - cameras compose their view through an ordered modifier chain, read the result from CameraComponent.View CameraEffectSystem - screen shake, directional punches and tilts, with world epicenter falloff - camera.AddShake / AddPunch / AddTilt EnvShake component - shakes the view, rumbles controllers, kicks physics TracerEffect - an animated tracer line, ITargetedEffect for effects that fly at a target SceneAnchor - a world position that can follow an object or bone SkinnedModelRenderer.GetClosestBone( worldPosition ) Vector3.WithAimCone can take a custom Random for reproducible spread Improve/Fix PlayerController searches parents for IPressable when pressing PlayerController camera runs through the modifier chain - IEvents.PostCameraSetup is obsolete SoundPlayer preview uses shortcuts - Space toggles playback, Ctrl+Space restarts Fixed Radius( 0 ) traces missing everything Fixed NRE in AssetPreviewWidget Removed Removed CameraComponent.ISceneCameraSetup (obsolete since October, nothing uses)
83 lines
2.3 KiB
C#
83 lines
2.3 KiB
C#
using Sandbox.Engine;
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namespace Sandbox;
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/// <summary>
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/// A library to interact with the Console System.
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/// </summary>
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public static partial class ConsoleSystem
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{
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/// <summary>
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/// Try to set a console variable. You will only be able to set variables that you have permission to set.
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/// </summary>
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public static void SetValue( string name, object value )
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{
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// Menu is allowed to access engine ConVars for settings, games can not
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ConVarSystem.SetValue( name, value?.ToString(), Game.IsMenu );
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}
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/// <summary>
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/// Get a console variable's value as a string.
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/// </summary>
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public static string GetValue( string name, string defaultValue = null )
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{
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// Menu is allowed to access engine ConVars for settings, games can not
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return ConVarSystem.GetValue( name, defaultValue, Game.IsMenu );
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}
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/// <summary>
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/// Forwards to <see cref="ChangeCallback.OnPropertySet{T}"/> so already-compiled code still
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/// resolves.
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/// </summary>
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[System.ComponentModel.EditorBrowsable( System.ComponentModel.EditorBrowsableState.Never )]
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[Obsolete( "Use ChangeCallback.OnPropertySet" )]
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public static void OnChangePropertySet<T>( in WrappedPropertySet<T> p ) => ChangeCallback.OnPropertySet( p );
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/// <summary>
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/// When we update a ConVar in code, call the ConsoleSystem.
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/// </summary>
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public static void OnWrappedSet<T>( in WrappedPropertySet<T> p )
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{
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var previous = p.Getter();
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if ( Equals( previous, p.Value ) )
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return;
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p.Setter( p.Value );
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var value = p.Getter();
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var convar = p.GetAttribute<ConVarAttribute>();
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if ( convar is null ) return;
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ConVarSystem.OnConVarChanged( convar.Name ?? p.PropertyName, value, previous );
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}
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/// <summary>
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/// When we query a convar property
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/// </summary>
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public static T OnWrappedGet<T>( in WrappedPropertyGet<T> p )
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{
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var convar = p.GetAttribute<ConVarAttribute>();
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// no convar found
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if ( convar is null )
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return p.Value;
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// not replicated
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if ( !convar.Flags.Contains( ConVarFlags.Replicated ) )
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return p.Value;
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var convarName = convar.Name ?? p.PropertyName;
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//
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// We have a replicated value in the string table, use it
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//
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if ( IGameInstanceDll.Current.TryGetReplicatedVarValue( convarName, out var replicatedValue ) )
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{
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return (T)replicatedValue.ToType( typeof( T ) );
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}
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return p.Value;
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}
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}
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