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- Found and organized by GabeFollower
- https://github.com/SteamDatabase/GameTracking-CS2/commit/8f8a789a19c87ad25503766dcc06dd11a4e3a91b
- https://github.com/SteamDatabase/GameTracking-CS2/commit/6ba003358535a6d00d5b42c5d5fcf79b10e65723
- https://github.com/SteamDatabase/GameTracking-CS2/commit/67974ec547bbc73d1177291f36726ab8747ad00a
- https://github.com/SteamDatabase/GameTracking-Deadlock/commit/b6f068af1a6dd7522406a64054d3a5281d36ae60
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- HLX mentions in NPC locomotion system
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- HLXDebugOverlayNpcLocomotion
- GameSystemReallocatingFactoryHLXDebugOverlayNpcLocomotion
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Lighting Rigs, Sun, Sky
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- m_Sky
- m_Suns
- LightRigType_t
- ToolSceneLightRig
- LightingControlRig::ReloadLightRigConfig
- LightRigBackground
- LightRigExposure
- LightRigGrid
- LightRigLight
- LightRigPointLight
- LightRigPostProcessing
- LightRigSky
- LightRigSpotLight
- LightRigSunLight
- LightRigVMap
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Wind System
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- Wind Direction
- m_vWindDirection
- Wind Speed
- m_fWindSpeed
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Visualize transitions between different navigation spaces.
- Navmesh can be divided into separate "spaces" or areas with different properties.
- Might be used for transition between different states (e.g., swimming, climbing, flying).
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- nav_draw_space_transitions
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- NPC Locomotion & Navigation
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- -------- NPC Maker
- npc_maker_base
- -------- Locomotion
- HLXDebugOverlayNpcLocomotion
- DebugOverlayPathfindingFilter
- AI_LocomotionDebugSystem
- Game/NPC Locomotion
- NPC Locomotion
- NPC Locomotion Debug Tick: %u
- Ground Locomotion [%s]
- imgui_show_npc_locomotion
- -------- Navigation
- NPC View Cone
- GetNearestNav: Start Position
- GetNearestNav: Success! Returning area [%d]
- GetNearestNav: Failed.
- DynamicNavConnectionsVolume
- NavDynamicConnectionsManager
- dynamic_nav_connection_target
- func_nav_dynamic_connections
- AI_NavSetGoalFlags
- AI_Navigator_NavGoal
- AI_Navigator_AIMoveResult_NavArea
- m_nGoalDirection
- AI_Navigator::AdvancePath - reason '%s'\n
- AI_Navigator::AttemptBlockedRecovery
- AI_Navigator::Move
- AI_Navigator::RefindPathToGoal
- AI_Navigator::SaveInterruptPath
- AI_Navigator::SetDirectionalGoal
- AI_Navigator::SetGoal
- AI_Navigator::SetRadialGoal
- AI_Navigator::SetRandomGoal
- AI_Navigator::SetVectorGoal
- AI_Navigator::StopMoving( %s )\n
- AI_Navigator::TeleportToNearestNav
- GetNavAreaOverlapping: Area blocked.
- GetNavAreaOverlapping: Area is navlink.
- GetNavAreaOverlapping: Area pending destruction.
- GetNavAreaOverlapping: Area result idx [%d]. OOBCount[%d]
- GetNavAreaOverlapping: Area split.
- GetNavAreaOverlapping: Attributes were excluded.
- GetNavAreaOverlapping: Empty grid.
- GetNavAreaOverlapping: Failed to find nav area.
- GetNavAreaOverlapping: Further than the one we already have
- GetNavAreaOverlapping: Invalid Position.
- GetNavAreaOverlapping: LOS check failed. Obstructed.
- GetNavAreaOverlapping: Not overlapping projection.
- GetNavAreaOverlapping: Required attributes not included.
- GetNavAreaOverlapping: Still in the last area
- GetNavAreaOverlapping: Success!
- GetNavAreaOverlapping: Test Position.
- GetNavAreaOverlapping: Too far above.
- GetNavAreaOverlapping: Too far below.
- GetNavAreaOverlapping: User rejected.
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Destructible NPCs, Ragdolls, Body Parts
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- -------- Core System
- Destructible Parts
- Data for this destructible part.
- Name for this destructible part.
- Value to set for the body group when the part is broken.
- VDataModelBodyGroup( m_sModelName )
- Body group to set when this part is broken.
- VDataModelBreakPiece( m_sModelName )
- Name of the breakable part to trigger breaking on when health reaches zero.
- DestructiblePartsSystemData
- DestructiblePartsSystemData_PartDataProxy
- DestructiblePartsSystemData_PartDataProxyVector
- DestructiblePartsSystemData_PartRuntimeData
- DestructiblePartsSystemData_HitGroupInfoAndPartData
- Destructible Part Data For a Particular Hit Group
- DestructiblePartsSystemComponent
- m_DestructiblePartsOverrideByPartName
- Destructible Part Overrides. The key is a unique name for a part (searches all hitgroups and the sub parts). Will override default data specified in the model.
- class CDestructiblePartRuntimeDataVector
- {
- CUtlVector< CDestructiblePartRuntimeData > m_DestructiblePartsRuntimeData;
- };
- class CDestructiblePartsSystemData
- {
- CUtlOrderedMap< HitGroup_t, CDestructiblePartsSystemData_HitGroupInfoAndPartData > m_DestructiblePartsDataByHitGroup;
- };
- class CDestructiblePartsSystemData_HitGroupInfoAndPartData
- {
- CUtlString m_sName;
- CUtlVector< CDestructiblePartsSystemData_PartData > m_DestructiblePartsData;
- bool m_bDisableHitGroupWhenDestroyed;
- };
- class CDestructiblePartsSystemData_PartData
- {
- CUtlString m_sName;
- CGlobalSymbol m_sBreakablePieceName;
- CGlobalSymbol m_sBodyGroupName;
- int32 m_nBodyGroupValue;
- CGlobalSymbol m_sAnimGraphParamName_PartDestroyed;
- CGlobalSymbol m_sAnimGraphParamName_PartNormalizedHealth;
- CSkillInt m_nHealth;
- EDestructiblePartDamagePassThroughType m_nDamagePassthroughType;
- bool m_bKillNPCOnDestruction;
- CGlobalSymbol m_sCustomDeathHandshake;
- };
- DumpSource2\schemas\client\CCSPlayer_DamageReactServices.h
- DumpSource2\schemas\client\CDestructiblePartRuntimeData.h
- DumpSource2\schemas\client\CDestructiblePartRuntimeDataVector.h
- DumpSource2\schemas\client\CDestructiblePartsSystemData.h
- DumpSource2\schemas\client\CDestructiblePartsSystemData_HitGroupInfoAndPartData.h
- DumpSource2\schemas\client\CDestructiblePartsSystemData_PartData.h
- DumpSource2\schemas\client\CRagdollManager.h
- -------- Ragdoll Management
- game_ragdoll_manager
- class CRagdollManager : public C_BaseEntity
- {
- int8 m_iCurrentMaxRagdollCount;
- };
- class CRagdollManager : public CBaseEntity
- {
- bool m_bCanTakeDamage;
- };
- class RagdollCreationParams_t
- {
- int32 m_nHealthToGrant;
- };
- CanTakeDamage(boolean) : "Ragdolls Take Damage" : 0 : "Can ragdolls be damaged and eventually destroyed if they have health?"
- max ragdoll count: %d
- -------- Hitbox Groups
- Entity %s is not a base AI!\n
- Entity %s has remaining hit groups:\n%s
- Entity '%s' has no destructible parts (is not a base NPC).\n
- Do we disable the hitgroup when all sub parts are destroyed?
- Failed to destroy destructible part(s) in hit group %d for entity %s. Remaining hit groups: %s\n
- class C_BaseModelEntity : public C_BaseEntity
- {
- HitGroup_t m_LastHitGroup;
- };
- The hitgroup this is related to.
- class CBaseModelEntity : public CBaseEntity
- {
- CRenderComponent* m_CRenderComponent;
- CHitboxComponent m_CHitboxComponent;
- HitGroup_t m_nDestructiblePartInitialStateDestructed0;
- HitGroup_t m_nDestructiblePartInitialStateDestructed1;
- HitGroup_t m_nDestructiblePartInitialStateDestructed2;
- HitGroup_t m_nDestructiblePartInitialStateDestructed3;
- HitGroup_t m_nDestructiblePartInitialStateDestructed4;
- int32 m_nLastHitDestructiblePartIndex;
- HitGroup_t m_LastHitGroup;
- };
- -------- Applying / Receiving Damage
- How damage to this part is handled.
- Total health of this part. When it reaches 0, the part is 'broken' using the breakable prop system.
- Custom death handshake to set when this part is destroyed.
- NPCDamageMult
- enum EDestructiblePartDamagePassThroughType : uint32_t
- {
- Normal = 0,
- Absorb = 1,
- };
- class CDestructiblePartRuntimeData
- {
- int32 m_nHealthRemaining;
- };
- class C_CSPlayerPawn : public C_CSPlayerPawnBase
- {
- CCSPlayer_DamageReactServices* m_pDamageReactServices;
- };
- class CCSPlayer_DamageReactServices : public CPlayerPawnComponent
- -------- NPC Death / Ragdoll Destruction
- m_bKillNPCOnDestruction == false
- Should the NPC die when this part is destroyed?
- m_bKillEntityOnDestruction
- m_bKillEntityOnDestruction == false
- Should the entity die when this part is destroyed?
- -------- AnimGraph Parameters
- e_destructible_part_destroyed_hitgroup
- CAnimGraphParamOptionalRef< char* > m_sDestructiblePartDestroyedHitGroup;
- Animgraph parameter (float) with the normalized (0-1) health of this part.
- i_destructible_part_destroyed_part_index
- CAnimGraphParamOptionalRef< int32 > m_nDestructiblePartDestroyedPartIndex;
- Animgraph parameter (boolean) to set when this part is destroyed.
- class CBaseAnimGraph : public CBaseModelEntity
- {
- int32 m_nLastDestructiblePartDestroyedAnimgraphSetTick;
- };
- -------- Debug Console Commands
- destructible_parts_force_destroy (developmentonly gamedll defensive)
- Force a destructible part to break
- debug_destructible_parts false (developmentonly gamedll defensive)
- Draw debug information for destructible parts.
- Usage: destructible_parts_force_destroy <entity index/target-name/etc> <hitgroup> <part_index>\n
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Other
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- AirDampingDuration
- Groom root bone "%s" doesn't exist\n
- InputSetNoNPCs
- m_bNoNPCs
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