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https://github.com/celisej567/BCWSsrc.git
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Mapbase v5.1
- Fixed a major oversight in Source 2013 which was causing some code to think all logic entities were worldspawn - Added WIP background nodraw for point_cameras set to not draw skybox at all - Fixed map-specific talker not flushing on restore - Added optional HUD hint to code-based game instructor hints - Added workaround for suspicious crashes in HL2 NPC rappelling code (reported by 1upD) - Made antlions summoned by npc_antlionguard report as dead when removed with the "Kill" input - Fixed math_mod not saving mod value (reported by Klems) - Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps - Updated thirdpartylegalnotices.txt to mention the Squirrel API - Fixed incorrect type checking for script instances in VScript - Added a bunch of new misc. VScript constants - Added a few new base VScript functions - Added a separate "Clientside Script Language" keyvalue to worldspawn for VScript, allowing client scripts to use a different language from server scripts - Fixed worldspawn crashing the game when running entity scripts (reported by krassell) - Fixed manifests creating a second worldspawn, allowing them to function properly in HL2 - Added tons of remapping-related fixes for instances and manifests, including node IDs and overlay remapping - Added a keyvalue to func_instance which allows vector axis lines to be remapped properly - Added support for manifest root path instances in VBSP - Added missing PrintBrushContents() contents to VBSP - Added -nohiddenmaps parameter - Made manifest cordon somewhat functional
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@@ -88,6 +88,11 @@ class GameData
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bool RemapNameField( const char *pszInValue, char *pszOutValue, TNameFixup NameFixup );
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bool LoadFGDMaterialExclusions( TokenReader &tr );
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bool LoadFGDAutoVisGroups( TokenReader &tr );
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#ifdef MAPBASE
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// Sets up for additional instance remap fixes from Mapbase
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void SetupInstanceRemapParams( int iStartNodes, int iStartBrushSide, bool bRemapVecLines );
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#endif
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CUtlVector< FGDMatExlcusions_s > m_FGDMaterialExclusions;
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@@ -109,6 +114,11 @@ class GameData
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matrix3x4_t m_InstanceMat; // matrix of the origin and rotation of rendering
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char m_InstancePrefix[ 128 ]; // the prefix used for the instance name remapping
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GDclass *m_InstanceClass; // the entity class that is being remapped
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#ifdef MAPBASE
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int m_InstanceStartAINodes; // the number of AI nodes in the level (for AI node remapping)
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int m_InstanceStartSide; // the number of brush sides in the level (for brush side remapping)
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bool m_bRemapVecLines; // allows ivVecLine to be remapped
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#endif
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};
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@@ -92,6 +92,14 @@ class GDinputvariable
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inline GDIV_TYPE GetType() { return m_eType; }
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const char *GetTypeText(void);
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#ifdef MAPBASE
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// The FGD library normally enforces that variable types should always stay the same.
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// The new AI node remapping code needs to change the "nodeid" keyvalue on AI nodes so
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// it's properly recognized as a node ID which needs to be remapped.
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// That's what this hack is for.
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inline void ForceSetType( GDIV_TYPE newType ) { m_eType = newType; }
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#endif
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inline void GetDefault(int *pnStore)
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{
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