Mapbase v4.1

- Exposed CAmmoDef to VScript and changed ammo type functions accordingly
- Added TakeHealth and IsAlive to CBaseEntity
- Added $treeSway
- Added several inputs to control env_wind keyvalues + a new $treeSway scale keyvalue
- Added "Expanded name fixup" keyvalue to point_template which allows name fixup to fix up output parameters
- Fixed the rope on rappelling NPCs causing graphical issues
- Fixed prop_vehicle_prisoner_pod missing "EnterVehicle", "EnterVehicleImmediate", and "ExitVehicle" inputs
- Fixed hostile citizens not damaging player
- Fixed an uncommon npc_metropolice crash from when it's not in a squad
- Made SetTarget input update target handling on NPCs
- Changed ammo type functions to be more organized, added AmmoDef singleton
- Added more precache functions
- Added various misc. entity functions, like GetAllWeapons or AddOutput
- Added more utility functions
This commit is contained in:
Blixibon
2020-06-21 15:10:56 +00:00
parent 5b2547a6ff
commit 418a9dcccc
39 changed files with 923 additions and 67 deletions

View File

@@ -183,6 +183,10 @@ public:
#ifdef MAPBASE
Vector m_currentWindVector; // For all the talk of proper prediction, we ended up just storing and returning through a static vector. Now we can have multiple env_wind, so we need this in here.
Vector m_CurrentSwayVector;
Vector m_PrevSwayVector;
CNetworkVar( float, m_flTreeSwayScale );
#endif
CNetworkVar( int, m_iInitialWindDir );
@@ -211,7 +215,12 @@ private:
// Updates the wind sound
void UpdateWindSound( float flTotalWindSpeed );
#ifdef MAPBASE
void UpdateTreeSway( float flTime );
#endif
float m_flVariationTime;
float m_flSwayTime;
float m_flSimTime; // What's the time I last simulated up to?
float m_flSwitchTime; // when do I actually switch from gust to not gust
float m_flAveWindSpeed; // the average wind speed