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https://github.com/celisej567/source-sdk-2013.git
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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
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@@ -183,6 +183,10 @@ public:
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#ifdef MAPBASE
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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.
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Vector m_CurrentSwayVector;
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Vector m_PrevSwayVector;
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CNetworkVar( float, m_flTreeSwayScale );
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#endif
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CNetworkVar( int, m_iInitialWindDir );
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@@ -211,7 +215,12 @@ private:
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// Updates the wind sound
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void UpdateWindSound( float flTotalWindSpeed );
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#ifdef MAPBASE
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void UpdateTreeSway( float flTime );
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#endif
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float m_flVariationTime;
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float m_flSwayTime;
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float m_flSimTime; // What's the time I last simulated up to?
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float m_flSwitchTime; // when do I actually switch from gust to not gust
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float m_flAveWindSpeed; // the average wind speed
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