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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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@@ -143,6 +143,25 @@ BEGIN_VS_SHADER( SDK_VertexLitGeneric, "Help for SDK_VertexLitGeneric" )
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#ifdef MAPBASE
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SHADER_PARAM( PHONGDISABLEHALFLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Disable half lambert for phong" )
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#endif
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// vertexlitgeneric tree sway animation control
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SHADER_PARAM( TREESWAY, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( TREESWAYHEIGHT, SHADER_PARAM_TYPE_FLOAT, "1000", "" )
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SHADER_PARAM( TREESWAYSTARTHEIGHT, SHADER_PARAM_TYPE_FLOAT, "0.2", "" )
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SHADER_PARAM( TREESWAYRADIUS, SHADER_PARAM_TYPE_FLOAT, "300", "" )
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SHADER_PARAM( TREESWAYSTARTRADIUS, SHADER_PARAM_TYPE_FLOAT, "0.1", "" )
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SHADER_PARAM( TREESWAYSPEED, SHADER_PARAM_TYPE_FLOAT, "1", "" )
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SHADER_PARAM( TREESWAYSPEEDHIGHWINDMULTIPLIER, SHADER_PARAM_TYPE_FLOAT, "2", "" )
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SHADER_PARAM( TREESWAYSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "10", "" )
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SHADER_PARAM( TREESWAYSCRUMBLESPEED, SHADER_PARAM_TYPE_FLOAT, "0.1", "" )
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SHADER_PARAM( TREESWAYSCRUMBLESTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0.1", "" )
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SHADER_PARAM( TREESWAYSCRUMBLEFREQUENCY, SHADER_PARAM_TYPE_FLOAT, "0.1", "" )
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SHADER_PARAM( TREESWAYFALLOFFEXP, SHADER_PARAM_TYPE_FLOAT, "1.5", "" )
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SHADER_PARAM( TREESWAYSCRUMBLEFALLOFFEXP, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
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SHADER_PARAM( TREESWAYSPEEDLERPSTART, SHADER_PARAM_TYPE_FLOAT, "3", "" )
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SHADER_PARAM( TREESWAYSPEEDLERPEND, SHADER_PARAM_TYPE_FLOAT, "6", "" )
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SHADER_PARAM( TREESWAYSTATIC, SHADER_PARAM_TYPE_BOOL, "0", "" )
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SHADER_PARAM( TREESWAYSTATICVALUES, SHADER_PARAM_TYPE_VEC2, "[0.5 0.5]", "" )
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END_SHADER_PARAMS
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void SetupVars( VertexLitGeneric_DX9_Vars_t& info )
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@@ -222,6 +241,24 @@ BEGIN_VS_SHADER( SDK_VertexLitGeneric, "Help for SDK_VertexLitGeneric" )
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#ifdef MAPBASE
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info.m_nPhongDisableHalfLambert = PHONGDISABLEHALFLAMBERT;
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#endif
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info.m_nTreeSway = TREESWAY;
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info.m_nTreeSwayHeight = TREESWAYHEIGHT;
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info.m_nTreeSwayStartHeight = TREESWAYSTARTHEIGHT;
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info.m_nTreeSwayRadius = TREESWAYRADIUS;
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info.m_nTreeSwayStartRadius = TREESWAYSTARTRADIUS;
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info.m_nTreeSwaySpeed = TREESWAYSPEED;
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info.m_nTreeSwaySpeedHighWindMultiplier = TREESWAYSPEEDHIGHWINDMULTIPLIER;
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info.m_nTreeSwayStrength = TREESWAYSTRENGTH;
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info.m_nTreeSwayScrumbleSpeed = TREESWAYSCRUMBLESPEED;
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info.m_nTreeSwayScrumbleStrength = TREESWAYSCRUMBLESTRENGTH;
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info.m_nTreeSwayScrumbleFrequency = TREESWAYSCRUMBLEFREQUENCY;
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info.m_nTreeSwayFalloffExp = TREESWAYFALLOFFEXP;
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info.m_nTreeSwayScrumbleFalloffExp = TREESWAYSCRUMBLEFALLOFFEXP;
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info.m_nTreeSwaySpeedLerpStart = TREESWAYSPEEDLERPSTART;
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info.m_nTreeSwaySpeedLerpEnd = TREESWAYSPEEDLERPEND;
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info.m_nTreeSwayStatic = TREESWAYSTATIC;
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info.m_nTreeSwayStaticValues = TREESWAYSTATICVALUES;
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}
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// Cloak Pass
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