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https://github.com/celisej567/source-sdk-2013.git
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Mapbase v4.3
- Fixed a crash with multiple trigger_look targets - Fixed an issue where some zombie submodel server ragdolls are not solid to the world - Fixed a crash with certain instance classes being loaded in a savegame before the class is registered - Added some of Tony Sergi's missing Source 2007 fixes (contributed by Kris) - Added "ClientCommand" hook for VScript to allow handling of unknown console commands - Added "PlayerRunCommand" hook for VScript to control player movement - Added new button-related script functions for players (GetButtons, DisableButtons, etc.) - Added CUserCmd accessor in VScript for the "PlayerRunCommand" hook - Added "GetWaterLevel" function for VScript - Exposed "Ignite" to VScript for controlling how a fire starts - Fixed NPCs being unable to unholster weapons - Fixed Mapbase crashing when Steam isn't running - Fixed issues with angled/updating sky_camera save/restore - Added VBSP "-skyboxcubemap" parameter to enable skybox default cubemaps + "-defaultcubemapres" to control their resolution - Added ability to disable VScript in a map (and fixed a few potential complications from disabling VScript) - Made clientside VScript only initialize after world is spawned in order to receive serverside script language in time - Added tons of VScript functions to CBaseAnimating related to bodygroups, sequences, etc. - Added VScript functions to players for getting user ID and player name, similar to logic_playerinfo - Added a few L4D2 script functions missing from the ASW SDK - Added "Localize" singleton with a single "GetTokenAsUTF8" function for getting localization strings - Disabled r_hunkalloclightmaps by the request of various users (apparently this completely removes the "Engine hunk overflow" error and allows for really high-res lightmaps) - Fixed npc_antlionguard NPC_TranslateActivity not hooking into base class (allows for VScript manipulation) - Added various unused antlion guard activities to npc_antlionguard AI, allowing for usage as registered activities - Added keyvalue to set LOS mask on combine_mine - Added +USE bounding box limiter to prop_interactable
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@@ -181,11 +181,8 @@ void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
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}
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else // weapon carried by other player or not at all
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{
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int overrideModelIndex = CalcOverrideModelIndex();
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if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() )
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{
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SetModelIndex( overrideModelIndex );
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}
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// See comment below
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EnsureCorrectRenderingModel();
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}
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UpdateVisibility();
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@@ -555,6 +552,35 @@ int C_BaseCombatWeapon::CalcOverrideModelIndex()
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}
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}
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//-----------------------------------------------------------------------------
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// If the local player is visible (thirdperson mode, tf2 taunts, etc., then make sure that we are using the
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// w_ (world) model not the v_ (view) model or else the model can flicker, etc.
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// Otherwise, if we're not the local player, always use the world model
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::EnsureCorrectRenderingModel()
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{
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C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
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if ( localplayer &&
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localplayer == GetOwner() &&
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!ShouldDrawUsingViewModel() )
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{
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return;
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}
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// BRJ 10/14/02
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// FIXME: Remove when Yahn's client-side prediction is done
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// It's a hacky workaround for the model indices fighting
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// (GetRenderBounds uses the model index, which is for the view model)
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SetModelIndex( GetWorldModelIndex() );
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// Validate our current sequence just in case ( in theory the view and weapon models should have the same sequences for sequences that overlap at least )
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CStudioHdr *pStudioHdr = GetModelPtr();
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if ( pStudioHdr &&
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GetSequence() >= pStudioHdr->GetNumSeq() )
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{
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SetSequence( 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// tool recording
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