mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
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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@@ -225,6 +225,14 @@ BEGIN_RECV_TABLE_NOBASE( CPlayerLocalData, DT_Local )
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RecvPropInt( RECVINFO( m_audio.soundscapeIndex ) ),
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RecvPropInt( RECVINFO( m_audio.localBits ) ),
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RecvPropEHandle( RECVINFO( m_audio.ent ) ),
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//Tony; tonemap stuff! -- TODO! Optimize this with bit sizes from env_tonemap_controller.
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RecvPropFloat ( RECVINFO( m_TonemapParams.m_flTonemapScale ) ),
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RecvPropFloat ( RECVINFO( m_TonemapParams.m_flTonemapRate ) ),
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RecvPropFloat ( RECVINFO( m_TonemapParams.m_flBloomScale ) ),
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RecvPropFloat ( RECVINFO( m_TonemapParams.m_flAutoExposureMin ) ),
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RecvPropFloat ( RECVINFO( m_TonemapParams.m_flAutoExposureMax ) ),
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END_RECV_TABLE()
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// -------------------------------------------------------------------------------- //
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@@ -426,7 +434,10 @@ BEGIN_PREDICTION_DATA( C_BasePlayer )
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END_PREDICTION_DATA()
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// link this in each derived player class, like the server!!
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#if 0
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LINK_ENTITY_TO_CLASS( player, C_BasePlayer );
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#endif
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// -------------------------------------------------------------------------------- //
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// Functions.
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@@ -1609,7 +1620,14 @@ void C_BasePlayer::CalcChaseCamView(Vector& eyeOrigin, QAngle& eyeAngles, float&
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}
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}
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if ( target && !target->IsPlayer() && target->IsNextBot() )
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// SDK TODO
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if ( target && target->IsBaseTrain() )
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{
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// if this is a train, we want to be back a little further so we can see more of it
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flMaxDistance *= 2.5f;
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m_flObserverChaseDistance = flMaxDistance;
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}
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else if ( target && !target->IsPlayer() && target->IsNextBot() )
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{
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// if this is a boss, we want to be back a little further so we can see more of it
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flMaxDistance *= 2.5f;
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@@ -1942,6 +1960,12 @@ void C_BasePlayer::ThirdPersonSwitch( bool bThirdperson )
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}
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}
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}
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else
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{
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CBaseCombatWeapon *pWeapon = GetActiveWeapon();
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if ( pWeapon )
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pWeapon->ThirdPersonSwitch( bThirdperson );
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}
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}
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