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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@@ -569,6 +569,8 @@ void CPhysConstraint::GetConstraintObjects( hl_constraint_info_t &info )
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// Missing one object, assume the world instead
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if ( info.pObjects[0] == NULL && info.pObjects[1] )
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{
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// This brokens hanging lamps in hl2mp
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#if !defined ( HL2MP )
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if ( Q_strlen(STRING(m_nameAttach1)) )
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{
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Warning("Bogus constraint %s (attaches ENTITY NOT FOUND:%s to %s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2));
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@@ -577,11 +579,15 @@ void CPhysConstraint::GetConstraintObjects( hl_constraint_info_t &info )
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return;
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#endif // HL2_EPISODIC
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}
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#endif
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info.pObjects[0] = g_PhysWorldObject;
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info.massScale[0] = info.massScale[1] = 1.0f; // no mass scale on world constraint
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}
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else if ( info.pObjects[0] && !info.pObjects[1] )
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{
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// This brokens hanging lamps in hl2mp
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#if !defined ( HL2MP )
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if ( Q_strlen(STRING(m_nameAttach2)) )
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{
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Warning("Bogus constraint %s (attaches %s to ENTITY NOT FOUND:%s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2));
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@@ -590,6 +596,7 @@ void CPhysConstraint::GetConstraintObjects( hl_constraint_info_t &info )
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return;
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#endif // HL2_EPISODIC
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}
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#endif
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info.pObjects[1] = info.pObjects[0];
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info.pObjects[0] = g_PhysWorldObject; // Try to make the world object consistently object0 for ease of implementation
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info.massScale[0] = info.massScale[1] = 1.0f; // no mass scale on world constraint
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@@ -1038,6 +1045,16 @@ public:
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for ( int i = 0; i < 2; i++ )
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{
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info.pObjects[i]->WorldToLocal( &ballsocket.constraintPosition[i], GetAbsOrigin() );
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// HACKHACK - the mapper forgot to put in some sane physics damping
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float damping, adamping;
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info.pObjects[i]->GetDamping(&damping, &adamping);
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if (damping < .2f) {
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damping = .2f;
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}
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if (adamping < .2f) {
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adamping = .2f;
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}
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info.pObjects[i]->SetDamping(&damping, &adamping);
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}
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GetBreakParams( ballsocket.constraint, info );
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ballsocket.constraint.torqueLimit = 0;
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