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
This commit is contained in:
Blixibon
2020-07-16 15:43:30 +00:00
parent f636089003
commit 63323222fe
76 changed files with 1575 additions and 359 deletions

View File

@@ -59,21 +59,26 @@ void CPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd )
#if defined (HL2_DLL)
// pull out backchannel data and move this out
int i;
for (i = 0; i < cmd->entitygroundcontact.Count(); i++)
// Let's not bother with IK Ground Contact Info in MP games -- the system needs to be re-worked, every client sends down the same info for each entity, so how would it determine which to use?
if ( 1 == gpGlobals->maxClients )
{
int entindex = cmd->entitygroundcontact[i].entindex;
CBaseEntity *pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex( entindex) );
if (pEntity)
int i;
for (i = 0; i < cmd->entitygroundcontact.Count(); i++)
{
CBaseAnimating *pAnimating = pEntity->GetBaseAnimating();
if (pAnimating)
int entindex = cmd->entitygroundcontact[i].entindex;
CBaseEntity *pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex( entindex) );
if (pEntity)
{
pAnimating->SetIKGroundContactInfo( cmd->entitygroundcontact[i].minheight, cmd->entitygroundcontact[i].maxheight );
CBaseAnimating *pAnimating = pEntity->GetBaseAnimating();
if (pAnimating)
{
pAnimating->SetIKGroundContactInfo( cmd->entitygroundcontact[i].minheight, cmd->entitygroundcontact[i].maxheight );
}
}
}
}
#endif
}