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

@@ -163,12 +163,30 @@ void CBasePlayer::ItemPreFrame()
// Handle use events
PlayerUse();
CBaseCombatWeapon *pActive = GetActiveWeapon();
//Tony; re-ordered this for efficiency and to make sure that certain things happen in the correct order!
if ( gpGlobals->curtime < m_flNextAttack )
{
return;
}
if (!GetActiveWeapon())
return;
#if defined( CLIENT_DLL )
// Not predicting this weapon
if ( !GetActiveWeapon()->IsPredicted() )
return;
#endif
GetActiveWeapon()->ItemPreFrame();
CBaseCombatWeapon *pWeapon;
CBaseCombatWeapon *pActive = GetActiveWeapon();
// Allow all the holstered weapons to update
for ( int i = 0; i < WeaponCount(); ++i )
{
CBaseCombatWeapon *pWeapon = GetWeapon( i );
pWeapon = GetWeapon( i );
if ( pWeapon == NULL )
continue;
@@ -178,20 +196,6 @@ void CBasePlayer::ItemPreFrame()
pWeapon->ItemHolsterFrame();
}
if ( gpGlobals->curtime < m_flNextAttack )
return;
if (!pActive)
return;
#if defined( CLIENT_DLL )
// Not predicting this weapon
if ( !pActive->IsPredicted() )
return;
#endif
pActive->ItemPreFrame();
}
//-----------------------------------------------------------------------------