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https://github.com/celisej567/source-sdk-2013.git
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Mapbase v6.1
- Added postprocess_controller entity from later versions of Source - Added env_dof_controller entity from later versions of Source - Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK - Fixed auto-breaking game_text/choreo text not null terminating - Fixed console groups showing up at the wrong developer levels - Added more mesages to console groups, including a new "NPC AI" console group - Fixed typos and added elaboration in various cvars, console messages, etc. - Fixed npc_metropolice not using frag grenades correctly when allowed to use them - Fixed npc_metropolice not registering stitching squad slots in AI - Fixed SetModel input late precache warning - Fixed env_global_light angles resetting upon loading a save - Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak - Allowed VScript functions which return null strings to actually return null instead of empty strings - Added VScript member variable documentation - Fixed VScript documentation lines sometimes mixing together - Fixed VScript singletons having a ! at the beginning of descriptions - Added Color struct to VScript and allowed color-related inputs to use it - Added more VScript functions for weapons, ammo, ragdolling, and response contexts - Added GameRules singleton for VScript - Exposed AI interaction system to VScript - Recovered some lost documentation from older revisions of the Mapbase wiki - Added a way to get the current game's load type in VScript - Fixed Precache/SpawnEntityFromTable not accounting for a few important field types - Added VScript functions for getting a player's eye vectors - Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing - Changed the way metrocops deploy their manhacks so they could use their manhack death response properly - Fixed "Use Server" keyvalue on game_convar_mod not working - Adjusted CAI_Expresser in VScript
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@@ -671,6 +671,8 @@ public:
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bool ScriptAcceptInput(const char *szInputName, const char *szValue, HSCRIPT hActivator, HSCRIPT hCaller);
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#endif
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bool ScriptInputHook( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, ScriptVariant_t &functionReturn );
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//
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// Input handlers.
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//
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@@ -982,6 +984,7 @@ public:
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bool HasContext( string_t name, string_t value ) const; // NOTE: string_t version only compares pointers!
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bool HasContext( const char *nameandvalue ) const;
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const char *GetContextValue( const char *contextName ) const;
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float GetContextExpireTime( const char *name );
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void RemoveContext( const char *nameandvalue );
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void AddContext( const char *name, const char *value, float duration = 0.0f );
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#endif
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@@ -1327,7 +1330,9 @@ public:
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//
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// Also, keep in mind pretty much all existing DispatchInteraction() calls are only performed on CBaseCombatCharacters.
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// You'll need to change their code manually if you want other, non-character entities to use the interaction.
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bool DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { return ( interactionType > 0 ) ? HandleInteraction( interactionType, data, sourceEnt ) : false; }
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bool DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
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// Do not call HandleInteraction directly, use DispatchInteraction
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virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { return false; }
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#endif
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@@ -2066,6 +2071,7 @@ public:
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void ScriptAddContext( const char *name, const char *value, float duration = 0.0f );
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const char *ScriptGetContext( const char *name );
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HSCRIPT ScriptGetContextIndex( int index );
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int ScriptClassify(void);
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@@ -2090,10 +2096,16 @@ public:
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int ScriptGetMoveType() { return GetMoveType(); }
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void ScriptSetMoveType( int iMoveType ) { SetMoveType( (MoveType_t)iMoveType ); }
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bool ScriptDispatchInteraction( int interactionType, HSCRIPT data, HSCRIPT sourceEnt );
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int ScriptGetTakeDamage() { return m_takedamage; }
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void ScriptSetTakeDamage( int val ) { m_takedamage = val; }
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static ScriptHook_t g_Hook_UpdateOnRemove;
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static ScriptHook_t g_Hook_VPhysicsCollision;
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static ScriptHook_t g_Hook_FireBullets;
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static ScriptHook_t g_Hook_OnDeath;
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static ScriptHook_t g_Hook_HandleInteraction;
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#endif
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string_t m_iszVScripts;
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