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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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@@ -115,6 +115,9 @@ static const char *s_pChunkModelName[CHOPPER_MAX_CHUNKS] =
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#define SF_HELICOPTER_IGNORE_AVOID_FORCES 0x00080000
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#define SF_HELICOPTER_AGGRESSIVE 0x00100000
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#define SF_HELICOPTER_LONG_SHADOW 0x00200000
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#ifdef MAPBASE
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#define SF_HELICOPTER_AIM_WITH_GUN_OFF 0x00400000
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#endif
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#define CHOPPER_SLOW_BOMB_SPEED 250
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@@ -4856,6 +4859,26 @@ void CNPC_AttackHelicopter::Hunt( void )
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{
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BullrushBombs();
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}
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#ifdef MAPBASE
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// Some may want the hunter-chopper to aim at different positions searching for its target
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// without actually firing at anything. Gun aiming is only handled in FireGun(), which is
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// disabled when the gun is disabled. point_posecontroller doesn't seem to work well for this either,
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// so a new spawnflag is handled here to allow the chopper to aim at its enemy even when the gun is off.
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else if ( HasSpawnFlags( SF_HELICOPTER_AIM_WITH_GUN_OFF ) && GetEnemy() )
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{
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// Get gun attachment points
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Vector vBasePos;
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GetAttachment( m_nGunBaseAttachment, vBasePos );
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Vector vecFireAtPosition;
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ComputeFireAtPosition( &vecFireAtPosition );
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Vector vTargetDir = vecFireAtPosition - vBasePos;
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VectorNormalize( vTargetDir );
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PoseGunTowardTargetDirection( vTargetDir );
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}
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#endif
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}
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#ifdef HL2_EPISODIC
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