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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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@@ -1164,6 +1164,7 @@ HSCRIPT CScriptReadWriteFile::ScriptKeyValuesRead( const char *szFile )
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KeyValues *pKV = new KeyValues( szFile );
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if ( !pKV->LoadFromFile( g_pFullFileSystem, pszFullName, SCRIPT_RW_PATH_ID ) )
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{
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pKV->deleteThis();
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return NULL;
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}
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@@ -1326,7 +1327,7 @@ void RegisterScriptSingletons()
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ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptFileWrite, "StringToFile", "Stores the string into the file" );
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ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptFileRead, "FileToString", "Returns the string from the file, null if no file or file is too big." );
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ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptKeyValuesWrite, "KeyValuesToFile", "Stores the CScriptKeyValues into the file" );
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ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptKeyValuesRead, "KeyValuesToString", "Returns the CScriptKeyValues from the file, null if no file or file is too big." );
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ScriptRegisterFunctionNamed( g_pScriptVM, CScriptReadWriteFile::ScriptKeyValuesRead, "FileToKeyValues", "Returns the CScriptKeyValues from the file, null if no file or file is too big." );
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ScriptRegisterFunction( g_pScriptVM, ListenToGameEvent, "Register as a listener for a game event from script." );
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ScriptRegisterFunctionNamed( g_pScriptVM, CScriptGameEventListener::StopListeningToGameEvent, "StopListeningToGameEvent", "Stop the specified event listener." );
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@@ -1343,6 +1344,7 @@ void RegisterScriptSingletons()
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#endif
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// Singletons not unique to VScript (not declared or defined here)
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g_pScriptVM->RegisterInstance( GameRules(), "GameRules" );
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g_pScriptVM->RegisterInstance( GetAmmoDef(), "AmmoDef" );
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#ifndef CLIENT_DLL
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g_pScriptVM->RegisterInstance( &g_AI_SquadManager, "Squads" );
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