Mapbase v5.1

- Fixed a major oversight in Source 2013 which was causing some code to think all logic entities were worldspawn
- Added WIP background nodraw for point_cameras set to not draw skybox at all
- Fixed map-specific talker not flushing on restore
- Added optional HUD hint to code-based game instructor hints
- Added workaround for suspicious crashes in HL2 NPC rappelling code (reported by 1upD)
- Made antlions summoned by npc_antlionguard report as dead when removed with the "Kill" input
- Fixed math_mod not saving mod value (reported by Klems)
- Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps
- Updated thirdpartylegalnotices.txt to mention the Squirrel API
- Fixed incorrect type checking for script instances in VScript
- Added a bunch of new misc. VScript constants
- Added a few new base VScript functions
- Added a separate "Clientside Script Language" keyvalue to worldspawn for VScript, allowing client scripts to use a different language from server scripts
- Fixed worldspawn crashing the game when running entity scripts (reported by krassell)
- Fixed manifests creating a second worldspawn, allowing them to function properly in HL2
- Added tons of remapping-related fixes for instances and manifests, including node IDs and overlay remapping
- Added a keyvalue to func_instance which allows vector axis lines to be remapped properly
- Added support for manifest root path instances in VBSP
- Added missing PrintBrushContents() contents to VBSP
- Added -nohiddenmaps parameter
- Made manifest cordon somewhat functional
This commit is contained in:
Blixibon
2020-09-23 05:03:47 +00:00
parent 5c2051864a
commit add157197f
45 changed files with 1477 additions and 71 deletions

View File

@@ -338,6 +338,16 @@ void ClientPrecache( void )
CBaseEntity::PrecacheScriptSound( "Bounce.Shell" );
CBaseEntity::PrecacheScriptSound( "Bounce.Concrete" );
#ifdef MAPBASE
// Game Instructor sounds
CBaseEntity::PrecacheScriptSound( "Instructor.LessonStart" );
CBaseEntity::PrecacheScriptSound( "Instructor.ImportantLessonStart" );
// TODO: Does sv_pure cover this? This is from the ASW SDK to prevent people from making simple scripted wall hacks
//engine->ForceExactFile( "scripts/instructor_lessons.txt" );
//engine->ForceExactFile( "scripts/mod_lessons.txt" );
#endif
ClientGamePrecache();
}