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https://github.com/celisej567/source-sdk-2013.git
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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
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@@ -338,6 +338,16 @@ void ClientPrecache( void )
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CBaseEntity::PrecacheScriptSound( "Bounce.Shell" );
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CBaseEntity::PrecacheScriptSound( "Bounce.Concrete" );
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#ifdef MAPBASE
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// Game Instructor sounds
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CBaseEntity::PrecacheScriptSound( "Instructor.LessonStart" );
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CBaseEntity::PrecacheScriptSound( "Instructor.ImportantLessonStart" );
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// TODO: Does sv_pure cover this? This is from the ASW SDK to prevent people from making simple scripted wall hacks
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//engine->ForceExactFile( "scripts/instructor_lessons.txt" );
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//engine->ForceExactFile( "scripts/mod_lessons.txt" );
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#endif
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ClientGamePrecache();
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}
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