Mapbase v3.1

- Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode
- Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots
- Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist
- Added OnSoundFinished output to ambient_generic
- Added the ability to use custom models/nuggets with item_grubnugget
- Fixed a crash with citizen medics healing nonexistent targets
- Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance
- Added keyvalue and input to env_microphone for utilizing a different audio channel
- Added "SetPitchScale" input to env_microphone
- Fixed info_player_view_proxy not using angles
- Fixed dirt variant elite model not being recognized as elite
- Made headcrab hints properly register the start of use (for hint outputs)
- Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers
- Added spawnflag for func_breakable_surf to correctly play the break sound
- Added keyvalue for using cheaper warn sound code for combine_mines
- Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider
- Added signal gesture activities
- Fixed stunstick not using metrocop knockout/stun code correctly
- Fixed a possible crash involving a NPC's weapon being removed during alt-fire
- Fixed(?) flashlight shadow filters
- Added support for multiple look entities in trigger_look
- Added npc_metropolice alt-firing
- Fixed npc_metropolice using pistol burst firing on weapon_357
- Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs
- Fixed npc_metropolice not recognizing some crouch activities correctly
- Changed weapon_357 so it runs a tracer each shot from NPCs
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass
- Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code
- Made game_convar_mod much more reliable
- Fixed non-mirrored npc_turret_lab refusing to die
- Made npc_turret_lab use SMG1 ammo instead of AR2 ammo
- Fixed block LOS brushes sometimes not working with players (and possibly similar issues)
- Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form
- Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps
- Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research
- Other misc. fixes
This commit is contained in:
Blixibon
2020-05-02 02:06:02 +00:00
parent c5f3fa0778
commit af85131deb
51 changed files with 1442 additions and 69 deletions

View File

@@ -73,12 +73,17 @@ ConVar ai_force_serverside_ragdoll( "ai_force_serverside_ragdoll", "0" );
ConVar nb_last_area_update_tolerance( "nb_last_area_update_tolerance", "4.0", FCVAR_CHEAT, "Distance a character needs to travel in order to invalidate cached area" ); // 4.0 tested as sweet spot (for wanderers, at least). More resulted in little benefit, less quickly diminished benefit [7/31/2008 tom]
#ifdef MAPBASE
// ShouldUseVisibilityCache() is used as an actual function now
ConVar ai_use_visibility_cache( "ai_use_visibility_cache", "1" );
#else
#ifndef _RETAIL
ConVar ai_use_visibility_cache( "ai_use_visibility_cache", "1" );
#define ShouldUseVisibilityCache() ai_use_visibility_cache.GetBool()
#else
#define ShouldUseVisibilityCache() true
#endif
#endif
BEGIN_DATADESC( CBaseCombatCharacter )
@@ -366,11 +371,16 @@ bool CBaseCombatCharacter::FVisible( CBaseEntity *pEntity, int traceMask, CBaseE
{
VPROF( "CBaseCombatCharacter::FVisible" );
#ifdef MAPBASE
if ( traceMask != MASK_BLOCKLOS || !ShouldUseVisibilityCache( pEntity ) || pEntity == this || !ai_use_visibility_cache.GetBool()
)
#else
if ( traceMask != MASK_BLOCKLOS || !ShouldUseVisibilityCache() || pEntity == this
#if defined(HL2_DLL)
|| Classify() == CLASS_BULLSEYE || pEntity->Classify() == CLASS_BULLSEYE
#endif
)
#endif
{
return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
}
@@ -476,6 +486,17 @@ void CBaseCombatCharacter::ResetVisibilityCache( CBaseCombatCharacter *pBCC )
}
}
#ifdef MAPBASE
bool CBaseCombatCharacter::ShouldUseVisibilityCache( CBaseEntity *pEntity )
{
#ifdef HL2_DLL
return Classify() != CLASS_BULLSEYE && pEntity->Classify() != CLASS_BULLSEYE;
#else
return true;
#endif
}
#endif
#ifdef PORTAL
bool CBaseCombatCharacter::FVisibleThroughPortal( const CProp_Portal *pPortal, CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
@@ -4070,7 +4091,7 @@ void CBaseCombatCharacter::InputPickupWeaponInstant( inputdata_t &inputdata )
}
else
{
Warning("%s received PickupWeaponInstant with invalid entity %s\n", inputdata.value.Entity() ? "null" : inputdata.value.Entity()->GetDebugName());
Warning("%s received PickupWeaponInstant with invalid entity %s\n", GetDebugName(), inputdata.value.Entity() ? "null" : inputdata.value.Entity()->GetDebugName());
}
}