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https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
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
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@@ -73,12 +73,17 @@ ConVar ai_force_serverside_ragdoll( "ai_force_serverside_ragdoll", "0" );
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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]
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#ifdef MAPBASE
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// ShouldUseVisibilityCache() is used as an actual function now
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ConVar ai_use_visibility_cache( "ai_use_visibility_cache", "1" );
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#else
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#ifndef _RETAIL
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ConVar ai_use_visibility_cache( "ai_use_visibility_cache", "1" );
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#define ShouldUseVisibilityCache() ai_use_visibility_cache.GetBool()
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#else
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#define ShouldUseVisibilityCache() true
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#endif
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#endif
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BEGIN_DATADESC( CBaseCombatCharacter )
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@@ -366,11 +371,16 @@ bool CBaseCombatCharacter::FVisible( CBaseEntity *pEntity, int traceMask, CBaseE
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{
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VPROF( "CBaseCombatCharacter::FVisible" );
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#ifdef MAPBASE
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if ( traceMask != MASK_BLOCKLOS || !ShouldUseVisibilityCache( pEntity ) || pEntity == this || !ai_use_visibility_cache.GetBool()
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)
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#else
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if ( traceMask != MASK_BLOCKLOS || !ShouldUseVisibilityCache() || pEntity == this
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#if defined(HL2_DLL)
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|| Classify() == CLASS_BULLSEYE || pEntity->Classify() == CLASS_BULLSEYE
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#endif
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)
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#endif
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{
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return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
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}
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@@ -476,6 +486,17 @@ void CBaseCombatCharacter::ResetVisibilityCache( CBaseCombatCharacter *pBCC )
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}
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}
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#ifdef MAPBASE
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bool CBaseCombatCharacter::ShouldUseVisibilityCache( CBaseEntity *pEntity )
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{
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#ifdef HL2_DLL
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return Classify() != CLASS_BULLSEYE && pEntity->Classify() != CLASS_BULLSEYE;
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#else
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return true;
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#endif
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}
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#endif
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#ifdef PORTAL
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bool CBaseCombatCharacter::FVisibleThroughPortal( const CProp_Portal *pPortal, CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
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{
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@@ -4070,7 +4091,7 @@ void CBaseCombatCharacter::InputPickupWeaponInstant( inputdata_t &inputdata )
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}
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else
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{
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Warning("%s received PickupWeaponInstant with invalid entity %s\n", inputdata.value.Entity() ? "null" : inputdata.value.Entity()->GetDebugName());
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Warning("%s received PickupWeaponInstant with invalid entity %s\n", GetDebugName(), inputdata.value.Entity() ? "null" : inputdata.value.Entity()->GetDebugName());
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}
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}
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