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Mapbase v2.1
- Fixed parallax corrected cubemaps not working when cubemaps are disabled - Fixed a crash with some new script_intro code - Fixed item_health/suitcharger not emptying or using correct animation with keyvalue charge - Added a new "Always touchable" spawnflag for weapons and items that should disregard obstructions - Added "OnFoundNPC" output on scripted_sequence for when a NPC starts moving to play the script - Fixed npc_snipers not working when parented or not working when attacking parented targets - Changed "ai_nographrebuildmessage" to "ai_norebuildgraphmessage" to reduce confusion and increase visibility (it is assumed nobody was using it before, at least not in a compatibility-breaking way) - Added damage bit modification to filter_damage_mod - Added Add/RemoveSolidFlags input to all entities + added "Collide with owner" solid flag from the VDC - Added custom model support to item_health/suitcharger
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@@ -450,9 +450,12 @@ public:
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angles.z = 0;
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}
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// Pass through the player's vehicle
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CTraceFilterSkipTwoEntities filter( pPlayer, pPlayer->GetVehicleEntity(), COLLISION_GROUP_NONE );
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AI_TraceLine(pPlayer->EyePosition(),
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pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_NPCSOLID,
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pPlayer, COLLISION_GROUP_NONE, &tr );
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&filter, &tr );
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if ( tr.fraction != 1.0)
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{
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if (baseNPC->CapabilitiesGet() & bits_CAP_MOVE_FLY)
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