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
This commit is contained in:
Blixibon
2019-12-18 00:15:59 +00:00
parent dc7f20acc8
commit b8611071c5
19 changed files with 188 additions and 25 deletions

View File

@@ -358,6 +358,11 @@ bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer )
// so we have to make sure we're not dealing with a weapon for this check after all.
if (pItem->HasSpawnFlags(SF_ITEM_NO_PLAYER_PICKUP) && !pItem->IsBaseCombatWeapon())
return false;
// Fortunately, unlike the above code, this flag is identical in between weapons and items
// and can safely be used without identifying the entity.
if (pItem->HasSpawnFlags(SF_ITEM_ALWAYS_TOUCHABLE))
return true;
#endif
// For now, always allow a vehicle riding player to pick up things they're driving over