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

@@ -120,6 +120,7 @@ BEGIN_DATADESC( CAI_ScriptedSequence )
DEFINE_OUTPUT(m_OnScriptEvent[7], "OnScriptEvent08"),
#ifdef MAPBASE
DEFINE_OUTPUT(m_OnPreIdleSequence, "OnPreIdleSequence"),
DEFINE_OUTPUT(m_OnFoundNPC, "OnFoundNPC"),
#endif
END_DATADESC()
@@ -803,6 +804,10 @@ void CAI_ScriptedSequence::StartScript( void )
DevWarning( "scripted_sequence %d:%s - restarting dormant entity %d:%s : %.1f:%.1f\n", entindex(), GetDebugName(), pTarget->entindex(), pTarget->GetDebugName(), gpGlobals->curtime, pTarget->GetNextThink() );
pTarget->SetNextThink( gpGlobals->curtime );
}
#ifdef MAPBASE
m_OnFoundNPC.FireOutput( pTarget, this );
#endif
}
}