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https://github.com/celisej567/source-sdk-2013.git
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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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@@ -55,6 +55,7 @@ class CUserCmd;
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#define SF_WEAPON_NO_NPC_PICKUP (1<<3) // Prevents NPCs from picking up the weapon.
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#define SF_WEAPON_PRESERVE_AMMO (1<<4) // Prevents the weapon from filling up to max automatically when dropped or picked up by players.
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#define SF_WEAPON_PRESERVE_NAME (1<<5) // Prevents the weapon's name from being cleared upon being picked up by a player.
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#define SF_WEAPON_ALWAYS_TOUCHABLE (1<<6) // Makes a weapon always touchable/pickupable, even through walls.
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// ----------------------------------------------
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// These spawnflags are not supposed to be used by level designers.
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@@ -219,6 +219,15 @@ bool PassServerEntityFilter( const IHandleEntity *pTouch, const IHandleEntity *p
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if ( !pEntTouch || !pEntPass )
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return true;
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#ifdef MAPBASE
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// don't clip against own missiles
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if ( pEntTouch->GetOwnerEntity() == pEntPass && !pEntTouch->IsSolidFlagSet(FSOLID_COLLIDE_WITH_OWNER) )
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return false;
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// don't clip against owner
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if ( pEntPass->GetOwnerEntity() == pEntTouch && !pEntPass->IsSolidFlagSet(FSOLID_COLLIDE_WITH_OWNER) )
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return false;
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#else
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// don't clip against own missiles
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if ( pEntTouch->GetOwnerEntity() == pEntPass )
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return false;
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@@ -226,6 +235,7 @@ bool PassServerEntityFilter( const IHandleEntity *pTouch, const IHandleEntity *p
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// don't clip against owner
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if ( pEntPass->GetOwnerEntity() == pEntTouch )
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return false;
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#endif
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return true;
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