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
@@ -55,6 +55,7 @@ class CUserCmd;
#define SF_WEAPON_NO_NPC_PICKUP (1<<3) // Prevents NPCs from picking up the weapon.
#define SF_WEAPON_PRESERVE_AMMO (1<<4) // Prevents the weapon from filling up to max automatically when dropped or picked up by players.
#define SF_WEAPON_PRESERVE_NAME (1<<5) // Prevents the weapon's name from being cleared upon being picked up by a player.
#define SF_WEAPON_ALWAYS_TOUCHABLE (1<<6) // Makes a weapon always touchable/pickupable, even through walls.
// ----------------------------------------------
// These spawnflags are not supposed to be used by level designers.
+10
View File
@@ -219,6 +219,15 @@ bool PassServerEntityFilter( const IHandleEntity *pTouch, const IHandleEntity *p
if ( !pEntTouch || !pEntPass )
return true;
#ifdef MAPBASE
// don't clip against own missiles
if ( pEntTouch->GetOwnerEntity() == pEntPass && !pEntTouch->IsSolidFlagSet(FSOLID_COLLIDE_WITH_OWNER) )
return false;
// don't clip against owner
if ( pEntPass->GetOwnerEntity() == pEntTouch && !pEntPass->IsSolidFlagSet(FSOLID_COLLIDE_WITH_OWNER) )
return false;
#else
// don't clip against own missiles
if ( pEntTouch->GetOwnerEntity() == pEntPass )
return false;
@@ -226,6 +235,7 @@ bool PassServerEntityFilter( const IHandleEntity *pTouch, const IHandleEntity *p
// don't clip against owner
if ( pEntPass->GetOwnerEntity() == pEntTouch )
return false;
#endif
return true;