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https://github.com/celisej567/source-sdk-2013.git
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Mapbase v5.0
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
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@@ -91,11 +91,15 @@ BEGIN_DATADESC( CSkyCamera )
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOffFog", InputTurnOffFog ),
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DEFINE_INPUTFUNC( FIELD_COLOR32, "SetFogColor", InputSetFogColor ),
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DEFINE_INPUTFUNC( FIELD_COLOR32, "SetFogColorSecondary", InputSetFogColorSecondary ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "CopyFogController", InputCopyFogController ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "CopyFogControllerWithScale", InputCopyFogControllerWithScale ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFarZ", InputSetFarZ ),
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DEFINE_INPUTFUNC( FIELD_COLOR32, "SetSkyColor", InputSetSkyColor ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetScale", InputSetScale ),
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DEFINE_THINKFUNC( UpdateThink ),
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#endif
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@@ -259,7 +263,7 @@ bool CSkyCamera::DoUpdate( bool bUpdateData )
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// this thinking is only used to update area and other parameters
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// Getting into another area is unlikely, but if it's not expensive, I guess it's okay.
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int area = engine->GetArea( m_skyboxData.origin );
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int area = engine->GetArea( GetAbsOrigin() );
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if (m_skyboxData.area != area)
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{
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m_skyboxData.area = area;
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@@ -407,4 +411,52 @@ void CSkyCamera::InputSetFogColor( inputdata_t &inputdata ) { m_skyboxData.fog.c
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void CSkyCamera::InputSetFogColorSecondary( inputdata_t &inputdata ) { m_skyboxData.fog.colorSecondary = inputdata.value.Color32(); }
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void CSkyCamera::InputSetFarZ( inputdata_t &inputdata ) { m_skyboxData.fog.farz = inputdata.value.Int(); }
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void CSkyCamera::InputCopyFogController( inputdata_t &inputdata )
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{
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CFogController *pFogController = dynamic_cast<CFogController*>(inputdata.value.Entity().Get());
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if (!pFogController)
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return;
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m_skyboxData.fog.dirPrimary = pFogController->m_fog.dirPrimary;
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m_skyboxData.fog.colorPrimary = pFogController->m_fog.colorPrimary;
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m_skyboxData.fog.colorSecondary = pFogController->m_fog.colorSecondary;
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//m_skyboxData.fog.colorPrimaryLerpTo = pFogController->m_fog.colorPrimaryLerpTo;
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//m_skyboxData.fog.colorSecondaryLerpTo = pFogController->m_fog.colorSecondaryLerpTo;
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m_skyboxData.fog.start = pFogController->m_fog.start;
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m_skyboxData.fog.end = pFogController->m_fog.end;
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m_skyboxData.fog.farz = pFogController->m_fog.farz;
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m_skyboxData.fog.maxdensity = pFogController->m_fog.maxdensity;
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//m_skyboxData.fog.startLerpTo = pFogController->m_fog.startLerpTo;
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//m_skyboxData.fog.endLerpTo = pFogController->m_fog.endLerpTo;
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//m_skyboxData.fog.lerptime = pFogController->m_fog.lerptime;
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//m_skyboxData.fog.duration = pFogController->m_fog.duration;
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//m_skyboxData.fog.enable = pFogController->m_fog.enable;
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m_skyboxData.fog.blend = pFogController->m_fog.blend;
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}
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void CSkyCamera::InputCopyFogControllerWithScale( inputdata_t &inputdata )
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{
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CFogController *pFogController = dynamic_cast<CFogController*>(inputdata.value.Entity().Get());
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if (!pFogController)
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return;
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m_skyboxData.fog.dirPrimary = pFogController->m_fog.dirPrimary;
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m_skyboxData.fog.colorPrimary = pFogController->m_fog.colorPrimary;
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m_skyboxData.fog.colorSecondary = pFogController->m_fog.colorSecondary;
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//m_skyboxData.fog.colorPrimaryLerpTo = pFogController->m_fog.colorPrimaryLerpTo;
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//m_skyboxData.fog.colorSecondaryLerpTo = pFogController->m_fog.colorSecondaryLerpTo;
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m_skyboxData.fog.start = pFogController->m_fog.start * m_skyboxData.scale;
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m_skyboxData.fog.end = pFogController->m_fog.end * m_skyboxData.scale;
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m_skyboxData.fog.farz = pFogController->m_fog.farz != -1 ? (pFogController->m_fog.farz * m_skyboxData.scale) : pFogController->m_fog.farz;
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m_skyboxData.fog.maxdensity = pFogController->m_fog.maxdensity;
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//m_skyboxData.fog.startLerpTo = pFogController->m_fog.startLerpTo;
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//m_skyboxData.fog.endLerpTo = pFogController->m_fog.endLerpTo;
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//m_skyboxData.fog.lerptime = pFogController->m_fog.lerptime;
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//m_skyboxData.fog.duration = pFogController->m_fog.duration;
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//m_skyboxData.fog.enable = pFogController->m_fog.enable;
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m_skyboxData.fog.blend = pFogController->m_fog.blend;
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}
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#endif
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