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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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@@ -210,7 +210,14 @@ enum CastVote
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#define bits_SUIT_DEVICE_FLASHLIGHT 0x00000002
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#define bits_SUIT_DEVICE_BREATHER 0x00000004
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#define MAX_SUIT_DEVICES 3
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#ifdef MAPBASE
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// Custom suit power devices
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#define bits_SUIT_DEVICE_CUSTOM0 0x00000008
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#define bits_SUIT_DEVICE_CUSTOM1 0x00000010
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#define bits_SUIT_DEVICE_CUSTOM2 0x00000020
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#endif
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#define MAX_SUIT_DEVICES 6 // Mapbase boosts this to 6 for the custom devices
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//===================================================================================================================
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@@ -658,6 +665,10 @@ class CBaseEntity;
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// Bullet firing information
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//-----------------------------------------------------------------------------
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class CBaseEntity;
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#ifdef MAPBASE_VSCRIPT
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// For the VScript functions in FireBUlletsInfo_t
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FORWARD_DECLARE_HANDLE( HSCRIPT );
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#endif
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enum FireBulletsFlags_t
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{
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@@ -715,6 +726,10 @@ struct FireBulletsInfo_t
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#endif
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}
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#ifdef MAPBASE
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~FireBulletsInfo_t() {}
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#endif
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int m_iShots;
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Vector m_vecSrc;
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Vector m_vecDirShooting;
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@@ -737,6 +752,46 @@ struct FireBulletsInfo_t
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// I planned ahead and made it a CUtlVector instead.
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CUtlVector<CBaseEntity*> *m_pIgnoreEntList;
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#endif
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#ifdef MAPBASE_VSCRIPT // These functions are used by VScript to expose FireBulletsInfo_t to users.
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int GetShots() { return m_iShots; }
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void SetShots( int value ) { m_iShots = value; }
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Vector GetSource() { return m_vecSrc; }
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void SetSource( Vector value ) { m_vecSrc = value; }
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Vector GetDirShooting() { return m_vecDirShooting; }
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void SetDirShooting( Vector value ) { m_vecDirShooting = value; }
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Vector GetSpread() { return m_vecSpread; }
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void SetSpread( Vector value ) { m_vecSpread = value; }
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float GetDistance() { return m_flDistance; }
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void SetDistance( float value ) { m_flDistance = value; }
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int GetAmmoType() { return m_iAmmoType; }
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void SetAmmoType( int value ) { m_iAmmoType = value; }
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int GetTracerFreq() { return m_iTracerFreq; }
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void SetTracerFreq( int value ) { m_iTracerFreq = value; }
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float GetDamage() { return m_flDamage; }
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void SetDamage( float value ) { m_flDamage = value; }
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int GetPlayerDamage() { return m_iPlayerDamage; }
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void SetPlayerDamage( float value ) { m_iPlayerDamage = value; }
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int GetFlags() { return m_nFlags; }
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void SetFlags( float value ) { m_nFlags = value; }
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float GetDamageForceScale() { return m_flDamageForceScale; }
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void SetDamageForceScale( float value ) { m_flDamageForceScale = value; }
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HSCRIPT ScriptGetAttacker();
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void ScriptSetAttacker( HSCRIPT value );
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HSCRIPT ScriptGetAdditionalIgnoreEnt();
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void ScriptSetAdditionalIgnoreEnt( HSCRIPT value );
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bool GetPrimaryAttack() { return m_bPrimaryAttack; }
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void SetPrimaryAttack( bool value ) { m_bPrimaryAttack = value; }
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#endif
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};
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//-----------------------------------------------------------------------------
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