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https://github.com/celisej567/source-sdk-2013.git
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Mapbase v3.0
- Overhauled matcher system and added expanded wildcard support, meaning "text", "te?t", "blah_test", etc. are now supported instead of only trailing * - Added support for regular expression matching - Added the missing matrixinvert.h file, which prevented programmers from compiling vbsp - Fixed env_global_light brightness - Added info_player_view_proxy, an entity which mimics a player's view (created for script_intro) - New UnZoomWithRate and SetZoomRate inputs on env_zoom - New "Don't change target's angles" flag on logic_measure_movement - Fixed logic_measure_movement not using ignore origin flags correctly - Fixed filter_damage_mod secondary filter not recognizing mode correctly - Fixed DisableGeigerCounter causing NPCs to ignore player, and possibly fixed other adverse effects in similar code - Added SetEntityName input for setting an entity's targetname - Added "SetTarget" support to point_posecontroller - Added "sk_alyx_health" convar for adjustable npc_alyx health, restored/fixed "sk_barney_health" for adjustable npc_barney health - Added ignore flags and several direction-related inputs to math_vector - Added pose parameter stuff to logic_modelinfo - Fixed ChangeWeapon not changing during combat - Fixed holster/unholster on NPCs without holster/unholster animations - Fixed func_tank and other "player in the way" code ignoring notarget - Added SetPoseParameter input to animating entities - Introduced an experimental chapter system which allows for custom chapter title/restriction management - Added SetChapterTitle input to worldspawn for dynamic title changing - Fixed func_tankairboatgun damage credit, added ability to use its damage keyvalues - Fixed mapbase_rpc_enabled not actually affecting RPC - Moved some newly found Combine soldier grenade code to ai_grenade for other grenade users - Fixed some problems with the new shared activities - Restored an old Mapbase entity as "prop_interactable", an entity which contains all of the functionality of a func_button/func_door in a prop entity - Added env_microphone pitch scale for scaling the pitch of transmitted sounds - Added experimental, long-overdue code for scenes to be able to access !target#'s and other scene-related names through AI_INPUT - Added "mat_specular_disable_on_missing", which "disables" specular reflections when the cubemap texture is missing - Fixed $envmapmasktransform and $bumptransform on VertexLitGeneric and related shaders - Areaportal leaks now stop compilation in leaktest - Replaced "-nodefaultcubemap" with "-defaultcubemap" as the shader changes allow maps to compile without default cubemaps by default with little effect
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@@ -231,13 +231,10 @@ void CAI_BaseActor::SetModel( const char *szModelName )
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//-----------------------------------------------------------------------------
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#ifdef MAPBASE
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// Half-Laugh had a nasty way of implementing CSceneEntity into StartSceneEvent and I'm both afraid to do it here
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// and I don't remember exactly how I did it. This is extremely important because
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// it's the only way we can access !target1, !target2, etc. Please revisit this later.
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#define STARTSCENEEVENT_HAS_CSCENEENTITY 0
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#endif
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bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget, CSceneEntity *pSceneEnt )
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#else
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bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget )
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#endif
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{
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Assert( info );
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Assert( info->m_pScene );
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@@ -382,18 +379,13 @@ bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene,
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CBaseEntity *pEnt = gEntList.FindEntityByName(NULL, sTarget, this);
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if (!pEnt)
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{
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#if STARTSCENEEVENT_HAS_CSCENEENTITY
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DevMsg("%s not found with normal search, slamming to scene ent\n", sTarget);
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pEnt = UTIL_FindNamedSceneEntity(sTarget, this, csceneent);
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pEnt = UTIL_FindNamedSceneEntity(sTarget, this, pSceneEnt);
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if (!pEnt)
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{
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DevWarning("%s slammed to self!\n", sTarget);
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pEnt = this;
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}
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#else
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DevWarning("%s slammed to self!\n", sTarget);
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pEnt = this;
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#endif
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}
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if (pEnt && sInput)
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@@ -402,10 +394,9 @@ bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene,
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if (bParameter && sParameter)
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{
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const char *strParam = sParameter;
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#if STARTSCENEEVENT_HAS_CSCENEENTITY
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if (strParam[0] == '!')
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{
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CBaseEntity *pParamEnt = UTIL_FindNamedSceneEntity(strParam, this, csceneent);
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CBaseEntity *pParamEnt = UTIL_FindNamedSceneEntity(strParam, this, pSceneEnt);
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if (pParamEnt && pParamEnt->GetEntityName() != NULL_STRING && !gEntList.FindEntityProcedural(strParam))
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{
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// We make sure it's a scene entity that can't be found with entlist procedural so we can translate !target# without messing with !activators, etc.
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@@ -413,7 +404,6 @@ bool CAI_BaseActor::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene,
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strParam = pParamEnt->GetEntityName().ToCStr();
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}
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}
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#endif
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if (strParam)
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{
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