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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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@@ -24,6 +24,7 @@
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#include "soundscape_system.h"
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#include "AI_ResponseSystem.h"
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#include "mapbase/SystemConvarMod.h"
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#include "gameinterface.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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@@ -170,7 +171,11 @@ public:
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if (!gameinfo->GetBool("hide_mod_name", false))
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{
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// Store the game's name
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Q_strncpy(g_iszGameName, gameinfo->GetString("game"), sizeof(g_iszGameName));
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const char *pszGameName = gameinfo->GetString("game_rpc", NULL);
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if (pszGameName == NULL)
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pszGameName = gameinfo->GetString("game");
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Q_strncpy(g_iszGameName, pszGameName, sizeof(g_iszGameName));
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}
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}
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gameinfo->deleteThis();
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@@ -370,6 +375,51 @@ BEGIN_DATADESC_NO_BASE( CMapbaseSystem )
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END_DATADESC()
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#ifdef GAME_DLL
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static CUtlVector<MODTITLECOMMENT> g_MapbaseChapterMaps;
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static CUtlVector<MODCHAPTER> g_MapbaseChapterList;
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CUtlVector<MODTITLECOMMENT> *Mapbase_GetChapterMaps()
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{
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if (g_MapbaseChapterMaps.Count() == 0)
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{
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// Check the chapter list
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KeyValues *chapterlist = new KeyValues("ChapterList");
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if (chapterlist->LoadFromFile(filesystem, "scripts/chapters.txt", "MOD"))
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{
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KeyValues *pKey = chapterlist->GetFirstSubKey();
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if (pKey)
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{
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if (Q_stricmp( pKey->GetName(), "Chapters" ) == 0)
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{
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for (KeyValues *pChapters = pKey->GetFirstSubKey(); pChapters; pChapters = pChapters->GetNextKey())
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{
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int index = g_MapbaseChapterList.AddToTail();
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g_MapbaseChapterList[index].iChapter = atoi(pChapters->GetName());
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Q_strncpy(g_MapbaseChapterList[index].pChapterName, pChapters->GetString(), sizeof(g_MapbaseChapterList[index]));
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}
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}
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for (pKey = pKey->GetNextKey(); pKey; pKey = pKey->GetNextKey())
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{
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int index = g_MapbaseChapterMaps.AddToTail();
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Q_strncpy(g_MapbaseChapterMaps[index].pBSPName, pKey->GetName(), sizeof(g_MapbaseChapterMaps[index].pBSPName));
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Q_strncpy(g_MapbaseChapterMaps[index].pTitleName, pKey->GetString(), sizeof(g_MapbaseChapterMaps[index].pTitleName));
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//comment.pBSPName = pKey->GetName();
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//comment.pTitleName = pKey->GetString();
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}
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}
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}
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chapterlist->deleteThis();
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}
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return &g_MapbaseChapterMaps;
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}
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CUtlVector<MODCHAPTER> *Mapbase_GetChapterList()
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{
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return &g_MapbaseChapterList;
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}
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ThreeState_t Flashlight_GetLegacyVersionKey()
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{
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KeyValues *gameinfo = new KeyValues( "GameInfo" );
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