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https://github.com/celisej567/source-sdk-2013.git
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
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@@ -56,6 +56,10 @@ IMPLEMENT_CLIENTCLASS_DT( C_EnvProjectedTexture, DT_EnvProjectedTexture, CEnvPro
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RecvPropFloat( RECVINFO( m_flFarZ ) ),
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RecvPropInt( RECVINFO( m_nShadowQuality ) ),
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#ifdef MAPBASE
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RecvPropFloat( RECVINFO( m_flConstantAtten ) ),
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RecvPropFloat( RECVINFO( m_flLinearAtten ) ),
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RecvPropFloat( RECVINFO( m_flQuadraticAtten ) ),
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RecvPropFloat( RECVINFO( m_flShadowAtten ) ),
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RecvPropBool( RECVINFO( m_bAlwaysDraw ) ),
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// Not needed on the client right now, change when it actually is needed
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@@ -89,6 +93,10 @@ C_EnvProjectedTexture *C_EnvProjectedTexture::Create( )
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pEnt->m_bState = true;
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#ifdef MAPBASE
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pEnt->m_bAlwaysDraw = false;
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pEnt->m_flConstantAtten = 0.0f;
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pEnt->m_flLinearAtten = 100.0f;
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pEnt->m_flQuadraticAtten = 0.0f;
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pEnt->m_flShadowAtten = 0.0f;
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//pEnt->m_bProjectedTextureVersion = 1;
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#endif
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@@ -381,18 +389,23 @@ void C_EnvProjectedTexture::UpdateLight( void )
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float flAlpha = m_flCurrentLinearFloatLightAlpha * ( 1.0f / 255.0f );
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state.m_fQuadraticAtten = 0.0;
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state.m_fLinearAtten = 100;
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state.m_fConstantAtten = 0.0f;
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state.m_FarZAtten = m_flFarZ;
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#ifdef MAPBASE
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state.m_fConstantAtten = m_flConstantAtten;
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state.m_fLinearAtten = m_flLinearAtten;
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state.m_fQuadraticAtten = m_flQuadraticAtten;
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state.m_FarZAtten = m_flFarZ;
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state.m_Color[0] = (m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
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state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
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state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
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state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
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state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
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state.m_flShadowAtten = m_flShadowAtten;
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#else
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state.m_fQuadraticAtten = 0.0;
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state.m_fLinearAtten = 100;
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state.m_fConstantAtten = 0.0f;
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state.m_FarZAtten = m_flFarZ;
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state.m_fBrightnessScale = m_flBrightnessScale;
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state.m_Color[0] = m_CurrentLinearFloatLightColor.x * ( 1.0f / 255.0f ) * flAlpha;
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state.m_Color[1] = m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha;
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