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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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@@ -608,7 +608,11 @@ bool CAI_Expresser::SpeakDispatchResponse( AIConcept_t concept, AI_Response *res
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if ( !result->ShouldntUseScene() )
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{
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// This generates a fake CChoreoScene wrapping the sound.txt name
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#ifdef MAPBASE
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spoke = SpeakAutoGeneratedScene( response, delay, result, filter );
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#else
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spoke = SpeakAutoGeneratedScene( response, delay );
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#endif
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}
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else
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{
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@@ -863,9 +867,17 @@ bool CAI_Expresser::SpeakRawScene( const char *pszScene, float delay, AI_Respons
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}
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// This will create a fake .vcd/CChoreoScene to wrap the sound to be played
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#ifdef MAPBASE
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bool CAI_Expresser::SpeakAutoGeneratedScene( char const *soundname, float delay, AI_Response *response, IRecipientFilter *filter )
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#else
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bool CAI_Expresser::SpeakAutoGeneratedScene( char const *soundname, float delay )
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#endif
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{
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#ifdef MAPBASE
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float speakTime = GetOuter()->PlayAutoGeneratedSoundScene( soundname, delay, response, filter );
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#else
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float speakTime = GetOuter()->PlayAutoGeneratedSoundScene( soundname );
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#endif
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if ( speakTime > 0 )
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{
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SpeechMsg( GetOuter(), "SpeakAutoGeneratedScene( %s, %f) %f\n", soundname, delay, speakTime );
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