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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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@@ -92,19 +92,17 @@ void CVEnt_Precache(CMapbaseCVarModEntity *modent)
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if (Q_strstr(STRING(modent->m_target), "sv_allow_logic_convar"))
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return;
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#ifdef MAPBASE_MP
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if (gpGlobals->maxClients > 1 && !modent->m_bUseServer)
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{
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Warning("WARNING: %s is using the local player in a multiplayer game and will not function.\n", modent->GetDebugName());
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}
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#endif
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CV_InitMod();
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}
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void CVEnt_Activate(CMapbaseCVarModEntity *modent, CBaseEntity *pActivator = UTIL_GetLocalPlayer())
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void CVEnt_Activate(CMapbaseCVarModEntity *modent)
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{
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edict_t *edict = pActivator ? pActivator->edict() : NULL;
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if (!edict)
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return;
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SetChangingCVars( modent );
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if (m_ModEntities.Find(modent) == m_ModEntities.InvalidIndex())
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m_ModEntities.AddToTail(modent);
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const char *pszCommands = STRING( modent->m_target );
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if ( Q_strnchr(pszCommands, '^', MAX_CONVARMOD_STRING_SIZE) )
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{
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@@ -123,8 +121,29 @@ void CVEnt_Activate(CMapbaseCVarModEntity *modent, CBaseEntity *pActivator = UTI
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pszCommands = szTmp;
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}
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engine->ClientCommand( edict, pszCommands );
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engine->ClientCommand( edict, "mapbase_cvarsnotchanging\n" );
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if (modent->m_bUseServer)
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{
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SetChangingCVars( modent );
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engine->ServerCommand( pszCommands );
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engine->ServerCommand( "mapbase_cvarsnotchanging" );
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}
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else
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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edict_t *edict = pPlayer ? pPlayer->edict() : NULL;
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if (edict)
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{
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SetChangingCVars( modent );
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engine->ClientCommand( edict, pszCommands );
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engine->ClientCommand( edict, "mapbase_cvarsnotchanging" );
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}
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else
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{
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Warning("%s unable to find local player edict\n", modent->GetDebugName());
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}
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}
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}
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void CVEnt_Deactivate(CMapbaseCVarModEntity *modent)
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{
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@@ -173,6 +192,7 @@ LINK_ENTITY_TO_CLASS( mapbase_convar_mod, CMapbaseCVarModEntity );
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BEGIN_DATADESC( CMapbaseCVarModEntity )
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DEFINE_UTLVECTOR( m_ModifiedConvars, FIELD_EMBEDDED ),
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DEFINE_KEYFIELD( m_bUseServer, FIELD_BOOLEAN, "UseServer" ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
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