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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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@@ -4840,7 +4840,13 @@ float InstancedScriptedScene( CBaseFlex *pActor, const char *pszScene, EHANDLE *
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// *phSceneEnt -
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// Output : float
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//-----------------------------------------------------------------------------
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#ifdef MAPBASE
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float InstancedAutoGeneratedSoundScene( CBaseFlex *pActor, const char *soundname, EHANDLE *phSceneEnt,
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float flPostDelay, bool bIsBackground, AI_Response *response,
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bool bMultiplayer, IRecipientFilter *filter /* = NULL */ )
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#else
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float InstancedAutoGeneratedSoundScene( CBaseFlex *pActor, char const *soundname, EHANDLE *phSceneEnt /*= NULL*/ )
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#endif
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{
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if ( !pActor )
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{
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@@ -4858,10 +4864,38 @@ float InstancedAutoGeneratedSoundScene( CBaseFlex *pActor, char const *soundname
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pScene->GenerateSoundScene( pActor, soundname );
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#ifdef MAPBASE
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pScene->m_bMultiplayer = bMultiplayer;
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pScene->SetPostSpeakDelay( flPostDelay );
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DispatchSpawn( pScene );
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pScene->Activate();
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pScene->m_bIsBackground = bIsBackground;
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pScene->SetBackground( bIsBackground );
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pScene->SetRecipientFilter( filter );
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if ( response )
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{
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float flPreDelay = response->GetPreDelay();
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if ( flPreDelay )
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{
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pScene->SetPreDelay( flPreDelay );
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}
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}
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#else
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pScene->Spawn();
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pScene->Activate();
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#endif
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pScene->StartPlayback();
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#ifdef MAPBASE
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if ( response )
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{
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// If the response wants us to abort on NPC state switch, remember that
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pScene->SetBreakOnNonIdle( response->ShouldBreakOnNonIdle() );
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}
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#endif
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if ( phSceneEnt )
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{
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*phSceneEnt = pScene;
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