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https://github.com/celisej567/source-sdk-2013.git
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Merged dev changes 9/28/2019
- Experimental RPC stuff for the future - Fixed players running over allies with vehicles (kind of) - Modified redirect filter infrastructure to support when there's no target filter (meaning it will just make sure the entity exists) - Fixed SDK_EyeRefract - Fixed env_beam SetStart/EndEntity - New "OnStateChange" output on NPCs - scripted_face removed (use generic facing VCDs instead) - Fixed RPC - View ID nodraw keyvalue + reflective glass view ID fix - CopyAnimationDataFrom expansion (more variables copied) - Fixed pre-Mapbase env_projectedtextures not updating after loading a save - Fixed(?) player companion grenade throwing being interrupted - Added convars for secondary and NPC shotgun pellet amounts - NPC fade distance/scale transfers to its ragdoll - Made node graph rebuild occur sooner after map load - Added option to disable "node graph out of date" message - Fixed ent_fire delay (decimals discarded before) - "SetFilter" on func_clip_vphysics - Fixed func_tank zero barrel (untested) - Fixed npc_turret_ground parenting fix - Added toggle-able weapon_crossbow experimental hit location code - Fixed ally grenades being considered Combine grenades - Added SDK_MonitorScreen and SDK_UnlitTwoTexture - Updated README - Added !activator/!caller support to logic_collision_pair - Fixed ortho not working in script_intro - Added Nbc66's closed captioning language fix - Applied fade fix to server ragdolls - Added combine_mine friend/foe filters - Fixed env_starfield pausing - Reworked PickupWeapon/Item inputs - Fixed context response system $ usage - Fixed env_break_shooter velocity/speed - Made func_breakable "Spawn on break" support other entities - Fixed OnThrowGrenade > point_entity_replace blip - Added mapname to logic_externaldata - Added "Random Template" to point_template - Added "Use LOS" to trigger_look - Added flags based on L4D(2) to trigger_playermovement - Added npc_combine_s "Alternate Capable" keyvalue that enables both grenades and alt-fire at the same time regardless of elite status - Fixed npc_combine_s DropGrenade input - Miscellaneous code and comment changes
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@@ -2506,7 +2506,7 @@ public:
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int m_iCount;
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float m_flDelay;
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Vector m_vecGibSize;
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Vector m_vecGibVelocity;
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float m_flGibSpeed;
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int m_iRandomization;
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float m_flLifetime;
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int m_iGibFlags;
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@@ -2518,7 +2518,7 @@ BEGIN_DATADESC( CBreakableGibShooter )
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DEFINE_INPUT( m_iCount, FIELD_INTEGER, "SetCount" ),
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DEFINE_INPUT( m_flDelay, FIELD_FLOAT, "SetDelay" ),
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DEFINE_INPUT( m_vecGibSize, FIELD_VECTOR, "SetGibSize" ),
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DEFINE_INPUT( m_vecGibVelocity, FIELD_VECTOR, "SetGibVelocity" ),
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DEFINE_INPUT( m_flGibSpeed, FIELD_FLOAT, "SetGibSpeed" ),
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DEFINE_INPUT( m_iRandomization, FIELD_INTEGER, "SetRandomization" ),
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DEFINE_INPUT( m_flLifetime, FIELD_FLOAT, "SetLifetime" ),
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DEFINE_INPUT( m_iGibFlags, FIELD_INTEGER, "SetGibFlags" ),
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@@ -2584,7 +2584,11 @@ void CBreakableGibShooter::Shoot( void )
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slaveFlag = BREAK_SLAVE;
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}
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te->BreakModel( filter, m_flDelay, GetAbsOrigin(), GetAbsAngles(), m_vecGibSize, m_vecGibVelocity, iModelIndex, m_iRandomization, 1, m_flLifetime, m_iGibFlags | slaveFlag );
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Vector vecShootDir;
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AngleVectors( GetAbsAngles(), &vecShootDir );
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VectorNormalize( vecShootDir );
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te->BreakModel( filter, m_flDelay, GetAbsOrigin(), GetAbsAngles(), m_vecGibSize, vecShootDir * m_flGibSpeed, iModelIndex, m_iRandomization, 1, m_flLifetime, m_iGibFlags | slaveFlag );
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}
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}
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