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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transfers to its ragdoll - Made node graph rebuild occur sooner after map load - Added option to disable "node graph out of date" message - Fixed ent_fire delay (decimals discarded before) - "SetFilter" on func_clip_vphysics - Fixed func_tank zero barrel (untested) - Fixed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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@@ -141,9 +141,6 @@ void CBaseCombatWeapon::GiveDefaultAmmo( void )
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// If I use clips, set my clips to the default
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if ( UsesClipsForAmmo1() )
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{
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#ifdef MAPBASE
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if (!HasSpawnFlags(SF_WEAPON_PRESERVE_AMMO))
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#endif
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m_iClip1 = AutoFiresFullClip() ? 0 : GetDefaultClip1();
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}
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else
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@@ -153,9 +150,6 @@ void CBaseCombatWeapon::GiveDefaultAmmo( void )
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}
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if ( UsesClipsForAmmo2() )
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{
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#ifdef MAPBASE
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if (!HasSpawnFlags(SF_WEAPON_PRESERVE_AMMO))
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#endif
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m_iClip2 = GetDefaultClip2();
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}
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else
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@@ -184,6 +178,10 @@ void CBaseCombatWeapon::Spawn( void )
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// Assume
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m_nViewModelIndex = 0;
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#ifdef MAPBASE
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// Don't reset to default ammo if we're supposed to use the keyvalue
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if (!HasSpawnFlags( SF_WEAPON_PRESERVE_AMMO ))
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#endif
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GiveDefaultAmmo();
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if ( GetWorldModel() )
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@@ -1735,7 +1733,7 @@ void CBaseCombatWeapon::InputBreakConstraint( inputdata_t &inputdata )
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//-----------------------------------------------------------------------------
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void CBaseCombatWeapon::InputForceFire( inputdata_t &inputdata, bool bSecondary )
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{
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CBaseCombatCharacter *pOperator = ToBaseCombatCharacter(GetOwnerEntity());
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CBaseCombatCharacter *pOperator = GetOwner();
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if (!pOperator)
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{
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