mirror of
https://github.com/celisej567/source-sdk-2013.git
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Mapbase v6.0
- Fixed path_track paths saving as pointers instead of handles - Fixed player animations not falling to base class correctly - Fixed logic_externaldata creating garbage in trailing spaces - Added "SetHandModelSkin" input - Added unique colors for various types of console message, adjustable via convars - Added the ability to use map-specific weapon scripts - Added a way to display (placeholder) text entirely from Faceposer scenes - Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines - Added the ability to change a game_text's font (very limited) - Added LightToggle input to point_spotlight - Added Enable/DisableSprites on npc_manhack - Added ai_goal_police behavior from metrocops to Combine soldiers and citizens - Added func_precipitation particle rain systems from the Alien Swarm SDK - Added new func_precipitation spawnflags for controlling behavior in particle types - Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on - Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs - Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed - Added key for custom logo font on env_credits scripts - Added SetSpeed and SetPushDir inputs for trigger_push - Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish - Added OnLostEnemy/Player support for npc_combine_camera - Added enhanced save/restore for the Response System, toggleable via convar - Added a convar which allows users to disable weapon autoswitching when picking up ammo - Split VScript base script into its own file - Added VScript descriptions for NPC squads and the manager class which handles them - Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP - Added VScript to VBSP with basic map file interfacing - Made some VScript documentation more clear due to deprecation of online documentation - Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation - Added VScript-driven custom weapons - Added clientside VScript scopes - Added a bunch of weapon-related VScript functions - Split a bunch of cluttered VScript stuff into different files - Added VScript functions for "following" entities/bonemerging - Added VScript functions for grenades - Added a few more VScript trigger functions - Added OnDeath hook for VScript - Fixed documentation for aliased functions in VScript - Fixed $bumpmask not working on SDK_LightmappedGeneric - Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake) - Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working - Added limited support for $envmapmask in the bumpmapping shader - Fixed more issues with parallax corrected cubemaps and instances - Made instance variable recursion consistent with VMFII
This commit is contained in:
@@ -2785,7 +2785,11 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
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{
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if ( !m_hCine )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
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#else
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DevMsg( "Scripted sequence destroyed while in use\n" );
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#endif
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TaskFail( FAIL_SCHEDULE_NOT_FOUND );
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break;
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}
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@@ -2796,7 +2800,11 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
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{
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if ( !m_hCine )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
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#else
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DevMsg( "Scripted sequence destroyed while in use\n" );
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#endif
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TaskFail( FAIL_SCHEDULE_NOT_FOUND );
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break;
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}
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@@ -3750,8 +3758,6 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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// only slightly above our initial search conditions.
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if (GetNavigator()->BuildAndGetPathDistToGoal() < 300.0f)
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{
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// NOTE: Remove this DevMsg() when this is tested!
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DevMsg("Player Withdrawal Destination Dist: %f\n", GetNavigator()->GetPathDistToGoal());
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pHint->NPCHandleStartNav(this, false);
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pHint->DisableForSeconds( 0.1f ); // Force others to find their own.
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TaskComplete();
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@@ -3999,7 +4005,11 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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}
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else if (!m_hCine)
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Cine died!\n" );
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#else
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DevMsg( "Cine died!\n");
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#endif
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TaskComplete();
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}
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else if ( IsRunningDynamicInteraction() )
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@@ -4055,7 +4065,11 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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{
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if ( !m_hCine )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
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#else
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DevMsg( "Scripted sequence destroyed while in use\n" );
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#endif
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TaskFail( FAIL_SCHEDULE_NOT_FOUND );
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break;
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}
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@@ -4074,7 +4088,11 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
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{
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if ( !m_hCine )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
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#else
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DevMsg( "Scripted sequence destroyed while in use\n" );
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#endif
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TaskFail( FAIL_SCHEDULE_NOT_FOUND );
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break;
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}
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@@ -4403,7 +4421,11 @@ int CAI_BaseNPC::GetScriptCustomMoveSequence( void )
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iSequence = LookupSequence( STRING( m_hCine->m_iszCustomMove ) );
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if ( iSequence == ACTIVITY_NOT_AVAILABLE )
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{
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#ifdef MAPBASE
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CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
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#else
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DevMsg( "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
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#endif
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}
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}
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else if ( m_iszSceneCustomMoveSeq != NULL_STRING )
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