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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
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@@ -32,9 +32,6 @@
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#include "gib.h"
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#include "CRagdollMagnet.h"
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#endif
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#ifdef MAPBASE_VSCRIPT
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#include "mapbase/vscript_funcs_math.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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@@ -2205,7 +2202,7 @@ HSCRIPT CBaseAnimating::ScriptGetAttachmentMatrix( int iAttachment )
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static matrix3x4_t matrix;
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CBaseAnimating::GetAttachment( iAttachment, matrix );
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return ScriptCreateMatrixInstance( matrix );
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return g_pScriptVM->RegisterInstance( &matrix );
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}
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float CBaseAnimating::ScriptGetPoseParameter( const char* szName )
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@@ -2233,7 +2230,7 @@ void CBaseAnimating::ScriptGetBoneTransform( int iBone, HSCRIPT hTransform )
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if (hTransform == NULL)
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return;
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GetBoneTransform( iBone, *ToMatrix3x4( hTransform ) );
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GetBoneTransform( iBone, *HScriptToClass<matrix3x4_t>( hTransform ) );
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}
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//-----------------------------------------------------------------------------
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@@ -2250,12 +2247,9 @@ HSCRIPT CBaseAnimating::ScriptGetSequenceKeyValues( int iSequence )
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if ( pSeqKeyValues )
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{
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// UNDONE: how does destructor get called on this
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m_pScriptModelKeyValues = new CScriptKeyValues( pSeqKeyValues );
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m_pScriptModelKeyValues = hScript = scriptmanager->CreateScriptKeyValues( g_pScriptVM, pSeqKeyValues, true );
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// UNDONE: who calls ReleaseInstance on this??? Does name need to be unique???
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// Allow VScript to delete this when the instance is removed.
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hScript = g_pScriptVM->RegisterInstance( m_pScriptModelKeyValues, true );
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}
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return hScript;
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