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:
Blixibon
2020-11-26 02:26:55 +00:00
parent 3b5b3a9ccb
commit eb014cce6c
125 changed files with 8058 additions and 2767 deletions

View File

@@ -1512,6 +1512,7 @@ public:
DECLARE_SERVERCLASS();
CPrecipitation();
int UpdateTransmitState();
void Spawn( void );
CNetworkVar( PrecipitationType_t, m_nPrecipType );
@@ -1525,7 +1526,10 @@ END_DATADESC()
// Just send the normal entity crap
IMPLEMENT_SERVERCLASS_ST( CPrecipitation, DT_Precipitation)
SendPropInt( SENDINFO( m_nPrecipType ), Q_log2( NUM_PRECIPITATION_TYPES ) + 1, SPROP_UNSIGNED )
SendPropInt( SENDINFO( m_nPrecipType ), Q_log2( NUM_PRECIPITATION_TYPES ) + 1, SPROP_UNSIGNED ),
#ifdef MAPBASE
SendPropInt( SENDINFO( m_spawnflags ), 2, SPROP_UNSIGNED ),
#endif
END_SEND_TABLE()
@@ -1534,17 +1538,35 @@ CPrecipitation::CPrecipitation()
m_nPrecipType = PRECIPITATION_TYPE_RAIN; // default to rain.
}
int CPrecipitation::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
void CPrecipitation::Spawn( void )
{
//SetTransmitState( FL_EDICT_ALWAYS );
SetTransmitState( FL_EDICT_PVSCHECK );
PrecacheMaterial( "effects/fleck_ash1" );
PrecacheMaterial( "effects/fleck_ash2" );
PrecacheMaterial( "effects/fleck_ash3" );
PrecacheMaterial( "effects/ember_swirling001" );
Precache();
SetSolid( SOLID_NONE ); // Remove model & collisions
SetMoveType( MOVETYPE_NONE );
SetModel( STRING( GetModelName() ) ); // Set size
if ( IsParticleRainType( m_nPrecipType ) )
{
SetSolid( SOLID_VPHYSICS );
AddSolidFlags( FSOLID_NOT_SOLID );
AddSolidFlags( FSOLID_FORCE_WORLD_ALIGNED );
VPhysicsInitStatic();
}
else
{
SetSolid( SOLID_NONE ); // Remove model & collisions
}
// Default to rain.
if ( m_nPrecipType < 0 || m_nPrecipType > NUM_PRECIPITATION_TYPES )