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