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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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@@ -72,6 +72,17 @@ static int speechListIndex = 0;
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#define SCENE_MIN_PITCH 0.25f
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#define SCENE_MAX_PITCH 2.5f
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// New macros introduced for Mapbase's console message color changes.
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#ifdef MAPBASE
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#define ChoreoMsg( lvl, msg ) CGMsg( lvl, CON_GROUP_CHOREO, msg )
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#define ChoreoMsg1( lvl, msg, a ) CGMsg( lvl, CON_GROUP_CHOREO, msg, a )
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#define ChoreoMsg2( lvl, msg, a, b ) CGMsg( lvl, CON_GROUP_CHOREO, msg, a, b )
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#else
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#define ChoreoMsg( lvl, msg ) DevMsg( lvl, msg )
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#define ChoreoMsg1( lvl, msg, a ) DevMsg( lvl, msg, a )
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#define ChoreoMsg2( lvl, msg, a, b ) DevMsg( lvl, msg, a, b )
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#endif
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//===========================================================================================================
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// SCENE LIST MANAGER
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//===========================================================================================================
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@@ -2725,7 +2736,7 @@ void CSceneEntity::StartPlayback( void )
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m_pScene = LoadScene( STRING( m_iszSceneFile ), this );
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if ( !m_pScene )
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{
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DevMsg( "%s missing from scenes.image\n", STRING( m_iszSceneFile ) );
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ChoreoMsg1( 1, "%s missing from scenes.image\n", STRING( m_iszSceneFile ) );
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m_bSceneMissing = true;
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return;
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}
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@@ -3068,6 +3079,12 @@ void CSceneEntity::DispatchStartSubScene( CChoreoScene *scene, CBaseFlex *pActor
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if ( subscene )
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{
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#ifdef MAPBASE
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// Somes may not be created with a CSceneEntity as the event callback
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if (!scene->GetEventCallbackInterface())
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scene->SetEventCallbackInterface( this );
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#endif
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subscene->ResetSimulation();
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}
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}
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@@ -3305,7 +3322,7 @@ void CSceneEntity::StartEvent( float currenttime, CChoreoScene *scene, CChoreoEv
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if( !pEntity->ValidateScriptScope() )
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{
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DevMsg("\n***\nCChoreoEvent::SCRIPT - FAILED to create private ScriptScope. ABORTING script call\n***\n");
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ChoreoMsg(1, "\n***\nCChoreoEvent::SCRIPT - FAILED to create private ScriptScope. ABORTING script call\n***\n");
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break;
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}
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@@ -3657,7 +3674,7 @@ bool CSceneEntity::ShouldNetwork() const
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CChoreoScene *CSceneEntity::LoadScene( const char *filename, IChoreoEventCallback *pCallback )
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{
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DevMsg( 2, "Blocking load of scene from '%s'\n", filename );
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ChoreoMsg1( 2, "Blocking load of scene from '%s'\n", filename );
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char loadfile[MAX_PATH];
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Q_strncpy( loadfile, filename, sizeof( loadfile ) );
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