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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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@@ -1072,7 +1072,7 @@ void UTIL_ScreenFade( CBaseEntity *pEntity, const color32 &color, float fadeTime
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}
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void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, const char *pMessage )
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void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, const char *pMessage, const char *pszFont, bool bAutobreak )
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{
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CRecipientFilter filter;
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@@ -1105,12 +1105,19 @@ void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, c
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WRITE_FLOAT( textparms.holdTime );
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WRITE_FLOAT( textparms.fxTime );
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WRITE_STRING( pMessage );
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#ifdef MAPBASE
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WRITE_STRING( pszFont );
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if (bAutobreak)
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{
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WRITE_BYTE ( Q_strlen( pMessage ) );
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}
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#endif
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MessageEnd();
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}
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void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage )
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void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage, const char *pszFont, bool bAutobreak )
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{
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UTIL_HudMessage( NULL, textparms, pMessage );
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UTIL_HudMessage( NULL, textparms, pMessage, pszFont, bAutobreak );
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}
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void UTIL_HudHintText( CBaseEntity *pEntity, const char *pMessage )
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