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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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@@ -32,6 +32,7 @@ extern CBaseEntityScriptInstanceHelper g_BaseEntityScriptInstanceHelper;
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// Only allow scripts to create entities during map initialization
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bool IsEntityCreationAllowedInScripts( void );
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#ifndef MAPBASE_VSCRIPT // Mapbase adds this to the base library so that CScriptKeyValues can be accessed anywhere, like VBSP.
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// ----------------------------------------------------------------------------
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// KeyValues access
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// ----------------------------------------------------------------------------
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@@ -50,25 +51,9 @@ public:
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bool ScriptIsKeyValueEmpty( const char *pszName );
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bool ScriptGetKeyValueBool( const char *pszName );
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void ScriptReleaseKeyValues( );
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#ifdef MAPBASE_VSCRIPT
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const char *ScriptGetName();
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int ScriptGetInt();
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float ScriptGetFloat();
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const char *ScriptGetString();
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bool ScriptGetBool();
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void ScriptSetKeyValueInt( const char *pszName, int iValue );
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void ScriptSetKeyValueFloat( const char *pszName, float flValue );
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void ScriptSetKeyValueString( const char *pszName, const char *pszValue );
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void ScriptSetKeyValueBool( const char *pszName, bool bValue );
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void ScriptSetName( const char *pszValue );
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void ScriptSetInt( int iValue );
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void ScriptSetFloat( float flValue );
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void ScriptSetString( const char *pszValue );
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void ScriptSetBool( bool bValue );
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#endif
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KeyValues *m_pKeyValues; // actual KeyValue entity
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};
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#endif
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#endif // VSCRIPT_SERVER_H
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