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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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@@ -242,7 +242,13 @@ void CBaseCombatWeapon::Precache( void )
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// Add this weapon to the weapon registry, and get our index into it
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// Get weapon data from script file
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#ifdef MAPBASE
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// Allow custom scripts to be loaded on a map-by-map basis
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if ( ReadCustomWeaponDataFromFileForSlot( filesystem, GetWeaponScriptName(), &m_hWeaponFileInfo, GetEncryptionKey() ) ||
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ReadWeaponDataFromFileForSlot( filesystem, GetWeaponScriptName(), &m_hWeaponFileInfo, GetEncryptionKey() ) )
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#else
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if ( ReadWeaponDataFromFileForSlot( filesystem, GetClassname(), &m_hWeaponFileInfo, GetEncryptionKey() ) )
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#endif
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{
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// Get the ammo indexes for the ammo's specified in the data file
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if ( GetWpnData().szAmmo1[0] )
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@@ -2728,6 +2734,24 @@ Activity CBaseCombatWeapon::ActivityOverride( Activity baseAct, bool *pRequired
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return baseAct;
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}
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#ifdef MAPBASE_VSCRIPT
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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HSCRIPT CBaseCombatWeapon::ScriptGetOwner()
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{
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return ToHScript( GetOwner() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseCombatWeapon::ScriptSetOwner( HSCRIPT owner )
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{
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return SetOwner( ToEnt( owner ) ? ToEnt( owner )->MyCombatCharacterPointer() : NULL );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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@@ -2865,6 +2889,9 @@ IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
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#ifdef MAPBASE_VSCRIPT
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BEGIN_ENT_SCRIPTDESC( CBaseCombatWeapon, CBaseAnimating, "The base class for all equippable weapons." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetOwner, "GetOwner", "Get the weapon's owner." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptSetOwner, "SetOwner", "Set the weapon's owner." )
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DEFINE_SCRIPTFUNC( Clip1, "Get the weapon's current primary ammo." )
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DEFINE_SCRIPTFUNC( Clip2, "Get the weapon's current secondary ammo." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptSetClip1, "SetClip1", "Set the weapon's current primary ammo." )
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@@ -2893,6 +2920,7 @@ BEGIN_ENT_SCRIPTDESC( CBaseCombatWeapon, CBaseAnimating, "The base class for all
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DEFINE_SCRIPTFUNC( SetSubType, "Set the weapon's subtype." )
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DEFINE_SCRIPTFUNC( GetFireRate, "Get the weapon's firing rate." )
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DEFINE_SCRIPTFUNC( AddViewKick, "Applies the weapon's view kick." )
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DEFINE_SCRIPTFUNC( GetWorldModel, "Get the weapon's world model." )
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DEFINE_SCRIPTFUNC( GetViewModel, "Get the weapon's view model." )
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@@ -2901,6 +2929,44 @@ BEGIN_ENT_SCRIPTDESC( CBaseCombatWeapon, CBaseAnimating, "The base class for all
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DEFINE_SCRIPTFUNC( CanBePickedUpByNPCs, "Check if the weapon can be picked up by NPCs." )
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#ifndef CLIENT_DLL
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DEFINE_SCRIPTFUNC( CapabilitiesGet, "Get the capabilities the weapon currently possesses." )
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#endif
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DEFINE_SCRIPTFUNC( HasWeaponIdleTimeElapsed, "Returns true if the idle time has elapsed." )
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DEFINE_SCRIPTFUNC( GetWeaponIdleTime, "Returns the next time WeaponIdle() will run." )
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DEFINE_SCRIPTFUNC( SetWeaponIdleTime, "Sets the next time WeaponIdle() will run." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptWeaponClassify, "WeaponClassify", "Returns the weapon's classify class from the WEPCLASS_ constant group" )
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DEFINE_SCRIPTFUNC_NAMED( ScriptWeaponSound, "WeaponSound", "Plays one of the weapon's sounds." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetBulletSpread, "GetBulletSpread", "Returns the weapon's default bullet spread." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetBulletSpreadForProficiency, "GetBulletSpreadForProficiency", "Returns the weapon's bullet spread for the specified proficiency level." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetPrimaryAttackActivity, "GetPrimaryAttackActivity", "Returns the weapon's primary attack activity." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetSecondaryAttackActivity, "GetSecondaryAttackActivity", "Returns the weapon's secondary attack activity." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetDrawActivity, "GetDrawActivity", "Returns the weapon's draw activity." )
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DEFINE_SCRIPTFUNC( GetDefaultAnimSpeed, "Returns the weapon's default animation speed." )
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DEFINE_SCRIPTFUNC( SendWeaponAnim, "Sends a weapon animation." )
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DEFINE_SCRIPTFUNC( FiresUnderwater, "Returns true if this weapon can fire underwater." )
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DEFINE_SCRIPTFUNC( SetFiresUnderwater, "Sets whether this weapon can fire underwater." )
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DEFINE_SCRIPTFUNC( AltFiresUnderwater, "Returns true if this weapon can alt-fire underwater." )
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DEFINE_SCRIPTFUNC( SetAltFiresUnderwater, "Sets whether this weapon can alt-fire underwater." )
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DEFINE_SCRIPTFUNC( MinRange1, "Returns the closest this weapon can be used." )
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DEFINE_SCRIPTFUNC( SetMinRange1, "Sets the closest this weapon can be used." )
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DEFINE_SCRIPTFUNC( MinRange2, "Returns the closest this weapon can be used." )
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DEFINE_SCRIPTFUNC( SetMinRange2, "Sets the closest this weapon can be used." )
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DEFINE_SCRIPTFUNC( ReloadsSingly, "Returns true if this weapon reloads 1 round at a time." )
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DEFINE_SCRIPTFUNC( SetReloadsSingly, "Sets whether this weapon reloads 1 round at a time." )
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DEFINE_SCRIPTFUNC( FireDuration, "Returns the amount of time that the weapon has sustained firing." )
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DEFINE_SCRIPTFUNC( SetFireDuration, "Sets the amount of time that the weapon has sustained firing." )
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DEFINE_SCRIPTFUNC( NextPrimaryAttack, "Returns the next time PrimaryAttack() will run when the player is pressing +ATTACK." )
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DEFINE_SCRIPTFUNC( SetNextPrimaryAttack, "Sets the next time PrimaryAttack() will run when the player is pressing +ATTACK." )
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DEFINE_SCRIPTFUNC( NextSecondaryAttack, "Returns the next time SecondaryAttack() will run when the player is pressing +ATTACK2." )
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DEFINE_SCRIPTFUNC( SetNextSecondaryAttack, "Sets the next time SecondaryAttack() will run when the player is pressing +ATTACK2." )
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END_SCRIPTDESC();
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#endif
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