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Copy file name to clipboardExpand all lines: README
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@@ -40,8 +40,8 @@ or complicated code changes accessible and easy to use for level designers and o
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If you believe any content in Mapbase originates from any leak or unauthorized source (from Valve or otherwise), please contact Blixibon immediately.
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Mapbase is intended to be usable by everyone, including licensed Source projects and Steam mods. ***
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The Alien Swarm SDK was used to backport features and code from newer branches of Source into a Source 2013/Half-Life 2 environment.
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Mapbase also implements some of Tony Sergi's code changes from the Source 2007 SDK codebase. Both SDKs are publicly distributed by Valve and are available on Steam.
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-- The Alien Swarm SDK was used to backport features and code from newer branches of Source into a Source 2013/Half-Life 2 environment.
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-- Mapbase also implements some of Tony Sergi's code changes from the Source 2007 SDK codebase. Both SDKs are publicly distributed by Valve and are available on Steam.
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Some of the features backported from the Alien Swarm SDK (e.g. game instructor, particle rain) require assets from later versions of Source in order to work properly.
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The required assets have been backported from Alien Swarm and Left 4 Dead for the release build. They are not available in the code repository.
@@ -100,11 +100,13 @@ Direct contributions:
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- Combine lock hardware on door01_left.mdl created by Kralich (This is asset-based and not reflected in the code)
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- npc_vehicledriver fixes provided by CrAzY
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- npc_combine cover behavior patches provided by iohnnyboy
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- logic_playmovie icon created by URAKOLOUY5 (This is asset-based and not reflected in the code)
=-- https://github.com/mapbase-source/source-sdk-2013/pull/59 (New VScript functions and singletons based on API documentation in later Source/Source 2 games)
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=-- https://github.com/mapbase-source/source-sdk-2013/pull/80 (More VScript changes, including support for extremely flexible client/server messaging)
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=-- https://github.com/mapbase-source/source-sdk-2013/pull/105 (VScript fixes and optimizations, Vector class extensions, custom convars/commands)
-- https://github.com/ValveSoftware/source-sdk-2013/pull/401 (func_rot_button "Starts locked" flag fix)
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-- https://github.com/ValveSoftware/source-sdk-2013/pull/391 (VBSP func_detail smoothing group fix)
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-- https://github.com/ValveSoftware/source-sdk-2013/pull/362 (npc_manhack npc_maker fix; Adjusted for formatting and save/restore in Mapbase)
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-- https://github.com/Petercov/Source-PlusPlus/commit/ecdf50c48cd31dec4dbdb7fea2d0780e7f0dd8ec (used as a guide for porting the Alien Swarm SDK response system)
- Poison zombie barnacle crash fix implemented based on a snippet from HL2: Plus posted by Agent Agrimar on Discord (Mapbase makes the barnacle recognize it as poison just like poison headcrabs)
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- https://gamebanana.com/skins/172192 (Airboat handling fix; This is asset-based and not reflected in the code)
BEGIN_SCRIPTHOOK( C_BaseAnimating::g_Hook_OnClientRagdoll, "OnClientRagdoll", FIELD_VOID, "Called when this entity turns into a client-side ragdoll." )
virtualvoidResetEventsParity() { m_nPrevResetEventsParity = -1; } // used to force animation events to function on players so the muzzleflashes and other events occur
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// so new functions don't have to be made to parse the models like CSS does in ProcessMuzzleFlashEvent
@@ -477,6 +481,7 @@ class C_BaseAnimating : public C_BaseEntity, private IModelLoadCallback
Copy file name to clipboardExpand all lines: sp/src/game/client/c_baseentity.cpp
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetModelName, "GetModelName", "Returns the name of the model" )
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DEFINE_SCRIPTFUNC_NAMED( ScriptStopSound, "StopSound", "Stops a sound from this entity." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptEmitSound, "EmitSound", "Plays a sound from this entity." )
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DEFINE_SCRIPTFUNC_NAMED( VScriptPrecacheScriptSound, "PrecacheSoundScript", "Precache a sound for later playing." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptSoundDuration, "GetSoundDuration", "Returns float duration of the sound. Takes soundname and optional actormodelname." )
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DEFINE_SCRIPTFUNC_NAMED( GetAbsAngles, "GetAngles", "Get entity pitch, yaw, roll as a vector" )
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