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3 changes: 3 additions & 0 deletions changelog.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,9 @@
- Improved: Vehicles now temporarily disable collisions when entering a changelevel trigger, remains disabled set by settings.
- Added: Setting to disable vehicle collisions.
- Fixed: Bad lightning by forcing r_radiosity convar to 4.
- Fixed: Multiple weapons dissolving when an NPC dies.
- Fixed: ep1_citadel_03 disabled clip so Alyx can go through the door sooner.
- Fixed: Missing default crosshair and incomplete QuickInfo crosshair.

0.9.29
- Improved: Use new checkpoint structure in mapscripts where possible with better positioning (first 5 chapters).
Expand Down
15 changes: 6 additions & 9 deletions gamemode/cl_hud.lua
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,7 @@ function GM:HUDInit(reloaded)
self.HUDRoundInfo = vgui.Create("HUDRoundInfo")
end

if lambda_crosshair:GetInt() == 2 and not IsValid(self.HUDQuickInfo) then
if lambda_crosshair:GetInt() == 1 and not IsValid(self.HUDQuickInfo) then
self.HUDQuickInfo = vgui.Create("LQuickInfo")
end

Expand Down Expand Up @@ -110,12 +110,9 @@ function GM:HUDShouldDraw(hudName)
if hidehud:GetBool() == true then return false end

if hudName == "CHudCrosshair" then
if self:ShouldDrawCrosshair() == false then return false end

if lambda_crosshair:GetInt() >= 1 then
local wep = ply:GetActiveWeapon()
if wep and wep.DoDrawCrosshair == nil then return false end
end
local wep = ply:GetActiveWeapon()
if lambda_crosshair:GetInt() == 2 then return false end
if self:ShouldDrawCrosshair() == false or not wep and wep.DoDrawCrosshair == nil then return false end
elseif hudName == "CHudGeiger" then
if not ply:IsSuitEquipped() then return false end
elseif hudName == "CHudBattery" then
Expand Down Expand Up @@ -150,10 +147,10 @@ function GM:HUDPaint()

local chcVar = lambda_crosshair:GetInt()

if chcVar == 1 and self:ShouldDrawCrosshair() == true then
if chcVar == 2 and self:ShouldDrawCrosshair() == true then
if IsValid(self.HUDQuickInfo) then self.HUDQuickInfo:Remove() end
hook.Run("DrawDynamicCrosshair")
elseif chcVar == 2 and self:ShouldDrawCrosshair() == true then
elseif chcVar == 1 and self:ShouldDrawCrosshair() == true then
if not IsValid(self.HUDQuickInfo) then
self.HUDQuickInfo = vgui.Create("LQuickInfo")
end
Expand Down
11 changes: 11 additions & 0 deletions gamemode/gametypes/hl2ep1/mapscripts/ep1_citadel_03.lua
Original file line number Diff line number Diff line change
Expand Up @@ -90,11 +90,22 @@ function MAPSCRIPT:PostInit()
GAMEMODE:SetPlayerCheckpoint(checkpoint, activator)
end

-- Move this idiot just outside those doors
local roomnpc = ents.FindByPos(Vector(1227, 11883, 5364), "npc_combine_s")
if roomnpc[1] then
roomnpc[1]:SetPos(Vector(1057, 12001, 5351))
end

ents.WaitForEntityByName("pclip_door1", function(ent)
ent:SetKeyValue("excludednpc", "npc_alyx")
end)

local monitorSceneTrigger = ents.Create("trigger_once")
monitorSceneTrigger:SetupTrigger(Vector(1200, 11676, 5536), Angle(0, 0, 0), Vector(-208, -156, -222), Vector(208, 156, 222))
monitorSceneTrigger:SetName("trigger_startmonitor_scene_1")
monitorSceneTrigger:SetKeyValue("StartDisabled", "1")
monitorSceneTrigger:SetKeyValue("teamwait", "1")
monitorSceneTrigger:SetKeyValue("spawnflags", "1")
monitorSceneTrigger:Fire("AddOutput", "OnTrigger trigger_door_comb_close,Enable,0.0,-1")
monitorSceneTrigger:Fire("AddOutput", "OnTrigger lcs_core_control_scene,Start,0.0,1")
monitorSceneTrigger:Fire("AddOutput", "OnTrigger pclip_door1,Enable,0.0,-1")
Expand Down
8 changes: 4 additions & 4 deletions gamemode/huds/hud_lambda_settings.lua
Original file line number Diff line number Diff line change
Expand Up @@ -45,8 +45,8 @@ function PANEL_CROSSHAIR:Init()
local chVar = GetConVar("lambda_crosshair"):GetInt()
local chTbl = {
[0] = "Garry's Mod Default",
[1] = "Lambda",
[2] = "Half-Life 2"
[1] = "Half-Life 2",
[2] = "Lambda"
}
local chSelectLbl = self:Add("DLabel")
chSelectLbl:SetPos(5, 7)
Expand All @@ -66,7 +66,7 @@ function PANEL_CROSSHAIR:Init()

function chSelect:OnSelect(index, text, data)
local a = chSelect:GetParent()
if data == 1 then
if index == 3 then
a:HideAll(false)
else
a:HideAll(true)
Expand Down Expand Up @@ -201,7 +201,7 @@ function PANEL_CROSSHAIR:Init()
chDynamic:SetConVar("lambda_crosshair_dynamic")
chDynamic:SetValue(cvars.Number("lambda_crosshair_dynamic"))

if chVar ~= 1 then
if chVar ~= 2 then
self:HideAll(true)
end
end
Expand Down
42 changes: 0 additions & 42 deletions gamemode/sh_entity_extend.lua
Original file line number Diff line number Diff line change
Expand Up @@ -431,46 +431,4 @@ end

function ENTITY_META:BlocksLOS()
return self:IsEFlagSet(EFL_DONTBLOCKLOS) == false
end

function ENTITY_META:DispatchResponse(response)
self:Input("DispatchResponse", self, self, response)
end

ENTITY_DISSOLVE_NORMAL = 0
ENTITY_DISSOLVE_ELECTRICAL = 1
ENTITY_DISSOLVE_ELECTRICAL_LIGHT = 2
ENTITY_DISSOLVE_CORE = 3

function ENTITY_META:Dissolve(dissolveType)
if dissolveType == nil then
dissolveType = ENTITY_DISSOLVE_NORMAL
end

self:SetOwner(NULL)
local name = self:GetName()

if name == nil or name == "" then
name = "dissolve_" .. tostring(self:EntIndex())
self:SetName(name)
end

local dissolver = ents.Create("env_entity_dissolver")
dissolver:SetKeyValue("target", name)
dissolver:SetKeyValue("dissolvetype", tostring(dissolveType))
-- Ensure all clients receive this.
dissolver:AddEFlags(EFL_FORCE_CHECK_TRANSMIT)
dissolver:Spawn()
dissolver:Activate()
dissolver:Fire("Dissolve", name, 0)
dissolver:Fire("Kill", "", 0.1)

if self:IsNPC() then
-- Play any appropriate noises when we start to dissolve
if dissolveType == ENTITY_DISSOLVE_ELECTRICAL or dissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT then
self:DispatchResponse("TLK_ELECTROCUTESCREAM")
else
self:DispatchResponse("TLK_DISSOLVESCREAM")
end
end
end