From 0e96b55afa2734bf543c4bdc6b0d1605de2f25cb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=CE=B6eh=20Matt?= <5415177+ZehMatt@users.noreply.github.com> Date: Fri, 20 Dec 2024 15:13:50 +0200 Subject: [PATCH] Fix d2_coast_10 having still a fall trigger --- changelog.md | 1 + gamemode/gametypes/hl2/mapscripts/d2_coast_10.lua | 4 +++- 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/changelog.md b/changelog.md index 985a7146..18ebffa9 100644 --- a/changelog.md +++ b/changelog.md @@ -1,6 +1,7 @@ 0.9.28 (in development) - Fixed: d2_prison_05: Not removing default spawn items. - Fixed: d3_c17_07: Player clip blocking other players at the start of the map. +- Fixed: d2_coast_10: Fade to black when jumping into the water. 0.9.27 - Fixed: Entity inputs/outputs are parsed incorrect. diff --git a/gamemode/gametypes/hl2/mapscripts/d2_coast_10.lua b/gamemode/gametypes/hl2/mapscripts/d2_coast_10.lua index a3556237..22cf169e 100644 --- a/gamemode/gametypes/hl2/mapscripts/d2_coast_10.lua +++ b/gamemode/gametypes/hl2/mapscripts/d2_coast_10.lua @@ -23,7 +23,9 @@ MAPSCRIPT.DefaultLoadout = { } MAPSCRIPT.EntityFilterByName = { - ["player_spawn_items"] = true + ["player_spawn_items"] = true, + ["fall_trigger"] = true, + ["fade_fall"] = true, } MAPSCRIPT.ImportantPlayerNPCNames = {