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	<id>https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Change_log%2F4.8</id>
	<title>Change log/4.8 - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Change_log%2F4.8"/>
	<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;action=history"/>
	<updated>2026-05-01T13:16:46Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=660&amp;oldid=prev</id>
		<title>AdamR: Category.</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=660&amp;oldid=prev"/>
		<updated>2020-12-12T15:51:32Z</updated>

		<summary type="html">&lt;p&gt;Category.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:51, 12 December 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l341&quot;&gt;Line 341:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 341:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Manual&amp;#039;&amp;#039;&amp;#039;&amp;lt;nowiki&amp;gt;: Fixed incorrect pipe wrench setting.&amp;lt;/nowiki&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Manual&amp;#039;&amp;#039;&amp;#039;&amp;lt;nowiki&amp;gt;: Fixed incorrect pipe wrench setting.&amp;lt;/nowiki&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Manual&amp;#039;&amp;#039;&amp;#039;&amp;lt;nowiki&amp;gt;: Removed map CVAR&amp;#039;s &amp;lt;/nowiki&amp;gt;&amp;#039;&amp;#039;&amp;#039;weaponmode_wrench&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;weaponmode_m16&amp;#039;&amp;#039;&amp;#039; as they were never implemented.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Manual&amp;#039;&amp;#039;&amp;#039;&amp;lt;nowiki&amp;gt;: Removed map CVAR&amp;#039;s &amp;lt;/nowiki&amp;gt;&amp;#039;&amp;#039;&amp;#039;weaponmode_wrench&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;weaponmode_m16&amp;#039;&amp;#039;&amp;#039; as they were never implemented.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Game]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Change log]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>AdamR</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=657&amp;oldid=prev</id>
		<title>AdamR: AdamR moved page Change log 4.8 to Change log/4.8 without leaving a redirect</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=657&amp;oldid=prev"/>
		<updated>2020-12-12T15:50:57Z</updated>

		<summary type="html">&lt;p&gt;AdamR moved page &lt;a href=&quot;/index.php?title=Change_log_4.8&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Change log 4.8 (page does not exist)&quot;&gt;Change log 4.8&lt;/a&gt; to &lt;a href=&quot;/Change_log/4.8&quot; title=&quot;Change log/4.8&quot;&gt;Change log/4.8&lt;/a&gt; without leaving a redirect&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:50, 12 December 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;4&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;
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&lt;/table&gt;</summary>
		<author><name>AdamR</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=572&amp;oldid=prev</id>
		<title>AdamR: Protected &quot;Change log 4.8&quot;: High traffic page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=572&amp;oldid=prev"/>
		<updated>2020-12-12T15:11:35Z</updated>

		<summary type="html">&lt;p&gt;Protected &amp;quot;&lt;a href=&quot;/index.php?title=Change_log_4.8&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Change log 4.8 (page does not exist)&quot;&gt;Change log 4.8&lt;/a&gt;&amp;quot;: High traffic page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:11, 12 December 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;4&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff cache key svencoop_wiki-wiki_:diff:1.41:old-79:rev-572 --&gt;
&lt;/table&gt;</summary>
		<author><name>AdamR</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=79&amp;oldid=prev</id>
		<title>AdamR: My PC is being such a dick today.</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=79&amp;oldid=prev"/>
		<updated>2018-10-07T17:22:30Z</updated>

		<summary type="html">&lt;p&gt;My PC is being such a dick today.&lt;/p&gt;
&lt;a href=&quot;https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;amp;diff=79&amp;amp;oldid=78&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>AdamR</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=78&amp;oldid=prev</id>
		<title>AdamR: MediaWiki format...</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=78&amp;oldid=prev"/>
		<updated>2018-10-07T17:22:00Z</updated>

		<summary type="html">&lt;p&gt;MediaWiki format...&lt;/p&gt;
&lt;a href=&quot;https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;amp;diff=78&amp;amp;oldid=77&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>AdamR</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=77&amp;oldid=prev</id>
		<title>AdamR: Added page.</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Change_log/4.8&amp;diff=77&amp;oldid=prev"/>
		<updated>2018-10-07T17:21:39Z</updated>

		<summary type="html">&lt;p&gt;Added page.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;h2&amp;gt;Notable features&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added Half-Life: Blue Shift co-op campaign.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added breakable functionality to all door types.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added RIPENT for Linux with campaign installation scripts, along with uninstallation scripts.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Improved compatibility with the SteamPipe update for Half-Life:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Added missing VGUI language lines.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Campaign installation scripts will now search the common account folder for official BSP&amp;#039;s.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;File system updates include reading files from various mod extension folders (like addon, downloads, and hd).&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Fixed borderless window mode vastly shrinking the game window.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Linux server binary renamed to &amp;lt;strong&amp;gt;hl.so&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Code changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Core&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added cheat command &amp;lt;strong&amp;gt;teleport&amp;lt;/strong&amp;gt; expecting X, Y, and Z target co-ordinates to move the player to.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added CVAR &amp;lt;strong&amp;gt;weaponmode_eagle&amp;lt;/strong&amp;gt; to the map configuration, which will disable the desert eagle&amp;#039;s laser sight.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added CVAR &amp;lt;strong&amp;gt;weaponmode_rpg&amp;lt;/strong&amp;gt; to the map configuration, which will disable the RPG&amp;#039;s laser guide.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added CVAR&amp;#039;s &amp;lt;strong&amp;gt;sv_wateramp&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;sv_zmax&amp;lt;/strong&amp;gt; to the map configuration commands.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added key &amp;lt;strong&amp;gt;attackrange&amp;lt;/strong&amp;gt; to both turrets and sentry types to determine their maximum firing range.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added keys &amp;lt;strong&amp;gt;health&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;healthcap&amp;lt;/strong&amp;gt; to &amp;lt;strong&amp;gt;item_battery&amp;lt;/strong&amp;gt;, which work in the same way as &amp;lt;strong&amp;gt;item_healthkit&amp;lt;/strong&amp;gt; (using the same key names for consistency).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;All read-only file operations will now scan for alternative mod folders (&amp;lt;strong&amp;gt;addons&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;downloads&amp;lt;/strong&amp;gt;, and &amp;lt;strong&amp;gt;hd&amp;lt;/strong&amp;gt;) to be compatible with the SteamPipe update for Half-Life.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Changed NPC flag &amp;quot;Fade corpse&amp;quot; to &amp;quot;Don&amp;#039;t fade corpse&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Default heap size is now &amp;lt;strong&amp;gt;128MB&amp;lt;/strong&amp;gt; from the default &amp;lt;strong&amp;gt;40MB&amp;lt;/strong&amp;gt;. Servers will need to apply this manually in their command parameters.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Default entity limit &amp;lt;strong&amp;gt;3072&amp;lt;/strong&amp;gt; is now defined in &amp;lt;strong&amp;gt;liblist.gam&amp;lt;/strong&amp;gt;, supported by the SteamPipe update for Half-Life.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed baby gargantuas only being able to bleed yellow, mappers can now set this to red.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed bad (missing) messages being displayed when muting/unmuting players via the score board.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed camera views limiting RGB values to 210 (caused a little bit of dimming).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed certain players/servers being unable to retrieve player extras (donor/staff) features on-line due to a binary unsafe operation.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed console spam &amp;lt;strong&amp;gt;ChangedTurret&amp;lt;/strong&amp;gt; when using controllable turrets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed flashlight sound cutting off medic and take cover voice calls.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed &amp;lt;strong&amp;gt;game_zone_player&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;trigger_entity_iterator&amp;lt;/strong&amp;gt; counting disconnected players.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed incorrect 3rd person player animations when reloading certain weapons while already full.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed Linux server not being able to open map resource files due to case sensitivity.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed M16 always firing 3 rounds even if there are only 1 or 2 rounds left.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed M16 to keep firing after reloading if reloaded during the middle of the 3-round burst.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed many more potential crashes, memory leaks, and ancient programming techniques here and there.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed map cycle handling:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Added server console printouts if a map is missing, or players are too few/many.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Fixed infinite loop during the intermission if the next map becomes missing after a map has started.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Fixed map configuration commands start, weapon, ammo, item, and weaponmode claiming to be invalid.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Fixed map cycle not always advancing if the next map string is shorter than the map preceding it.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Fixed map cycle sometimes advancing two places each time.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed map intermission handling:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;CVAR &amp;lt;strong&amp;gt;mp_chattime&amp;lt;/strong&amp;gt;: minimum time 8 seconds, maximum time 60 seconds.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Fixed map not changing until the maximum intermission time had been reached unless a player presses a key.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed Osprey initialization sometimes crashing Linux servers.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players being able to keep weapon zoom by changing weapons and zooming in on the same frame.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players being able to revive robots.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players being able to switch weapons while dead.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players being able to use controllable tanks even after being disabled by a master entity.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players being able to use electric crowbars in water by holding primary attack before entering water.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players dropping an oddly behaving shock rifle when they die while holding one.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players floating upwards into infinity if killed on a ladder.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players losing their client flag on death.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players not automatically switching weapon when ammo has been depleted.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players not being able to damage tripmines when placed by other players, they now always take damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players not being able to drop snark ammo if the player has less than 5 of them..&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players not being able to use picked up ammo where the ammo is the weapon (i.e. grenades).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players not having their rendering effects copied to their 1st person view-port model (glows, ghost, etc).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players seeing a map MOTD even if it doesn&amp;#039;t exist.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players seeing garbled ammo on their HUD when they have no weapon.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players seeing shock rifle in their weapon selection HUD if they had one while being revived.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players sometimes getting skipped on actions/functions applied to all connected players.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players switching weapon after/during a camera sequence.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players switching weapon while swing-charging a wrench.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players throwing a crowbar at a repairable breakable causing it to repair if the player switches to a wrench immediately.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed potential crash caused by a child thread creating a network message when a message may already be in progress. Badly written plug-ins will still cause this crash though.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed rare crash &amp;lt;strong&amp;gt;&amp;quot;MSG_PVS with no origin&amp;quot;&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed servers crashing when a platform trigger runs if their parent platform no longer exists.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed servers crashing when a player connects while no spawn points can be used (all either filtered or deactivated).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed servers crashing when a player picks up a minigun or shock rifle while holding no other weapons.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed servers crashing when a player uses the tertiary fire function on a shock rifle.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed servers generating excessive or no water splash particles from players.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed servers not always loading configuration files from the correct mod folder (caused by SteamPipe).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed servers not always writing error messages in full from the on-line player extras web server.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed &amp;lt;strong&amp;gt;squadmaker&amp;lt;/strong&amp;gt; entities with a target name using the cyclic AND start on flags to spawn children ignoring the cyclic flag (timer based).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed tank controller A.I. firing hundreds of projectiles at once if the target took cover then re-entered the line of sight quickly.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed &amp;lt;strong&amp;gt;trigger_changemodel&amp;lt;/strong&amp;gt; removing its&amp;#039; target&amp;#039;s collision hull and breaking animations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed &amp;lt;strong&amp;gt;trigger_changevalue&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;trigger_copyvalue&amp;lt;/strong&amp;gt; not being able to edit &amp;lt;strong&amp;gt;squadmaker&amp;lt;/strong&amp;gt; monster count.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed &amp;lt;strong&amp;gt;trigger_setcvar&amp;lt;/strong&amp;gt; not being able to edit &amp;lt;strong&amp;gt;mp_barnacle_paralyze&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;mp_disable_autoclimb&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed trip mines permanently glowing after being hit by a shock rifle projectile.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed turret controls not responding to players while holding an RPG.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed turrets taking a long time to repair while undeployed.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed turrets recovering only 1 hit point while broken.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed warning &amp;lt;strong&amp;gt;&amp;quot;Tried to stuff bad command npc_findcover&amp;quot;&amp;lt;/strong&amp;gt; when using the &amp;lt;strong&amp;gt;grenade&amp;lt;/strong&amp;gt; commnd.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed wrong messages when Linux servers create a default GMR/GSR folder for a map, and prevented these messages from behaving like an error.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Improved &amp;lt;strong&amp;gt;cl_showstats&amp;lt;/strong&amp;gt; output:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Moved output upwards to 1 6th of the screen&amp;#039;s height.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Output is now in two distinct columns.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Property column is tinted blue, value column is tinted red.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Split client version/build and server version/build.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Improved console output for &amp;lt;strong&amp;gt;scripted_sequence&amp;lt;/strong&amp;gt; when it is unable to play its&amp;#039; sequence on an NPC.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Improved server administrators feature:&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Authentication ID&amp;#039;s beginning with an asterisk &amp;#039;*&amp;#039; are marked as server owners, with their icon tinted gold in the score board. Players hosting a listen server will automatically be denoted as the server owner.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Fixed a range of minor issues with the administrator list file parser.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Fixed last administrator entry sometimes being ignored.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Fixed players hosting a listen server not getting the administrator icon if an administrator list file doesn&amp;#039;t exist.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;New command &amp;lt;strong&amp;gt;loadadminlist&amp;lt;/strong&amp;gt; to reload the administrator list mid game (useful for external plug-ins/scripts writing the list on map start).&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Placeholder functionality for future built-in administration commands.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Improved thread stability when attempting to search and download player extras information.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Increased &amp;lt;strong&amp;gt;multi_manager&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;multisource&amp;lt;/strong&amp;gt; target limit from 32 to 64. This will eventually be converted into a linked list.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Prevented players using a controllable turret if they are holding a heavy weapon (minigun / shock rifle).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Prevented entities &amp;lt;strong&amp;gt;monster_roach&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;monster_snark&amp;lt;/strong&amp;gt; from moving a &amp;lt;strong&amp;gt;func_pushable&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Prevented entitiy classifications insect, alien bio weapon, and player bio weapon from moving a &amp;lt;strong&amp;gt;func_pushable&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Removed (the already ignored) &amp;lt;strong&amp;gt;size&amp;lt;/strong&amp;gt; key for &amp;lt;strong&amp;gt;func_pushable&amp;lt;/strong&amp;gt;, replaced it for the more commonly used custom hull size keys.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Restored suit voices for collecting a HEV suit and long jump.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Server will now print a warning when &amp;lt;strong&amp;gt;trigger_save&amp;lt;/strong&amp;gt; attempts (and fails) to write to a read-only file.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sound engine&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;FMOD Ex updated to v4.44.14.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Client&amp;lt;/strong&amp;gt;: All cache files are now properly flushed from all mod folders (SteamPipe and language specific) when the game starts and closes.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Client&amp;lt;/strong&amp;gt;: Fixed attenuation for 3D sounds causing them to be inaudible.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Client&amp;lt;/strong&amp;gt;: Improved players hearing sounds too closely from entities that are out of their PVS.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Client&amp;lt;/strong&amp;gt;: New CVAR &amp;lt;strong&amp;gt;cl_outline_sounds&amp;lt;/strong&amp;gt; to display particles where sounds emit from.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Client&amp;lt;/strong&amp;gt;: Sound list caches are now flushed when a player has finished loading a sound list (i.e. has joined the game).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Changed &amp;lt;strong&amp;gt;ambient_generic&amp;lt;/strong&amp;gt; flag &amp;lt;strong&amp;gt;Play at user origin&amp;lt;/strong&amp;gt; to play at all players if the activator isn&amp;#039;t a player, or the &amp;lt;strong&amp;gt;Play everywhere&amp;lt;/strong&amp;gt; flag is also used.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Explosions are now handled by the sound engine.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed &amp;lt;strong&amp;gt;ambient_generic&amp;lt;/strong&amp;gt; crash when the &amp;lt;strong&amp;gt;Play at user origin&amp;lt;/strong&amp;gt; flag is used when the activator isn&amp;#039;t a player.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed cached sound lists not being loaded or flushed from the &amp;lt;strong&amp;gt;downloads&amp;lt;/strong&amp;gt; mod folder (caused by SteamPipe).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed sounds not being loaded from alternative mod folders, usually &amp;lt;strong&amp;gt;downloads&amp;lt;/strong&amp;gt; for custom maps (caused by SteamPipe).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Increased maximum number of &amp;lt;strong&amp;gt;materials.txt&amp;lt;/strong&amp;gt; entrties to &amp;lt;strong&amp;gt;2048&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Player footsteps are now all handled client side -- including for other players.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Non-playable characters&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed reviver NPCs reviving gibed players/NPCs.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Alien Slaves&amp;lt;/strong&amp;gt;: Fixed refusal to revive other alien slaves that had the &amp;quot;Fade Corpse&amp;quot; flag enabled.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Assassin&amp;lt;/strong&amp;gt;: Reduced assassins&amp;#039; MP5 accuracy, now slightly better than grunts.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Grunts&amp;lt;/strong&amp;gt;: Reduced grunts&amp;#039; SAW accuracy.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Grunts&amp;lt;/strong&amp;gt;: Restored Half-Life accuracy for grunts using pistols, MP5&amp;#039;s, and shotguns.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Grunts (allied)&amp;lt;/strong&amp;gt;: Fixed issue with use and un-use sentences being ignored for &amp;lt;strong&amp;gt;monster_human_grunt_ally&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;monster_human_medic_ally&amp;lt;/strong&amp;gt;, and &amp;lt;strong&amp;gt;monster_human_torch_ally&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Heavy weapons grunt&amp;lt;/strong&amp;gt;: Added support to use pistols should the minigun be dropped/lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Heavy weapons grunt&amp;lt;/strong&amp;gt;: Fixed heavy weapons grunts not running away from grenades.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Heavy weapons grunt&amp;lt;/strong&amp;gt;: Grunt will drop his minigun after 50 points of blast damage (90% chance).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Heavy weapons grunt&amp;lt;/strong&amp;gt;: Grunt will look for his minigun and pick it up, or get out a pistol if it&amp;#039;s gone/taken.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Kingpin&amp;lt;/strong&amp;gt;: Increased sound attenuation, greatly for death sound.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Shock Roach&amp;lt;/strong&amp;gt;: Fixed infinite life if jumping at a target while underwater.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Map changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Included map &amp;lt;strong&amp;gt;_hlds_start&amp;lt;/strong&amp;gt; intended for servers with plug-ins to prepare/load their external data on HLDS launch.&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Automatically ends after 1 minute, the server map cycle will then begin.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;Should it not end automatically a player spawning can press a button to end it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Activist&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 2&amp;lt;/strong&amp;gt;: Advanced spawn point when a player opens the wide glass laboratory doors (20 second delay).&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 2&amp;lt;/strong&amp;gt;: Fixed players spawning inside the back wall.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Fixed lift button not responding at the start of the map if you haven&amp;#039;t played part 2 first.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Fixed monsters running under the giant lift players start descending on, they should avoid it now.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Fixed spawn point by the final battle being activated too early.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Escape Series&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;All&amp;lt;/strong&amp;gt;: Fixed missing/0-byte sound files.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;All&amp;lt;/strong&amp;gt;: Tidied up map configurations.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;All&amp;lt;/strong&amp;gt;: Fixed various messages having corrupt characters on the end.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;2A&amp;lt;/strong&amp;gt;: Fixed floating headcrabs unable to attack players in a pipe after the acid drops.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;2B&amp;lt;/strong&amp;gt;: Fixed visible null textures underneath the drop-down helix stairs.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;2B&amp;lt;/strong&amp;gt;: Tilted an unbreakable looking pane of glass to make it more obvious you break through it.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;2B&amp;lt;/strong&amp;gt;: Fixed one person being able to use the dual-player buttons after the big acid pool.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;2C&amp;lt;/strong&amp;gt;: Fixed one person being able to use the dual-player eye scanners after the underwater tunnel.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;2D&amp;lt;/strong&amp;gt;: Fixed players being able to block the first gate in the bridge brawl chapter.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;2E&amp;lt;/strong&amp;gt;: Fixed players spawning facing the wrong direction in the final boss chamber.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;2E&amp;lt;/strong&amp;gt;: Final boss is now a standard Gargantua.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;2E&amp;lt;/strong&amp;gt;: Replaced/added weapons suitable for defeating a standard Gargantua in the final boss chamber.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3A&amp;lt;/strong&amp;gt;: Fixed null texture on a rock in the first shortcut.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3A&amp;lt;/strong&amp;gt;: Fixed various outro messages having corrupt characters on the end.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3B&amp;lt;/strong&amp;gt;: Fixed players being able to get stuck in the TNT plunger.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3C&amp;lt;/strong&amp;gt;: Added advanced spawn point in the ventilation shaft once a player reaches it.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3C&amp;lt;/strong&amp;gt;: Fixed null texture on the top of the fans.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3C&amp;lt;/strong&amp;gt;: Fixed terrible physics when reaching the tops of the ladders.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3D&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;3E&amp;lt;/strong&amp;gt;: Fixed players not taking fall damage when falling down the cable trolley shaft.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3D&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;3E&amp;lt;/strong&amp;gt;: Implemented spawn points that follow the cable trolley.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3D&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;3E&amp;lt;/strong&amp;gt;: Made the lighting in the cable trolley a bit brighter.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3E&amp;lt;/strong&amp;gt;: Moved Barney to be the train driver as it leaves.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;3E&amp;lt;/strong&amp;gt;: Players have 3 more seconds to get in the train before it leaves.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Half-Life campaign&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;All&amp;lt;/strong&amp;gt;: Changed deprecated killnpc CVAR to mp_npckill.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C1A0D&amp;lt;/strong&amp;gt;: Fixed the two additional HEV suits disappearing for no reason on dedicated servers.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C1A1D&amp;lt;/strong&amp;gt;: Fixed a spawn point being camped by a zombie.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C1A2&amp;lt;/strong&amp;gt;: Fixed zombie in store room not playing intended animation.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C1A2A&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;C1A2D&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;C1A2E&amp;lt;/strong&amp;gt;: Added a shotgun to the weapon configuration.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C1A3&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;C1A3A&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;C1A3D&amp;lt;/strong&amp;gt;: Fixed silent fire alarm sounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C1A3&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;C1A3A&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;C1A3D&amp;lt;/strong&amp;gt;: Re-added closing fire doors but made them breakable.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C1A4Z&amp;lt;/strong&amp;gt;: Fixed acid pit not hurting players.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C1A4Z&amp;lt;/strong&amp;gt;: Fixed overlapping door brush with door frame.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C2A1&amp;lt;/strong&amp;gt;: Fixed grunts fighting the Gargantua appearing as player allies.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C2A3A&amp;lt;/strong&amp;gt;: Fixed ichthyosaur not playing a script.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C2A4E&amp;lt;/strong&amp;gt;: Fixed scientists running into the operating machinary when hearing a distant explosion.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C2A4H&amp;lt;/strong&amp;gt;: Added electricity sprites to stairs to indicate harmful area.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C2A5F&amp;lt;/strong&amp;gt;: Fixed players being able to get stuck inside broken walls.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C2A5X&amp;lt;/strong&amp;gt;: Added a second voltigore to make the area harder.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C3A1&amp;lt;/strong&amp;gt;: Restored the ceiling collapse sequence, adjusted spawn points to accommodate this.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C3A1B&amp;lt;/strong&amp;gt;: Fixed some spawn points facing the wrong direction.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C4A1B&amp;lt;/strong&amp;gt;: Fixed missing pumping/mining blocks.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C4A1C&amp;lt;/strong&amp;gt;: Fixed players being able to block the round elevator platforms.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;C4A2&amp;lt;/strong&amp;gt;: Fixed hovering Xen plant.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Half-Life: Opposing Force campaign&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;All&amp;lt;/strong&amp;gt;: Changed deprecated killnpc CVAR to mp_npckill.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF1A2&amp;lt;/strong&amp;gt;: Advanced spawn point when a player passes the nose of the crashed Osprey.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF1A2&amp;lt;/strong&amp;gt;: Removed Gordon ghost.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF1A3&amp;lt;/strong&amp;gt;: Advanced spawn point when a player enters the lower door of the catwalk.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF2A2&amp;lt;/strong&amp;gt;: Fixed players being able to push the box which may block an opening.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF2A3&amp;lt;/strong&amp;gt;: Map deleted.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF2A5&amp;lt;/strong&amp;gt;: Advanced spawn point when a player enters the broken vent near the medic.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF3A2&amp;lt;/strong&amp;gt;: Fixed bad spawn positions.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF3A2&amp;lt;/strong&amp;gt;: Fixed monsters falling into the Xen void by using bounce pads.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF3A2&amp;lt;/strong&amp;gt;: Fixed players not spawning with low gravity.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF4A2&amp;lt;/strong&amp;gt;: Fixed players being able to block elevator doors.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF4A3&amp;lt;/strong&amp;gt;: Advanced spawn point when a player enters passes the biodome lift.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF5A1&amp;lt;/strong&amp;gt;: Advanced spawn point when a player climbs the ladder to the surface.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF5A1&amp;lt;/strong&amp;gt;: Advanced spawn point (3rd) when a player crawls into the room with allied grunts.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF5A3&amp;lt;/strong&amp;gt;: Fixed players being able to skip half of the map using crates.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF6A2&amp;lt;/strong&amp;gt;: Fixed players being able to fall outside the map on top of the rocks.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF6A2&amp;lt;/strong&amp;gt;: Fixed visible barrel brush intended to block access, back to invisible.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF6A3&amp;lt;/strong&amp;gt;: Added RPG and SAW to the weapon configuration.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF6A3&amp;lt;/strong&amp;gt;: Advanced spawn point when a player climbs into the roof vent.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF6A4B&amp;lt;/strong&amp;gt;: Removed RPG ammo.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;OF6A4B&amp;lt;/strong&amp;gt;: Updated end game message.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Half-Life: Uplink campaign&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 2&amp;lt;/strong&amp;gt;: Fixed players being able to skip to part 3 by boosting a player over a chain-link fence.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Hostile Planet&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed gigantic wood gibs produced from certain breakables.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Jumpers&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Lightened glow effect on the jumper player to make the 1st person glow effect less annoying.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Osprey&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed gigantic wood gibs produced from certain breakables.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Quarter&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Changed time limit from infinite to 1 hour.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Polar Rescue&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Updated objective sprites.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Psyko&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added a platform to the slime area so players that haven&amp;#039;t died can get out.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added a back-up system for the volcano area: The symbol will become available after 5 minutes if no monsters are killed, so if the doors happen to get stuck players don&amp;#039;t have to change map.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added SAW, spore launcher, and spore plants to the boss fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Blue symbol now appears only after most of the monsters have been killed.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Icky in blue room should now be mad.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Made most of the symbols are now &amp;lt;strong&amp;gt;func_illusionary&amp;lt;/strong&amp;gt; so there won&amp;#039;t be bullet holes in them.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Pushable pigs now disappear after they have been used, though they can still be pushed to other rooms before they are used.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Reduced slime and final boss HP.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Reduced the breakables HP in the final fight and added HUD info for them.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sandstone&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Changed setting &amp;lt;strong&amp;gt;mp_npckill&amp;lt;/strong&amp;gt; to prevent players killing allied NPC&amp;#039;s needed to complete the map.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sector E&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 1&amp;lt;/strong&amp;gt;: Fixed being able to skip fighting the glass monster (should you summon it) by using the end map lift -- if it spawns, you must defeat it.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 1&amp;lt;/strong&amp;gt;: Fixed dead grunt with his hand inside a wall.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 1&amp;lt;/strong&amp;gt;: Fixed the king pin, glass monster, and other monsters being teleported away by a teleporter only meant for a scientist.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 2&amp;lt;/strong&amp;gt;: Tweaked the long pushable machine so it gets stuck less.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Fixed bad clipping on the floor of the blue horde battle area, mainly near Xen goo.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Added extra task before the final vent to give players a chance to collect the final flower, before someone else rushes through preventing collection.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Made the 15 flower bonus more worthwhile, providing a gold 357, Gluon gun, SAW, and 6 beefy ammo packs.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Added bonus weapons to the Gordon boss room too.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Added spore plants to the Gordon boss room.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Added scripted sequence to raise the Gordon boss boss to an air node, which should make it a bit more active.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Added 8 destinations for the Gordon boss to go to every 10-20 seconds after reaching the previous spot to make him move around more.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 3&amp;lt;/strong&amp;gt;: Gordon boss is no longer laughably easy to defeat.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sven Co-op&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 1&amp;lt;/strong&amp;gt;: Fixed gigantic wood gibs produced from certain breakables.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 1&amp;lt;/strong&amp;gt;: Fixed underground walls instantly springing back when reaching the wheel turn limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Tetris&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Removed references to king pin models and replacements in the resource files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;They Hunger&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;All of episode 1&amp;lt;/strong&amp;gt;: Changed sv_maxspeed to 220 to match episode 2.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;They12&amp;lt;/strong&amp;gt;: Fixed unexplained outward push from the dam&amp;#039;s underwater window.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;They15&amp;lt;/strong&amp;gt;: Fixed second zombie getting stuck on the first zombie when completing the outro sequence, preventing the map from ending.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Toad Snatch&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added failsafe map ending system: Map will end if there are no non-ghost players outside the spawn area for longer than 2 minutes, with a warning after 1 minute.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Mentioned in MOTD that the buttons in the checkpoint supply rooms spawn friendly sentry turrets.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Tweaked map ending system so players who are in a state of &amp;quot;dead, lying on the ground&amp;quot; no longer count as living players.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Toon Run&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Part 2&amp;lt;/strong&amp;gt;: Fixed blowtato platforms instantly springing back when reaching the wheel turn limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Yabma&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed players being able to get stuck in the pipes near the Barnacle.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Fixed key card in the cleansuit laboratory appearing as a HLDM ammo box.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Model changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Player&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Models &amp;lt;strong&amp;gt;Beret&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;Grunt&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;Shepard&amp;lt;/strong&amp;gt;, and &amp;lt;strong&amp;gt;Tower&amp;lt;/strong&amp;gt; now use the friendly green skins to lower confusion with the enemy white urban skin.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Removed official models having outdated animations.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Non-playable characters&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Zombie&amp;lt;/strong&amp;gt;: Added external sequence for Blue Shift&amp;#039;s high definition models.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Sound changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Added &amp;lt;strong&amp;gt;Mistral&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;Night Watch&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;Night Watch Xeno&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;Submerged&amp;lt;/strong&amp;gt;, and &amp;lt;strong&amp;gt;They Hunger&amp;lt;/strong&amp;gt; textures to the global materials definition file for better footsteps.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Other changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;FGD&amp;lt;/strong&amp;gt;: Fixed entity alphabetic ordering.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;FGD&amp;lt;/strong&amp;gt;: Fixed model key present twice in &amp;lt;strong&amp;gt;item_generic&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;FGD&amp;lt;/strong&amp;gt;: Fixed spawn flag in func_pushable &amp;lt;strong&amp;gt;256 &amp;quot;1-hit break&amp;quot;&amp;lt;/strong&amp;gt; not present.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;FGD&amp;lt;/strong&amp;gt;: Fixed types for models/sounds in &amp;lt;strong&amp;gt;custom_precache&amp;lt;/strong&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;FGD&amp;lt;/strong&amp;gt;: Fixed typo in ambient_generic &amp;lt;strong&amp;gt;16: &amp;quot;15 - 4,096 units&amp;quot;&amp;lt;/strong&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;FGD&amp;lt;/strong&amp;gt;: Simplified ammo/item/weapon entities and their base classes.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;FGD&amp;lt;/strong&amp;gt;: New base class &amp;lt;strong&amp;gt;Ammo&amp;lt;/strong&amp;gt; for ammo entities allows for custom models.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;FGD&amp;lt;/strong&amp;gt;: Removed &amp;lt;strong&amp;gt;size&amp;lt;/strong&amp;gt; key from &amp;lt;strong&amp;gt;func_pushable&amp;lt;/strong&amp;gt;, added custom hull size keys.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Graphics&amp;lt;/strong&amp;gt;: Improved zoomed sniper rifle crosshair so it can be seen in dark places.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Manual&amp;lt;/strong&amp;gt;: Fixed incorrect pipe wrench setting.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Manual&amp;lt;/strong&amp;gt;: Removed map CVAR&amp;#039;s &amp;lt;strong&amp;gt;weaponmode_wrench&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;weaponmode_m16&amp;lt;/strong&amp;gt; as they were never implemented.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>AdamR</name></author>
	</entry>
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