Merged dev changes 9/7/2019

- Experimental RPC stuff for the future
- Fixed players running over allies with vehicles (kind of)
- Modified redirect filter infrastructure to support when there's no target filter (meaning it will just make sure the entity exists)
- Fixed SDK_EyeRefract
- Fixed env_beam SetStart/EndEntity
- New "OnStateChange" output on NPCs
- scripted_face removed (use generic facing VCDs instead)
- Fixed RPC
- Miscellaneous code cleanup
This commit is contained in:
Blixibon
2019-09-07 21:05:59 +00:00
parent 3d464bc051
commit 031e383fb5
16 changed files with 132 additions and 205 deletions

View File

@@ -219,6 +219,9 @@ IEngineReplay *g_pEngineReplay = NULL;
IEngineClientReplay *g_pEngineClientReplay = NULL;
IReplaySystem *g_pReplay = NULL;
#endif
#ifdef MAPBASE
IVEngineServer *serverengine = NULL;
#endif
IHaptics* haptics = NULL;// NVNT haptics system interface singleton
@@ -949,6 +952,15 @@ int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physi
return false;
#endif
#ifdef MAPBASE
// Implements the server engine interface on the client.
// I'm extremely confused as to how this is even possible, but Saul Rennison's worldlight did it.
// If it's really this possible, why wasn't it available before?
// Hopefully there's no SP-only magic going on here, because I want to use this for RPC.
if ( (serverengine = (IVEngineServer*)appSystemFactory(INTERFACEVERSION_VENGINESERVER, NULL )) == NULL )
return false;
#endif
if (!g_pMatSystemSurface)
return false;