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https://github.com/celisej567/source-sdk-2013.git
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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
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@@ -219,6 +219,9 @@ IEngineReplay *g_pEngineReplay = NULL;
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IEngineClientReplay *g_pEngineClientReplay = NULL;
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IReplaySystem *g_pReplay = NULL;
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#endif
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#ifdef MAPBASE
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IVEngineServer *serverengine = NULL;
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#endif
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IHaptics* haptics = NULL;// NVNT haptics system interface singleton
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@@ -949,6 +952,15 @@ int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physi
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return false;
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#endif
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#ifdef MAPBASE
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// Implements the server engine interface on the client.
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// I'm extremely confused as to how this is even possible, but Saul Rennison's worldlight did it.
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// If it's really this possible, why wasn't it available before?
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// Hopefully there's no SP-only magic going on here, because I want to use this for RPC.
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if ( (serverengine = (IVEngineServer*)appSystemFactory(INTERFACEVERSION_VENGINESERVER, NULL )) == NULL )
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return false;
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#endif
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if (!g_pMatSystemSurface)
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return false;
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