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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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@@ -50,8 +50,8 @@ public:
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void InputStrikeOnce( inputdata_t &inputdata );
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#ifdef MAPBASE
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void InputAmplitude( inputdata_t &inputdata );
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void InputSetStartEntity( inputdata_t &inputdata ) { m_iszStartEntity = inputdata.value.StringID(); }
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void InputSetEndEntity( inputdata_t &inputdata ) { m_iszEndEntity = inputdata.value.StringID(); }
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void InputSetStartEntity( inputdata_t &inputdata ) { m_iszStartEntity = inputdata.value.StringID(); BeamUpdateVars(); }
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void InputSetEndEntity( inputdata_t &inputdata ) { m_iszEndEntity = inputdata.value.StringID(); BeamUpdateVars(); }
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#endif
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void TurnOn( void );
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