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

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