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

@@ -89,7 +89,9 @@ void CV_InitMod()
void CVEnt_Precache(CMapbaseCVarModEntity *modent)
{
// Maybe add some security/notification stuff here later
if (Q_strstr(STRING(modent->m_target), "sv_allow_logic_convar"))
return;
CV_InitMod();
}
void CVEnt_Activate(CMapbaseCVarModEntity *modent, CBaseEntity *pActivator = UTIL_GetLocalPlayer())