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