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

@@ -255,7 +255,8 @@ void CGameEnd::InputGameEnd( inputdata_t &inputdata )
#ifdef MAPBASE
void CGameEnd::InputGameEndSP( inputdata_t &inputdata )
{
// Things like mapping competitions should operate with given strings for specific endings (e.g. background maps).
// This basically just acts as a shortcut for the "startupmenu force"/disconnection command.
// Things like mapping competitions could change this code based on given strings for specific endings (e.g. background maps).
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if (pPlayer)
engine->ClientCommand(pPlayer->edict(), "startupmenu force");