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Merged dev changes 10/24/2019
- Applied the nexttoken security fix (suggested by ficool2, important for MP port, no #ifdef MAPBASE because of volume of changes and irrelevance to readers) - Fixed a crash with the follower wait point start/stop using handlers - Fixed game_ui activator crash - Changed vphysics triggers to accept more entities - Fixed player squadmates not obeying hint node facing (e.g. wait points) - Fixed npc_snipers - prop_vehicle_jeep_old no longer changes classname - Restored and added the other CTakeDamageInfo fields for point_damageinfo - Fixed game_metadata not saving correctly - Fixed logic_measure_movement not functioning while possessing spawnflags - Added scripts/mapbase_rpc.txt script with choosable app ID and game image - Fixed some casing that broke Linux support - Added proper WorldVertexTransition blending to translucency and selfillum (translucency may need the translucent texture to be $basetexture, not $basetexture2) - Added modified parallax corrected cubemaps to shader code (although currently unusable) - Fixed Variant_ParseInput - Added/restored custom scanner speed (experimental, needs more work) - Several miscellaneous code changes/fixes and comment adjustments
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@@ -214,7 +214,11 @@ void CGameUI::Deactivate( CBaseEntity *pActivator )
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}
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else
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{
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#ifdef MAPBASE
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Warning("%s Deactivate(): I have no player when called by %s!\n", GetEntityName().ToCStr(), pActivator ? pActivator->GetEntityName().ToCStr() : "(null)");
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#else
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Warning("%s Deactivate(): I have no player when called by %s!\n", GetEntityName().ToCStr(), pActivator->GetEntityName().ToCStr());
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#endif
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}
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// Stop thinking
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