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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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@@ -990,7 +990,12 @@ void CNPC_CScanner::DeployMine()
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//-----------------------------------------------------------------------------
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float CNPC_CScanner::GetMaxSpeed()
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{
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#ifdef MAPBASE
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// Don't stomp custom max speed in base class
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if( IsStriderScout() && m_flCustomMaxSpeed <= 0.0f )
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#else
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if( IsStriderScout() )
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#endif
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{
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return SCANNER_SCOUT_MAX_SPEED;
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}
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