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
This commit is contained in:
Blixibon
2019-10-24 21:47:12 +00:00
parent 756caa92e4
commit 27b026c5d9
49 changed files with 622 additions and 248 deletions

View File

@@ -141,15 +141,15 @@ variant_t Variant_Parse(const char *szValue)
// Passes strings to Variant_Parse, uses the other input data for finding procedural entities.
variant_t Variant_ParseInput(inputdata_t inputdata)
{
if (inputdata.value.FieldType() != FIELD_STRING)
return inputdata.value;
if (inputdata.value.String()[0] == '!')
if (inputdata.value.FieldType() == FIELD_STRING)
{
variant_t var = variant_t();
var.SetEntity(gEntList.FindEntityProcedural(inputdata.value.String(), inputdata.pCaller, inputdata.pActivator, inputdata.pCaller));
if (var.Entity())
return var;
if (inputdata.value.String()[0] == '!')
{
variant_t var = variant_t();
var.SetEntity(gEntList.FindEntityProcedural(inputdata.value.String(), inputdata.pCaller, inputdata.pActivator, inputdata.pCaller));
if (var.Entity())
return var;
}
}
return Variant_Parse(inputdata.value.String());