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https://github.com/celisej567/source-sdk-2013.git
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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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@@ -141,15 +141,15 @@ variant_t Variant_Parse(const char *szValue)
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// Passes strings to Variant_Parse, uses the other input data for finding procedural entities.
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variant_t Variant_ParseInput(inputdata_t inputdata)
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{
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if (inputdata.value.FieldType() != FIELD_STRING)
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return inputdata.value;
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if (inputdata.value.String()[0] == '!')
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if (inputdata.value.FieldType() == FIELD_STRING)
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{
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variant_t var = variant_t();
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var.SetEntity(gEntList.FindEntityProcedural(inputdata.value.String(), inputdata.pCaller, inputdata.pActivator, inputdata.pCaller));
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if (var.Entity())
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return var;
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if (inputdata.value.String()[0] == '!')
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{
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variant_t var = variant_t();
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var.SetEntity(gEntList.FindEntityProcedural(inputdata.value.String(), inputdata.pCaller, inputdata.pActivator, inputdata.pCaller));
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if (var.Entity())
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return var;
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}
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}
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return Variant_Parse(inputdata.value.String());
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