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Update triggers.cpp
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@ -47,6 +47,7 @@
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#define DEBUG_TRANSITIONS_VERBOSE 2
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#define DEBUG_TRANSITIONS_VERBOSE 2
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ConVar g_debug_transitions( "g_debug_transitions", "0", FCVAR_NONE, "Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition." );
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ConVar g_debug_transitions( "g_debug_transitions", "0", FCVAR_NONE, "Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition." );
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ConVar noclip_changelevel("noclip_changelevel", "0", FCVAR_CHEAT);
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// Global list of triggers that care about weapon fire
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// Global list of triggers that care about weapon fire
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// Doesn't need saving, the triggers re-add themselves on restore.
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// Doesn't need saving, the triggers re-add themselves on restore.
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@ -1848,7 +1849,8 @@ void CChangeLevel::TouchChangeLevel( CBaseEntity *pOther )
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return;
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return;
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}
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}
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if ( !pPlayer->IsInAVehicle() && pPlayer->GetMoveType() == MOVETYPE_NOCLIP )
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if ( !pPlayer->IsInAVehicle() && pPlayer->GetMoveType() == MOVETYPE_NOCLIP && !noclip_changelevel.GetBool())
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{
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{
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DevMsg("In level transition: %s %s\n", st_szNextMap, st_szNextSpot );
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DevMsg("In level transition: %s %s\n", st_szNextMap, st_szNextSpot );
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return;
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return;
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