clientside sv_cheats commands and immune to triggers

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satoon101
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Postby satoon101 » Sun Feb 21, 2016 2:14 pm

As far as the build process goes, it has to build for each engine we support on the master branch on both Linux and Windows. If any of those fails to build, the entire build fails. Currently, that is 7 engines (bms, csgo, css, dods, hl2dm, l4d2, and tf2) times 2 operating systems.
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Ayuto
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Postby Ayuto » Wed Feb 24, 2016 1:56 pm

Yes, but the CS:S version needs to be updated due to the getter/setter update a few weeks ago.
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Ayuto
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Postby Ayuto » Thu Feb 25, 2016 6:55 pm

decompile
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Re: clientside sv_cheats commands and immune to triggers

Postby decompile » Fri Nov 04, 2016 9:03 pm

Hey Guys,

sorry for bumping older threads but I may found something for the triggers immune thing.

After searching a source engine game's sourcecode, I noticed that they are setting a flag, which prevents the players from NOT touching triggers.

https://github.com/momentum-mod/game/bl ... r.cpp#L177

Right after I googled and found pretty much this:

https://developer.valvesoftware.com/wiki/SetSolidFlags()

Is there a way to use this for SP? I noticed recently, that I got exactly this problem when going into spec and back.
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L'In20Cible
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Re: clientside sv_cheats commands and immune to triggers

Postby L'In20Cible » Fri Nov 04, 2016 9:36 pm

Syntax: Select all

from entities.constants import SolidFlags

# Not solid...
entity.solid_flags |= SolidFlags.NOT_SOLID

# Solid again...
entity.solid_flags &= ~SolidFlags.NOT_SOLID


Requires lastest commit: 4cadca4

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