impulse 102 will now force a re-send of all networked fields.
this will be awful over the network. Just letting you know.
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@ -69,6 +69,17 @@ void Game_Input(void)
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for (entity a = world; (a = findfloat(a, gflags, GF_CANRESPAWN));) {
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CBaseEntity caw = (CBaseEntity)a;
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caw.Respawn();
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caw.SendFlags |=
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BASEFL_CHANGED_ORIGIN |
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BASEFL_CHANGED_ANGLES |
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BASEFL_CHANGED_MODELINDEX |
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BASEFL_CHANGED_SIZE |
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BASEFL_CHANGED_SOLID |
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BASEFL_CHANGED_FRAME |
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BASEFL_CHANGED_SKIN |
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BASEFL_CHANGED_MOVETYPE |
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BASEFL_CHANGED_ALPHA |
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BASEFL_CHANGED_EFFECTS;
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}
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bprint(PRINT_HIGH, "Respawning all map entities...\n");
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}
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