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samisalreadytaken avatar samisalreadytaken commented on August 16, 2024

Minification is not completely automated, there is some manual copy-pasting involved. You can search the minified file to find and replace the functions you wish to replace, do the regex replacement below twice (once with 2 params and once with 1) and just leave them there.

// function VS::(\w+)::(\w+)
// VS\.\1\.\2<\-function

so that save/load doesn't update all existing objects

I'm curious what you mean by this. I just tested and found that ToExtendedPlayer() crashes the game on restore (and found the fix for it), but nothing else. Was this your issue?

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IaVashik avatar IaVashik commented on August 16, 2024

You update the entities in each round via __KeyValueFromString("classname",..), but the entities are also updated after save/load, which is why logic_measure_movement disappears after save/load

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samisalreadytaken avatar samisalreadytaken commented on August 16, 2024

That code path is already disabled for Portal 2. I will push the fix for extended player today or tomorrow.

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samisalreadytaken avatar samisalreadytaken commented on August 16, 2024

I pushed the fix as 2.43.26, tested getting player eye angles and FOV. I'd like to hear if this resolves your issue.

There is one thing to pay attention to is if you're using CExtendedPlayer to get player eye angles, do not change the player's targetname, as that name is used on game restore.

I also found something peculiar about the way things work in Portal 2; it seems like sometimes player eye angles start drifting about 0.0001 degrees every second. This is not really an issue though as no player would be expected to not move the mouse for minutes for this to make any difference.

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samisalreadytaken avatar samisalreadytaken commented on August 16, 2024

Ignore what I said about changing player targetname before, I just hadn't thought about a solution back then. I just pushed a hotfix for that; you can name player whenever to whatever you like.

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