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Common: cmd "weapon_reparse" should be FCVAR_GAMEDLL for dedicated
If sv_cheats is 1 and we run "weapon_reparse" on the client, the client will forward this command to the server as well so the server could reload its weapon scripts and be in-sync. However this command did not have the proper flags for this to function. Dedicated builds now have the right flags for this command, it now functions as intended.
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@@ -430,6 +430,11 @@ void ConCommand_InitShipped(void)
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ConCommand* convar_list = g_pCVar->FindCommand("convar_list");
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ConCommand* convar_differences = g_pCVar->FindCommand("convar_differences");
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ConCommand* convar_findByFlags = g_pCVar->FindCommand("convar_findByFlags");
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#ifdef DEDICATED
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ConCommand* weapon_reparse = g_pCVar->FindCommand("weapon_reparse");
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#endif // DEDICATED
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#ifndef DEDICATED
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//-------------------------------------------------------------------------
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// MATERIAL SYSTEM
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@@ -453,6 +458,16 @@ void ConCommand_InitShipped(void)
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map_background->m_fnCompletionCallback = Host_Background_f_CompletionFunc;
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ss_map->m_fnCompletionCallback = Host_SSMap_f_CompletionFunc;
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#ifdef DEDICATED
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// This must be flagged FCVAR_GAMEDLL for dedi builds, because when this
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// commend gets executed on the client, the server will be requested to
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// reparse their weapon scripts as well through ServerCmd() which only
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// works if this is a gamedll command. NOTE that this command has the
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// cheats flags so adding this flag will not cause problems.
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weapon_reparse->RemoveFlags(FCVAR_CLIENTDLL);
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weapon_reparse->AddFlags(FCVAR_GAMEDLL);
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#endif // DEDICATED
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#ifndef DEDICATED
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mat_crosshair->m_fnCommandCallback = Mat_CrossHair_f;
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give->m_fnCompletionCallback = Game_Give_f_CompletionFunc;
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