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Added cl_show_server_triggers_* cvars (related to plugin PR) (YaLTeR#183
) * Added cl_show_server_triggers_* cvars (related to plugin PR) * Added IsTriggerForSinglePlayer function to rid from the triggers that unused in multiplayer * Added a new mode for displaying triggers via TriAPI which uses absmin/absmax * Replaced multiple vectors with vector of structs for flexibility * TriAPI triggers is only available for hardware mode * Fixed encoding issue in file * Allow to draw triggers in software engine with HUD_AddEntity if cvar value above 0 * Supported TriAPI triggers for software engine too * Loading white sprite now with each call of HUD_VidInit instead of once initialization to fix crash * SetMapName: added option to disable forcing to lowercase for RPC * Removed debug messages, map name and entities storing to std::vector as unnecessary * cl_show_server_triggers should be always 0 by default To not cost performance due of iterating through entities in cases when triggers are definitely not transmitted by plugin/server * get_map_name: removed memset as extra code * Use boolean expression to check for the valid 'white_sprite' * Use nested if statements for PR code in HUD_DrawTransparentTriangles function That done for versatility, since there is not much cases to check validity for * Replaced nested if statements with guard clauses for YaLTeR preferences * Don't need IEngineStudio for hardware check since the code is compatible with both engine versions from a while
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