Fix for varint gamerules sendprops being treated improperly in Black Mesa.
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@ -176,7 +176,8 @@ static cell_t GameRules_GetProp(IPluginContext *pContext, const cell_t *params)
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is_unsigned = ((pProp->GetFlags() & SPROP_UNSIGNED) == SPROP_UNSIGNED);
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is_unsigned = ((pProp->GetFlags() & SPROP_UNSIGNED) == SPROP_UNSIGNED);
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// This isn't in CS:S yet, but will be, doesn't hurt to add now, and will save us a build later
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// This isn't in CS:S yet, but will be, doesn't hurt to add now, and will save us a build later
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#if SOURCE_ENGINE == SE_CSS || SOURCE_ENGINE == SE_HL2DM || SOURCE_ENGINE == SE_DODS || SOURCE_ENGINE == SE_TF2
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#if SOURCE_ENGINE == SE_CSS || SOURCE_ENGINE == SE_HL2DM || SOURCE_ENGINE == SE_DODS || SOURCE_ENGINE == SE_TF2 \
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|| SOURCE_ENGINE == SE_SDK2013 || SOURCE_ENGINE == SE_BMS
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if (pProp->GetFlags() & SPROP_VARINT)
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if (pProp->GetFlags() & SPROP_VARINT)
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{
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{
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bit_count = sizeof(int) * 8;
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bit_count = sizeof(int) * 8;
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@ -245,7 +246,8 @@ static cell_t GameRules_SetProp(IPluginContext *pContext, const cell_t *params)
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FIND_PROP_SEND(DPT_Int, "integer");
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FIND_PROP_SEND(DPT_Int, "integer");
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#if SOURCE_ENGINE == SE_CSS || SOURCE_ENGINE == SE_HL2DM || SOURCE_ENGINE == SE_DODS || SOURCE_ENGINE == SE_TF2
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#if SOURCE_ENGINE == SE_CSS || SOURCE_ENGINE == SE_HL2DM || SOURCE_ENGINE == SE_DODS || SOURCE_ENGINE == SE_TF2 \
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|| SOURCE_ENGINE == SE_SDK2013 || SOURCE_ENGINE == SE_BMS
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if (pProp->GetFlags() & SPROP_VARINT)
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if (pProp->GetFlags() & SPROP_VARINT)
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{
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{
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bit_count = sizeof(int) * 8;
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bit_count = sizeof(int) * 8;
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