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Choices also merge from FGD #192
Comments
I'm looking at |
ok, problem is triggered by equal 'qwe' strings, empty in your case @BaseClass color(123 123 123) size( -8 -8 -8, 8 8 8 ) = Breakable
[
material(choices) : "qwe" =
[
2: "Glass"
3: "Wood"
]
explosion(choices) : "qwe" =
[
0: "Random"
1: "Relative to Attack"
]
]
@PointClass base(Breakable) = func_breakable : "Breakable Object"
[
] |
Excellent - thank you! That closes this - we'll handle it on our side |
This is bug tho, somewhere matching is done by long name, while should use key name. |
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I have the following line in my FGD:
I've tried a few different combinations including 0 and 1, "Yes" and "No', etc.
However, it looks like keys end up colliding here as well like spawnflags regardless of the above tweak.
Expected behavior shown in TrenchBroom with the same exact fgd:
Is this intentional?
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