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Fix bugs related to variable getting and settingfunctions.
Add unit test functions fpr GSC builtins.
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@ -28,27 +28,28 @@ namespace game
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dvar_s* Dvar_RegisterInt(const char* name, int value, int min, int max, DvarFlags flags, const char* desc);
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dvar_s* Dvar_RegisterString(const char* name, const char* value, DvarFlags flags, const char* desc);
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int Scr_GetInt(game::scriptInstance_t inst, unsigned int arg_index);
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void Scr_AddInt(game::scriptInstance_t inst, int value);
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float Scr_GetFloat(game::scriptInstance_t inst, unsigned int arg_index);
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void Scr_AddFloat(game::scriptInstance_t inst, float value);
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char* Scr_GetString(game::scriptInstance_t inst, unsigned int arg_index);
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void Scr_AddString(game::scriptInstance_t inst, const char* string);
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const char* Scr_GetIString(game::scriptInstance_t inst, unsigned int arg_index);
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void Scr_AddIString(game::scriptInstance_t inst, const char* string);
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unsigned short Scr_GetConstString(game::scriptInstance_t inst, unsigned int arg_index);
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void Scr_AddConstString(game::scriptInstance_t inst, unsigned short id);
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void Scr_GetVector(game::scriptInstance_t inst, unsigned int arg_index, float* value);
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void Scr_AddVector(game::scriptInstance_t inst, float* value);
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void Scr_AddUndefined(game::scriptInstance_t inst);
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gentity_s* Scr_GetEntity(unsigned int arg_index);
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void Scr_AddEntity(game::scriptInstance_t inst, gentity_s* ent);
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int Scr_GetEntityId(int entNum, scriptInstance_t inst, classNum_e classnum, unsigned __int16 clientnum);
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pathnode_t* Scr_GetPathnode(scriptInstance_t inst);
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void Scr_AddPathnode(scriptInstance_t inst, pathnode_t* node);
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void Scr_MakeArray(scriptInstance_t inst);
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void Scr_AddArrayStringIndexed(scriptInstance_t inst, unsigned short id);
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const char* SL_ConvertToString(scriptInstance_t inst, unsigned short id);
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int Scr_GetInt(game::scriptInstance_t inst, unsigned int arg_index); //testing
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void Scr_AddInt(game::scriptInstance_t inst, int value); //testing
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float Scr_GetFloat(game::scriptInstance_t inst, unsigned int arg_index); //testing
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void Scr_AddFloat(game::scriptInstance_t inst, float value); //testing
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char* Scr_GetString(game::scriptInstance_t inst, unsigned int arg_index); //testing
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void Scr_AddString(game::scriptInstance_t inst, const char* string); //testing
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const char* Scr_GetIString(game::scriptInstance_t inst, unsigned int arg_index); //testing
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void Scr_AddIString(game::scriptInstance_t inst, const char* string); //testing
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unsigned short Scr_GetConstString(game::scriptInstance_t inst, unsigned int arg_index); //testing
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void Scr_AddConstString(game::scriptInstance_t inst, unsigned short id); //testing
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void Scr_GetVector(game::scriptInstance_t inst, unsigned int arg_index, float* value); //testing
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void Scr_AddVector(game::scriptInstance_t inst, float* value); //testing
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void Scr_AddUndefined(game::scriptInstance_t inst); //testing
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gentity_s* Scr_GetEntity(unsigned int arg_index); //testing
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void Scr_AddEntity(game::scriptInstance_t inst, gentity_s* ent); //testing
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unsigned int Scr_GetEntityId(scriptInstance_t inst, int entNum, classNum_e classnum, unsigned int clientnum); //testing
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void Scr_AddEntityNum(scriptInstance_t inst, unsigned short entid); //testing
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pathnode_t* Scr_GetPathnode(scriptInstance_t inst); //testing
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void Scr_AddPathnode(scriptInstance_t inst, pathnode_t* node); //testing
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void Scr_MakeArray(scriptInstance_t inst); //testing
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void Scr_AddArrayStringIndexed(scriptInstance_t inst, unsigned short id); //testing
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const char* SL_ConvertToString(scriptInstance_t inst, int id); //testing
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template <typename T>
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class symbol
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