Add non-halting error when tables have wrong data type
* This relates to C functions that expect table inputs. Instead of failing silently, we let the developer know they are doing something wrong
Delete particle_test* convars/concommands
* Seem useless?
Delete simple_bot (simple_bot_add concmd)
* Nextbot test entity or something?
Delete hunter_shoot_flechette concmd
Delete fadein and fadeout console commands
* I think that this is never used?
Fixed a number of concommands crashing when using on srcds
* For example `prop_physics_create`
Give weapon_cubemap a unique bucket position
* So it doesn't conflict with other built-in weapons. really should update the weapon selector so this isn't even necessary
Disable most impulse commands
* This includes 76, 81, 82, 83, 102, 106, 107, 108, 195-197, 202 and 203
* All of these are either useless or do nothing, or are replaced by Sandbox. (jeep spawning)
Remove some CAI_BaseNPC debug stuff
Removes CAI_BaseNPC::m_pDebugNPC, SetDebugNPC, IsDebugNPC which are never used
Remove CBasePlayer::m_rgItems (unused)
Enable default weapon selector to render weapon slots 7-10
* They will not appear by default (as empty boxes), but if you have a weapon in slot above 6, you can now actually see it
Move where model scale limits are enforced
* Also delete duplicate m_flModelScale definition in the data table
Rework weapon selector weapon positioning
* It kinda took too long, but it is no longer possible for weapons to be invisible within the first 10 slots. Everything else should be the same
* Removes a few SlotPos related hacks
* Fixed slot 10 (bound to 0 by default) having wrong number in the selector, and not being selectable via the bind
Minor cleanup
Fix a crash with improper usage of prop_ragdoll
Fix physgun glow rendering in buildcubemaps
* Just a dumb fix. Applied some more changes like not drawing physgun glow if player is invisible
Fix potential crashing issues with GetModelMeshes
Reset firing delay on weapon holster while in reload animation
* So pulling out 357 or crossbow after starting reload doesn't lock you out of doing anything with the weapon for the duration of reload
Fix animation canceling with the RPG reload
* You can no longer holster and redeploy to bypass the reload animation after firing