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It is only you
Portal on top of portal causes glitchiness. (physics and glitched FoV, if you go through stacked portals repeatedly)
Dropping portal gun allows for more portals to be placed (please make the portals poof when you drop the portal gun)
Detective has infinite DNA scanners with the Portal gun. You keep dropping and dropping the DNA scanner and it appears back in your weapons list, causing the one on the ground to just stay there.
Elements such as T Trap hands, DNA blips/radar blips, and text over peoples heads goes all over the place when you try to look at them.
Please also make this one time buy, it'll balance it out, as a weapon.
I think I might just make it T only, then, since the Detective one, at least in this version, has a glitch where they can't get rid of the DNA scanner, anyways, and I don't want to risk detectives RDMing with the portal gun. It might still have an issue with portals overlapping, but I hope that doesn't become a problem.
1. In file "portalgun_portal.lua" on line 71 the function
2. In file "portalgun_portal.lua" the function "ENT:GetLinkedPortal()" throws errors. I guess it's because the hook "PortalSimulation_RenderPortals" is called in autorun file "cl_portals.lua", which calls the function "ENT:SimulatePortal()" in "portalgun_portal.lua", while no portalowner was not set yet. So all you need to do is to check if the portalowner is valid and if not then to just return nil.