diff options
author | Michael Smith <mikesmiffy128@gmail.com> | 2022-05-12 16:38:53 +0100 |
---|---|---|
committer | Michael Smith <mikesmiffy128@gmail.com> | 2022-05-12 16:38:53 +0100 |
commit | 829dece47f305979bd1375300ebc14fc2e264c0a (patch) | |
tree | ece92f21916bcdc893ff21034ab8599d895c0071 | |
parent | a0138ff3772e71f338d04668076ec1eb9d44f8f4 (diff) |
Rerun L4D1 console spam fix after config loading
This was the simplest way I could think of to solve this issue. Thanks
again Aciidz for pointing the issue out, and thanks Turtle Rock for
shipping such a broken game.
-rw-r--r-- | src/fixes.c | 8 | ||||
-rw-r--r-- | src/fixes.h | 7 | ||||
-rw-r--r-- | src/sst.c | 16 |
3 files changed, 31 insertions, 0 deletions
diff --git a/src/fixes.c b/src/fixes.c index d055ba8..a90d878 100644 --- a/src/fixes.c +++ b/src/fixes.c @@ -161,4 +161,12 @@ void fixes_apply(void) { else if (GAMETYPE_MATCHES(L4D2x)) l4d2specific(); } +void fixes_tryagainlater(void) { + if (GAMETYPE_MATCHES(L4D1)) { + // whatever dll this is in seems to load late (mm_l4d_debug is fine) + struct con_var *v = con_findvar("ui_l4d_debug"); + if (v) con_setvari(v, 0); + } +} + // vi: sw=4 ts=4 noet tw=80 cc=80 diff --git a/src/fixes.h b/src/fixes.h index ae863a8..54d8d06 100644 --- a/src/fixes.h +++ b/src/fixes.h @@ -20,4 +20,11 @@ */ void fixes_apply(void); +/* + * Applies specific fixes *again*, in cases where they wouldn't work very early + * in game startup (like if the plugin is loaded via VDF). Isn't guaranteed to + * be called if the plugin is loaded later, so must do things redundantly. + */ +void fixes_tryagainlater(void); + // vi: sw=4 ts=4 noet tw=80 cc=80 @@ -160,6 +160,15 @@ static const char *VCALLCONV GetStringForSymbol_hook(void *this, int s) { return ret; } +// by hooking stuffcmds, we get a callback after the last of the startup +// commands have run (the command line ones) +static struct con_cmd *cmd_stuffcmds = 0; +static con_cmdcb orig_stuffcmds_cb; +static void hook_stuffcmds_cb(const struct con_cmdargs *args) { + orig_stuffcmds_cb(args); + fixes_tryagainlater(); +} + // vstdlib symbol, only currently used in l4d2 but exists everywhere so oh well IMPORT void *KeyValuesSystem(void); @@ -277,6 +286,12 @@ static bool do_load(ifacefactory enginef, ifacefactory serverf) { (void *)GetStringForSymbol_hook); } + cmd_stuffcmds = con_findcmd("stuffcmds"); + if (cmd_stuffcmds) { + orig_stuffcmds_cb = cmd_stuffcmds->cb; + cmd_stuffcmds->cb = hook_stuffcmds_cb; + } + e: con_colourmsg(RGBA(64, 255, 64, 255), LONGNAME " v" VERSION " successfully loaded"); con_colourmsg(RGBA(255, 255, 255, 255), " for game "); @@ -338,6 +353,7 @@ static void do_unload(void) { if (orig_GetStringForSymbol) { unhook_vtable(kvsvt, 4, (void *)orig_GetStringForSymbol); } + if (cmd_stuffcmds) cmd_stuffcmds->cb = orig_stuffcmds_cb; } static bool VCALLCONV Load(void *this, ifacefactory enginef, |