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authorMichael Smith <mikesmiffy128@gmail.com>2024-08-22 00:02:48 +0100
committerMichael Smith <mikesmiffy128@gmail.com>2024-08-23 20:40:01 +0100
commitcf0354eb8e043fcd9c6c17756701972f948a16f1 (patch)
treede931afc161f43e95d040ae655a6a2081aeb4ff2 /gamedata/gamelib.txt
parent78323e416f79ef9c26bbd742082627bc45e116c1 (diff)
Rewrite the gamedata and entprops systems entirely
This removes the horrible janky old KeyValues parser and replaces it with a couple of trivial ad-hoc text parsers. In doing so, make the format of the actual gamedata files more human-friendly too. We also gain support for nested SendTables in mkentprops, which are required to get at various things like player velocity. And, the actual string matching is made more efficient (or, at least, more scalable) by way of a cool radix tree thing which generates a bunch of switch cases on distinct characters.
Diffstat (limited to 'gamedata/gamelib.txt')
-rw-r--r--gamedata/gamelib.txt46
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+# CGameMovement
+vtidx_CheckJumpButton
+ Portal1_3420 22 + NVDTOR
+ 2013 28 + NVDTOR
+ L4D 32 + NVDTOR
+ L4DS 33 + NVDTOR
+ Portal2 35 + NVDTOR
+off_mv 8
+ Portal1_3420 4
+
+# IServerGameDLL
+vtidx_GetAllServerClasses 10
+ 2013 11
+ # TODO(compat): BMS 11
+
+# I(Server|Client)Unknown
+vtidx_GetBaseEntity 4 + NVDTOR
+
+# CBaseEntity or CBasePlayer or something
+off_netprop_statechanged
+ L4D 88
+off_simtime
+ L4D 128
+vtidx_Spawn
+ L4D2 22 + NVDTOR
+ TheLastStand 23 + NVDTOR
+vtidx_Teleport
+ L4D 104 + NVDTOR
+ L4D2 116 + NVDTOR # TODO(linux): might actually be 119!?!?
+ TheLastStand 117 + NVDTOR # I dunno why JAiZ changed this
+
+# CGlobalVars
+off_curtime 12
+off_edicts
+ L4D 88
+
+# IServerGameDLL
+vtidx_GameFrame 4
+vtidx_GameShutdown 7
+
+# CDirector
+vtidx_OnGameplayStart
+ L4D2 11 # note: just happens the same on linux!
+ L4D1 11
+
+# vi: sw=4 ts=4 noet tw=80 cc=80