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author | Michael Smith <mikesmiffy128@gmail.com> | 2024-08-22 00:02:48 +0100 |
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committer | Michael Smith <mikesmiffy128@gmail.com> | 2024-08-23 20:40:01 +0100 |
commit | cf0354eb8e043fcd9c6c17756701972f948a16f1 (patch) | |
tree | de931afc161f43e95d040ae655a6a2081aeb4ff2 /gamedata/inputsystem.txt | |
parent | 78323e416f79ef9c26bbd742082627bc45e116c1 (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/inputsystem.txt')
-rw-r--r-- | gamedata/inputsystem.txt | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/gamedata/inputsystem.txt b/gamedata/inputsystem.txt new file mode 100644 index 0000000..65bca21 --- /dev/null +++ b/gamedata/inputsystem.txt @@ -0,0 +1,12 @@ +vtidx_SleepUntilInput 31 # TODO(compat): unsure if this causes any issues yet + Portal2 34 # IAppSystem changes + +# XXX: This function won't always exist even when has_ is true. +# It's only used by rinput.c after checking that m_rawinput exists. +vtidx_GetRawMouseAccumulators + L4D1 39 + L4D2 37 + 2013 39 + Portal2 50 + +# vi: sw=4 ts=4 noet tw=80 cc=80 |