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authorMichael Smith <mikesmiffy128@gmail.com>2024-05-27 19:58:46 +0100
committerMichael Smith <mikesmiffy128@gmail.com>2024-05-27 19:58:46 +0100
commita3a7a637811d3e18506d82a72e634cdc978dd2ee (patch)
tree55278b90d094058ae03e7007cc5a0d887be8de8d /gamedata
parent33a9c3eca5bfc972622935cd455972d64eb513a3 (diff)
Hide custom crosshair in menus/load screens
This isn't perfect logic - the standard crosshair has a lot more cases where it's not displayed - but it's better than nothing and avoids looking stupid as often. In the process, also fix the IConVar virtual table being one entry too small, which somehow wasn't a problem until it led to vtidx_IsInGame here getting clobbered and causing hard-to-debug crashes. Woopsy!
Diffstat (limited to 'gamedata')
-rw-r--r--gamedata/engine.kv13
1 files changed, 13 insertions, 0 deletions
diff --git a/gamedata/engine.kv b/gamedata/engine.kv
index b23bab5..304b218 100644
--- a/gamedata/engine.kv
+++ b/gamedata/engine.kv
@@ -20,6 +20,19 @@ vtidx_StopRecording 7
vtidx_RecordPacket 11
// VEngineClient
+vtidx_IsInGame {
+ Client015 26
+ Client014 {
+ L4D2 28
+ 2013 26
+ }
+ Client013 {
+ L4D1 27
+ default 26
+ }
+ // TODO(compat): unconfirmed, and OE support isn't really a thing yet anyway
+ //Client012 28
+}
vtidx_GetGameDirectory {
Client015 35 // current portal 2
Client014 {