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authorMichael Smith <mikesmiffy128@gmail.com>2022-05-15 23:05:41 +0100
committerMichael Smith <mikesmiffy128@gmail.com>2022-05-15 23:05:41 +0100
commit9009f75bf5fd33e13abae5762d31968b39f233c3 (patch)
tree99a65caf9b2199ad4a8d7bbc539867bfea254412 /src/engineapi.c
parent831862bec84dde31a0568ec8a2f2b0170e18a973 (diff)
Fix GetEngineBuildNumber and entity property stuff
I still haven't bothered to flesh out all the possible indices for GetEngineBuildNumber but we're back to being able to use it to detect The Last Stand (as a result of some old version testing Aciidz did - thanks again!). This means we can do away with the terrible map file- based hotfix. Also, turns out sst_l4d_testwarp doesn't work if the plugin gets loaded early via VDF because certain SendTable offsets start out negated, so we work around that too now.
Diffstat (limited to 'src/engineapi.c')
-rw-r--r--src/engineapi.c14
1 files changed, 10 insertions, 4 deletions
diff --git a/src/engineapi.c b/src/engineapi.c
index 369bebd..ec3d857 100644
--- a/src/engineapi.c
+++ b/src/engineapi.c
@@ -15,6 +15,7 @@
*/
#include <stdbool.h> // used in generated code
+#include <stdlib.h> // "
#include <string.h> // "
#include "con_.h"
@@ -43,6 +44,8 @@ void *globalvars;
DECL_VFUNC_DYN(void *, GetAllServerClasses)
DECL_VFUNC_DYN(int, GetEngineBuildNumber)
+DECL_VFUNC(int, GetEngineBuildNumber_newl4d2, 99) // duping gamedata entry, yuck
+
#include <entpropsinit.gen.h>
bool engineapi_init(int pluginver) {
@@ -84,9 +87,13 @@ bool engineapi_init(int pluginver) {
_gametype_tag |= _gametype_tag_Portal1;
}
- // TERRIBLE HACK: TODO(compat): come up with a better method later
- if (GAMETYPE_MATCHES(L4D2) && os_access(OS_LIT(
- "update/maps/c14m1_junkyard.bsp"), R_OK) != -1) {
+ // Ugly HACK: we want to call GetEngineBuildNumber to find out if we're on a
+ // Last Stand version (because they changed entity vtables for some reason),
+ // but that function also got moved in 2.0.4.1 which means we can't call it
+ // till gamedata is set up, so we have to have a bit of redundant logic here
+ // to bootstrap things.
+ if (GAMETYPE_MATCHES(L4D2) && GAMETYPE_MATCHES(Client013) &&
+ VCALL(engclient, GetEngineBuildNumber_newl4d2) >= 2200) {
_gametype_tag |= _gametype_tag_TheLastStand;
}
@@ -100,7 +107,6 @@ bool engineapi_init(int pluginver) {
has_off_SP_varname && has_off_SP_offset) {
initentprops(VCALL(srvdll, GetAllServerClasses));
}
-
return true;
}