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authorMichael Smith <mikesmiffy128@gmail.com>2022-04-30 00:23:31 +0100
committerMichael Smith <mikesmiffy128@gmail.com>2022-04-30 00:34:47 +0100
commit1a5c55eb89c22e8822ec057a3731a6d753f13859 (patch)
treefa09dd757a1966649119f70717bd11d679c0f179 /src/ent.c
parent1aaedffd8c68614936c59d4681e6dc111cb32691 (diff)
Centralise engine access, add Portal FOV changer
- A bunch of stuff is now defined in one header, engineapi.h - engineapi.c is responsible for setting up any interfaces/stuff that's used in more than one place - mkgamedata is pretty much rewritten and now supports nested conditionals - gamedata variables no longer have the gamedata_ prefix because it was just annoyingly long all the time - vcall macros are somewhat revamped and support dynamic (gamedata) indices - Portal 1 FOV can be set anywhere from 75-120 using fov_desired - tested in both the main versions currently used by runners - A few typos were also fixed ("intput," "writeable," "indexes")
Diffstat (limited to 'src/ent.c')
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1 files changed, 49 insertions, 0 deletions
diff --git a/src/ent.c b/src/ent.c
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+/*
+ * Copyright © 2022 Michael Smith <mikesmiffy128@gmail.com>
+ *
+ * Permission to use, copy, modify, and/or distribute this software for any
+ * purpose with or without fee is hereby granted, provided that the above
+ * copyright notice and this permission notice appear in all copies.
+ *
+ * THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
+ * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
+ * AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
+ * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
+ * LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
+ * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
+ * PERFORMANCE OF THIS SOFTWARE.
+ */
+
+#include <stdbool.h>
+
+#include "con_.h"
+#include "engineapi.h"
+#include "gamedata.h"
+#include "gametype.h"
+#include "intdefs.h"
+#include "vcall.h"
+
+DECL_VFUNC_DYN(void *, PEntityOfEntIndex, int)
+
+void *ent_get(int idx) {
+ // TODO(compat): Based on previous attempts at this, for L4D2, we need
+ // factory_server("PlayerInfoManager002")->GetGlobalVars()->edicts
+ // (offset 22 or so). Then get edicts from that. For now, we only need this
+ // for Portal FOV stuff, so just doing this eiface stuff.
+
+ struct edict *e = VCALL(engserver, PEntityOfEntIndex, idx);
+ if (!e) return 0;
+ return e->ent_unknown;
+}
+
+bool ent_init(void) {
+ if (!has_vtidx_PEntityOfEntIndex) {
+ con_warn("ent: missing gamedata entries for this engine\n");
+ return false;
+ }
+ // for PEntityOfEntIndex we don't really have to do any more init, we can
+ // just call the function later.
+ return true;
+}
+
+// vi: sw=4 ts=4 noet tw=80 cc=80