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authorMichael Smith <mikesmiffy128@gmail.com>2023-06-10 16:44:19 +0100
committerMichael Smith <mikesmiffy128@gmail.com>2023-06-10 16:51:02 +0100
commit1c4318331663b152b0b298bd2c9e5c971506a86b (patch)
treea402681cb84b491819ba5018525c16340110fd4d /src/sst.c
parent602a18977d500ad068fd63fbedcafb630c29ee72 (diff)
Prune some comments and tidy up other minor things
Diffstat (limited to 'src/sst.c')
-rw-r--r--src/sst.c28
1 files changed, 11 insertions, 17 deletions
diff --git a/src/sst.c b/src/sst.c
index a0f926d..afe7eb3 100644
--- a/src/sst.c
+++ b/src/sst.c
@@ -170,11 +170,10 @@ static const char *updatenotes = "\
* various internal cleanup\n\
";
-#include <featureinit.gen.h>
+#include <featureinit.gen.h> // generated by build/codegen.c
static void do_featureinit(void) {
initfeatures();
- fixes_apply();
// if we're autoloaded and the external autoupdate script downloaded a new
// version, let the user know about the cool new stuff!
@@ -200,25 +199,20 @@ static VGuiConnect_func orig_VGuiConnect;
static void VCALLCONV hook_VGuiConnect(void *this) {
orig_VGuiConnect(this);
do_featureinit();
- unhook_vtable(*(void ***)vgui, vtidx_VGuiConnect,
- (void *)orig_VGuiConnect);
+ fixes_apply();
+ unhook_vtable(*(void ***)vgui, vtidx_VGuiConnect, (void *)orig_VGuiConnect);
}
DECL_VFUNC_DYN(bool, VGuiIsInitialized)
// --- Magical deferred load order hack nonsense! ---
-// The engine loads VDF plugins basically right after server.dll, but long
-// before most other stuff, which makes hooking certain other stuff a pain. We
-// still want to be able to load via VDF as it's the only reasonable way to get
-// in before config.cfg, which is needed for any kind of configuration to work
-// correctly.
-//
-// So here, we hook CEngineVGui::Connect() which is one the very last things
-// to get called on startup, and use that hook to defer feature init till after
-// most of the rest of the game is up and running. That allows us to touch
-// pretty much any engine stuff without worrying about load order nonsense.
+// VDF plugins load right after server.dll, but long before most other stuff. We
+// want to be able to load via VDF so archived cvars in config.cfg can get set,
+// but don't want to be so early that most of the game's interfaces haven't been
+// brought up yet. Hook CEngineVGui::Connect(), which is called very late in
+// startup, in order to init the features properly.
//
-// Route credit to Bill for helping figure a lot of this out - mike
+// Route credit to bill for helping figure a lot of this out - mike
static bool deferinit(void) {
if (!vgui) {
errmsg_warnx("can't use VEngineVGui for deferred feature setup");
@@ -300,7 +294,7 @@ static bool do_load(ifacefactory enginef, ifacefactory serverf) {
*p++ = (void *)&nop_p_v; // OnEdictAllocated
*p = (void *)&nop_p_v; // OnEdictFreed
- if (!deferinit()) do_featureinit();
+ if (!deferinit()) { do_featureinit(); fixes_apply(); }
return true;
}
@@ -428,6 +422,6 @@ EXPORT const void *CreateInterface(const char *name, int *ret) {
}
// no better place to put this lol
-#include <evglue.gen.h>
+#include <evglue.gen.h> // generated by src/build/codegen.c
// vi: sw=4 ts=4 noet tw=80 cc=80