Age | Commit message (Collapse) | Author |
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This was an accidental regression in an earlier refactoring.
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Thanks Aciidz for pointing out the strings with no newline in them, and
thanks Clang for warning me I wasn't using a function for ages while I
was too lazy to delete it.
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Another big one. Here's a list of things:
- Since the upcoming C23 standardises typeof(), use it as an extension
for the time being in order to allow passing arbitrary types as
macro/codegen parameters. It wouldn't have been a big leap to do this
even without standardisation since it's apparently an easy extension
to implement - and also, to be honest, this project is essentially glued
to Clang anyway so who cares.
- Likewise, bool, true and false are becoming pre-defined, so
pre-pre-define them now in order to get the benefit of not having to
remember one header everywhere.
- Really ungodly/amazing vcall macro stuff now allows us to call C++
virtual functions like regular C functions. It's pretty cool!
- Events can now take arbitrary parameters and come in two types:
regular events and predicates.
All this makes the base code even uglier but makes the feature
implementation nicer. In other words, it places more of the cognitive
burden on myself and less on other people who might want to contribute.
This is a good tradeoff, because I'm a genius.
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Shoutouts to Lokki for accidentally reporting this bug.
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It seems like the nice thing to do.
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This is for somewhat later. I'd always planned to use it - it existed
already in earlier private repos, in fact. I just didn't bother to
import it here in case it wouldn't actually be needed, but with the way
current plans are going, it's definitely going to be needed, so here it
is.
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Spotted by Bill the other day.
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Only if the code page in question is that of the system, obviously;
Source itself will fail to start otherwise anyway.
This fixes issues for at least one Russian user who'd named a "Games"
folder "Игры," which I am told roughly translates to "Games" (and also
exactly translates to "Games").
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Copyright note: the stuff Bill wrote is all still in the other file.
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Committer's note: this is somewhat adapted from Bill's original code,
written a while back, but he gets full credit for actually doing the
hard part.
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Also centralise NEXT_INSN macro, into its own header at least for now.
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Some of the alias stuff was kind of stolen from earlier figuring-out
Bill did. More Bill code is also on the way. :^)
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It'll be less confusing not to have development builds versioned the
same as existing releases. That's probably obvious, but I'm still new to
this releasing software business!
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Preparing for release, I spose!
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You can widen the text field to read the whole thing, but that's not
immediately obvious. Let's just shorten the text and make it nice and
concise so people can figure out what to do more easily.
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Currently only works in 3420 and 5135 and uses hardcoded offsets with a
byte pattern sanity check. Future work includes making it more widely
compatible, and also doing the crazy thing I wanted to do but gave up on
wherein the actual textures and stuff get patched in memory to sync up
all the colours.
Oh also, a couple of vtables were erroneously made executable, so I went
ahead and fixed that while I was at it.
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Meh, whatever.
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A stupid, stupid bug I'd probably never have caught for years and years.
Thanks Evan Lin in the Portal Discord for pointing it out!
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People want to be able to write a scheduled-release passphrase to demos
to prove that said demos were recorded during a timeboxed event. Ideally
this is something that'd be part of the custom demo data and general RTA
run management stuff that's planned, but of course that doesn't exist
yet. When it does exist, we'd probably want rid of this nonsense, so
it's marked hidden and I don't plan to document it anywhere "official."
It's just here for people who really need it in the short term.
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This is how it should've been to begin with, but I was lazy.
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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.
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This was the simplest way I could think of to solve this issue. Thanks
again Aciidz for pointing the issue out, and thanks Turtle Rock for
shipping such a broken game.
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This is part of some other WIP but might be useful in general so might
as well be committed on its own.
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Idiotic problems require idiotic solutions.
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Don't want people hitting a bind by accident and invalidating their runs
instantly.
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This was a lot more code than expected, but it might be finally close to
time to release the next beta...
We'll see if any more rabbit holes present themselves to jump into,
though.
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