Age | Commit message (Collapse) | Author |
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In most versions of L4D2, players cannot call a vote (e.g. switch
campaign, change difficulty, restart campaign) more than once every 3
minutes. This makes resetting on a first map a pain, usually requiring
reloading the map to reset the vote state.
This new sst_l4d_vote_cooldown_reset command empties the list of
structures tracking vote callers, allowing all players to vote again
immediately. This should make resetting runs a lot easier on versions
without unlimited votes.
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This is actually required for an upcoming feature to work, as an
instruction scan bumps into a xorps instruction.
Still not supporting SSE3 or later, or AVX, although at this point it
seems that that would be relatively easy to add, as this thing has kept
growing on an incremental case-by-case basis.
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For the record, most of this wasn't Bill's fault. I shouldn't be
fixing up patches in the middle of the night. :^)
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- Use const in more places where it makes sense - not absolutely
everywhere because it can get a bit annoying
- Make all the instruction search loops a bit more readable by casting
the function pointer into a temporary variable to loop over
- Add a few more doc comments and fix a typo or two
- Make that RTTI thing flexibly-sized, finally
- Don't include gamedata.h in vcall.h for no reason; consequently
include gamedata.h in a bunch of places where it was implictly pulled
in before
- Fix dbg_toghidra() and ent_getedict() having mismatched return types
between their headers and respective source files
- Remove that one broken, hacky, secret Portal non-feature that probably
nobody even ended up using; it can be implemented properly later if
required
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This still isn't totally complete, or used anywhere yet, but it's been
sitting here for literally months, so it might as well get committed so
there's one less thing to deal with later.
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This is a surprise tool that will help us later!
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Adds tags for L4D2 2147 and Portal 3420. Committer's note: really the
gamedata system might benefit from improvement in the future to support
things like numerical ranges, but this will do for now.
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In both the engine and SST it's used in more places than just console
printing, so it makes more sense to give it a more appropriate nanme and
location.
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I need to write a pre-commit hook to check this or something.
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This has been a known issue for a long time. Let's finally fix it!
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These were never actually used before or this would have been caught
sooner, but as they're being used in some in-progress code this
obviously needs fixed now.
The virtual table indices in use were wrong for some engines due to the
funny thing Windows does with reverse-ordered overloads. The code for
building the plugin's own virtual tables explicitly accounts for this
but calling into existing cvars failed to do so, due to a skill issue.
This fix is kind of inelegant and stupid but making it elegant and
non-stupid is less of a priority at the moment. It should happen
eventually with future improvements to the gamedata system, for some
definition of "should," "eventually," and "future."
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Removes the mem_store functions because they're never used anywhere.
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Note: fixes.c was changed this year, so correct the copyright year too.
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Nobody seems to have been affected by this in the wild yet, thank
goodness. Will probably be a while before there's an actual release, so
hopefully people will continue not to be affected.
I suppose it's only an issue for paths longer than 128 characters, so
it's not too likely to matter under normal circumstances...
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Thanks Bill for figuring out what the problem was.
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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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