Age | Commit message (Collapse) | Author |
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- 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")
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Default gamedata values actually work the way they're supposed to now.
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hook_inline() uses the new x86_len() function to get instruction lengths
instead of doing full-blown disassembly, which should be a tiny bit
quicker, and also removes the next for about 90KiB of lookup tables and
such in the final binary. The code-digging logic in demorecord is also
rewritten to be opcode-based rather than mnenmonic based. In general,
going forward the plan is to always rely on opcodes and thus avoid a
bunch of disassembly work every plugin load.
udis86 is still in the tree for now to provide dbg_asmdump(), but it's
only compiled into debug builds and left out of releases completely. As
such, the whole BSD licence statement is also gone from the distribution
LICENCE files. There's now also a dbg_toghidra() which spits out a
rebased address to look stuff up for proper reverse engineering, which
might be more useful than dbg_asmdump() anyway. If nobody ends up using
the latter ever again, udis86 could get chucked completely. We'll see.
Also shoehorned into this commit are a couple more forgotten copyright
year bumps and some general minor cleanup here and there, because I
couldn't be bothered wading through all the diff hunks. Oh, and
makebindist.bat now makes an effort to make the zip file timestamps
predictable/reproducible. That should be a different commit for sure,
but oh well too bad.
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They're still temporary, I promise, but this will make tweaking the
toolchain or turning debug builds on and off a lot simpler.
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Important note: it doesn't WORK on Linux, and there's tons of warnings
and stuff, but it's easier to work on when all the compiler output and
whatnot is there.
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SST itself doesn't build, but it's a start!
Really interesting is the declaration after a switch label. That's of
course invalid, but Clang on Windows never complained. I guess it's an
MSVC extension, eh? How annoying.
Also, haha yes the script wasn't even executable. Forgot to
update-index when I remade the repo, I guess...
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This is done through a new "fixes" file which will probably become one
of those silly dumping grounds that every project has to have somewhere
to put random miscellaneous crap in.
These are mainly hidden in L4D2 but they just get unilaterally unhidden
if they exist, just to be sure they're accessible.
As a bonus, it turns out that unhiding a single cvar also allows us to
set sv_cheats 1 in Left 4 Dead 2, bringing an end to the need to port-
forward a listen server for co-op practice.
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With code from Bill. Thanks Bill!
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