Age | Commit message (Collapse) | Author |
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Currently only supports Orange Box and Left 4 Dead branches. There's
quite a large amount of gamedata involved in making this work, and
figuring it out for the likes of Portal 2 doesn't seem like a major
priority at the moment.
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Avoids spurious and confusing fast-forward behaviour in the event of
resetting a run, then disconnecting early and deciding to load some
other map.
Also fixes a stupid typo (s/propand/propane/).
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This will be mostly useful for skipping cutscenes in Left 4 Dead games.
It may work in other games, but probably won't really be as useful.
Committer's note: this was adapted a fair bit from woz's original code,
hence the joint copyright, but he did most the hard work of figuring out
how to get this deep into the engine's call stack. Thanks!
bill also provided a fair bit of help figuring out missing gamedata and
fixing compatibility with L4D2 2147 and later. Also thanks!
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This was actually breaking deferred initialisation in 0.5, the main
observable effect being that the L4D1 console spam fix stopped working.
Committer's note: woopsy!
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This is a surprise tool that will help us later!
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Thanks Bill for figuring out what the problem was.
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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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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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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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Idiotic problems require idiotic solutions.
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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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- 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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With code from Bill. Thanks Bill!
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