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AgeCommit message (Collapse)Author
2023-11-26Add a way to fast-forward game timeMatthew Wozniak
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!
2023-08-30Change "plain" filetypes to the proper "text"Michael Smith
2023-06-20Add more GetEngineBuildNumber offsetsWillian Henrique
2023-06-15Fix L4D VGuiConnect/VGuiIsInitialized gamedataWillian Henrique
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!
2023-05-05Implement APIs to control demo recordingMichael Smith
This is a surprise tool that will help us later!
2023-01-15Fix deferred init for Portal 2 compatibilityMichael Smith
Thanks Bill for figuring out what the problem was.
2022-07-23Add stuff to track keypressesWillian Henrique
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.
2022-05-19Properly solve load order issues via deferred initMichael Smith
2022-05-19Add a quick stopgap hack for Portal purposesMichael Smith
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.
2022-05-15Fix GetEngineBuildNumber and entity property stuffMichael Smith
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.
2022-05-13Properly finish refactoring con to use gamedataMichael Smith
2022-05-06HOTFIX: Fix L4D2 2.0.0.0 crashingv0.3-HOTFIXMichael Smith
Idiotic problems require idiotic solutions.
2022-05-03Add entity property finding and L4D warp testingMichael Smith
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.
2022-04-30Centralise engine access, add Portal FOV changerMichael Smith
- 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")
2021-11-20Initial public snapshotMichael Smith
With code from Bill. Thanks Bill!