Age | Commit message (Collapse) | Author |
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sst_l4d_testwarp will now unstick the player unless "staystuck" is
specifed as an argument. Additionally, sst_l4d_previewwarp is added to
show the positions checked by the unstuck logic as well as the
line-of-sight traces performed.
Committer's note: the actual box-drawing logic was essentially rewritten
by me since I realised the order of drawing didn't matter at all. All
the code-digging logic is more-or-less still what bill wrote, though.
So, you could say we have joint authorship of this, I suppose. Not that
that's a huge deal, but if anyone's ever curious or if it ever legally
matters for some reason then, well, there you go.
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This isn't totally ideal - it'd be nice to have a way to get colours
working, at least for errors/warnings. But it might not really be
possible to do that without custom networking stuff, so this will do for
the forseeable future. The main goal is just to be able to have
CON_SERVERSIDE commands actually give output to the relevant player.
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Last fix was apparently enough to make the release work, but not enough
to actually work in general, lol. With any luck, it's actually good now.
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This enables the FOV feature to work correctly.
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This removes the horrible janky old KeyValues parser and replaces it
with a couple of trivial ad-hoc text parsers. In doing so, make the
format of the actual gamedata files more human-friendly too.
We also gain support for nested SendTables in mkentprops, which are
required to get at various things like player velocity. And, the actual
string matching is made more efficient (or, at least, more scalable) by
way of a cool radix tree thing which generates a bunch of switch cases
on distinct characters.
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