Age | Commit message (Collapse) | Author |
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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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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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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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Thanks Bill for figuring out what the problem was.
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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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- 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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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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- Just ask the engine for the game directory instead of doing the stupid
argv sniffing hacks from the early days of trying to get the damn
thing working.
- Also add some other path variables, functions and whatnot, and do some
other minor tidying up.
- Also also, another damn copyright year, somebody please help me.
Unfortunate negative effect off this change: con_init() no longer
reports the game name, because it has to happen before gameinfo_init().
I've decided I don't really care, though.
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This allows stuff to be registered conditionally.
Unfortunately cmeta is now truly the worst thing of all time, but
cleaning it up isn't a huge priority. On the plus side, codegen actually
got simpler.
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Sometimes, you just want to Unicode.
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More handwavey Linux prep, nothing too significant.
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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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This removes the need to call atof() on each cvar on plugin load; now
all that's required is the memory allocations for the string values.
The syntax is also a bit nicer since numbers can just be numbers rather
than quoted strings.
Minor issue: specifying a string value that also happens to be numeric
will break this since the numeric representation will be zero, but I
can't see a reason this would ever happen.
Also, add a DEF_CVAR_MAX just for completeness.
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With code from Bill. Thanks Bill!
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