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2024-08-29Fix mkentprops for real this time, probablyMichael Smith
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.
2024-08-23Rewrite the gamedata and entprops systems entirelyMichael Smith
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.
2024-08-23Revise syntax macros and add a ton of branch hintsMichael Smith
My new programming style is branch hints. All non-confusing branches must be hinted when I can be bothered. It's faster, sometimes, maybe. Also, start trying to use more signed sizes in at least some of the places where it makes sense. Unsigned sizes are surprisingly error-prone!
2024-05-28Hotfix broken Portal 5135 autojumpv0.6-HOTFIXMichael Smith
The tf_arena_max_streak check turns out not to work on autoload since the client isn't loaded yet so the cvar doesn't exist yet. Using the server-side cvar tf_escort_score_rate appears to do for now. Also bump the zip date again since I'm doing this after midnight :^)
2023-12-04Add cutscene skipping to L4D quick resetMichael Smith
Also done with quite a lot of RE help from bill - thanks again!
2023-11-26Make L4D2 2147 gametype include all later versionsMichael Smith
2023-08-30Perform very minor load/unload optimisationsMichael Smith
Because why not.
2023-08-02Make various preparations for upcoming featuresMichael Smith
A lot of this is random WIP from a while back, at least a month ago, and is being committed now to get it out of the way so that other patches can be brought in and integrated against it without causing headaches. Also rolled into this commit is a way to distinguish plugin_unload from exiting the game. This is required for another soon-to-be-integrated feature to avoid crashing on exit, and could in theory also be used to speed up unloading on exit in future. While we're at it, this also avoids the need to linearly scan through the plugin list to do the old branch unloading fix, because we can. Rough summary of the other smaller stuff I can remember doing: - Rework bitbuf a bit - Add some cryptographic nonsense in ac.c (not final at all) - Introduce the first couple of "chunklets" libraries as a sort-of subproject of this one - Tidy up random small bits and bobs - Add source for a small keypair generation tool - Rework democustom to be very marginally more useful
2023-06-12Remove the terrible gameinfo.txt garbage at lastMichael Smith
This also tidies up library handle grabbing with more os.h stuff, and improves the VDF creation logic - since we no longer store a couple of paths which makes it necessary to change that a bit anyway.
2023-06-10Prune some comments and tidy up other minor thingsMichael Smith
2023-05-04Improve L4D2 and Portal gametype detectionWillian Henrique
Adds tags for L4D2 2147 and Portal 3420. Committer's note: really the gamedata system might benefit from improvement in the future to support things like numerical ranges, but this will do for now.
2023-01-15Fix deferred init for Portal 2 compatibilityMichael Smith
Thanks Bill for figuring out what the problem was.
2022-12-25Add basic mouse input scalingMichael Smith
2022-09-13Move towards C23, improve events and vcall macrosMichael Smith
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.
2022-08-10Add magical feature codegen system, at long lastMichael Smith
2022-05-16Clean up some random bits and bobsMichael Smith
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.
2022-05-12Further clean up engine API initialisationMichael Smith
2022-05-06HOTFIX: Fix L4D2 2.0.0.0 crashingv0.3-HOTFIXMichael Smith
Idiotic problems require idiotic solutions.
2022-05-03Woops, go ahead and delete that testing codeMichael Smith
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")