Age | Commit message (Collapse) | Author |
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Because why not.
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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
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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.
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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.
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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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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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