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2024-05-27Hide custom crosshair in menus/load screensMichael Smith
This isn't perfect logic - the standard crosshair has a lot more cases where it's not displayed - but it's better than nothing and avoids looking stupid as often. In the process, also fix the IConVar virtual table being one entry too small, which somehow wasn't a problem until it led to vtidx_IsInGame here getting clobbered and causing hard-to-debug crashes. Woopsy!
2024-05-22Support fast-forwarding 38 custom L4D2 campaignsHayden K
2024-05-22Prepare a changelog for next releaseMichael Smith
2024-05-21Disable fastfwd outside L4D so SPT doesn't breakMichael Smith
2024-05-21Add temporary plugin version identifier to demosMichael Smith
I've resisted doing this for a long time but it's getting to the point where blocking a release indefinitely is a real problem, and this satisfies the original request from some leaderboard people to just make SST identifiable in some way or another. It means the demo stuff can happen at whatever pace it happens at and other stuff can happen independently. Less stress and sadness. Of course, it'll only be kept in as long as required, but there'll be no rush to get rid of it for any particular release either.
2024-05-21Deal with the stupid NVDTOR situationMichael Smith
Bill suggested using abi.h for this. Not sure if it's 100% ideal to need to pull in the whole header for this one macro but it's arguably better than most alternatives and definitely better than just continuing to duplicate it ad nauseam.
2024-05-21Fix compatibility with latest L4D2 updateWillian Henrique
2024-05-05Fix miscategorised jmp instructionMichael Smith
Woops! Thanks Uncrafted for reporting this.
2024-02-26Remove some unnecessary and/or confusing stuffMichael Smith
2024-01-22Re-learn how to write C headers, apparentlyMichael Smith
2024-01-21Learn to spell correctlyMichael Smith
2024-01-21Rethink mem_loadoffset, and consequently, kill itMichael Smith
Suggested by bill. Having something semantically pointer-sized that's only ever used for stuff that's always 32-bit doesn't really make sense. Note that I intentionally did not add a copyright line for myself in hud.c because, I mean, come on. I'll just say I waive any claim to that tiny trivial change.
2024-01-21Add a half-decent custom crosshairMichael Smith
2023-12-19Add VGUI HUD overlay drawing featureMatthew Wozniak
Currently only supports Orange Box and Left 4 Dead branches. There's quite a large amount of gamedata involved in making this work, and figuring it out for the likes of Portal 2 doesn't seem like a major priority at the moment.
2023-12-17Cancel fast-forward after the player disconnectsMichael Smith
Avoids spurious and confusing fast-forward behaviour in the event of resetting a run, then disconnecting early and deciding to load some other map. Also fixes a stupid typo (s/propand/propane/).
2023-12-13Improve quickreset command descriptions a bitMichael Smith
2023-12-05Add fast-forward gaps for checking item spawnsMichael Smith
This complicates things greatly! Therefore, it's a separate commit to the baseline fast-forward functionality, to keep the confusing stuff relatively contained.
2023-12-04Add cutscene skipping to L4D quick resetMichael Smith
Also done with quite a lot of RE help from bill - thanks again!
2023-11-26Hook Key_Event instead of DispatchInputEvent in ACWillian Henrique
This fixes a crash in later L4D2 versions caused by the fact we were unknowingly hooking Key_Event already. Now we hook it all the time on purpose.
2023-11-26Fix CPlugin ABI on newer L4D2 versionsMichael Smith
Thanks bill for spotting this issue. It was causing crashes on unload, which is obviously no good.
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!
2023-11-26Make L4D2 2147 gametype include all later versionsMichael Smith
2023-08-30Perform very minor load/unload optimisationsMichael Smith
Because why not.
2023-08-30Only register portal colour cvars in PortalMichael Smith
2023-08-27Remove vcruntime140.dll dependencyMichael Smith
This will save users having to install the VS runtime in order to load the plugin. Turns out there was very little to implement to make this work. Turning off stack probing might cause spooky outcomes further down the line but we'll burn that bridge when we get there.
2023-08-27Fix msgpack sizing blundersMichael Smith
Reminder not to actually use any of the code I write until it's at least been included in a few releases of something. :^)
2023-08-27Get things at least compiling under LinuxMichael Smith
Nothing really works yet, but at least test.h and fastspin are fixed and some of the issues with RTTI and libdl and stuff are maybe kind of sorted, subject to more testing later. The main issue now seems to be the cvar interface not quite lining up and crashing pretty much immediately. That'll probably take a lot more debugging to figure out, which likely still won't be a priority for quite a while.
2023-08-04Fix finding key binding list in some newer buildsMichael Smith
Apparently there's slightly longer code for whatever reason which made 32 too conservative of a search window. Easy fix!
2023-08-02Coerce all-uppercase titles to pseudo-titlecaseMichael Smith
2023-08-02Filter out graphics backend window title suffixesMichael Smith
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
2023-08-02Fix VDF creation for old branchesMichael Smith
Absolutely no idea how long this has been broken for!
2023-08-02Fix another stupid fps_max exploitMichael Smith
2023-08-02Fix another x86 case and add regression testsMichael Smith
2023-06-22Update Monocypher yet again, to 4.0.1Michael Smith
There's a solid chance this actually gets used this time. Plus, there's breaking changes, so it makes sense to update before writing any actual code for it. The RNG module is also manually fixed up; upstream wasn't moved to the new Monocypher APIs which might be because the authors don't seem to think it's even a good idea to use anything other than arc4random(). Maybe I'd kind of agree with that if not for both Linux and Windows not having arc4random(), and none of SSTs use cases requiring it either (none of the crypto code is gonna be multithreaded and certainly none of it is gonna fork).
2023-06-20Tweak feature sorting and fix a chibicc bugMichael Smith
That sorting function was a bit wonky, so make it just a little bit wonky instead. chibicc would produce confusing lex errors if given a stray single quote somewhere, so make it give non-confusing errors. Also get rid of canonicalize_newline() because it's unnecessary for SST so long as Windows Git isn't left in its default misconfigured state.
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!
2023-06-12Bump version to 0.6 and reset changelog stringMichael Smith
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.
2023-06-11Add a stupid hack fix for the autojump cheat checkMichael Smith
Of course, Portal doesn't actually check this properly, and it was never tested well enough until just now. This fixes it, albeit in a really stupid way. C'est la vie.
2023-06-10Add update changelog and bump zip dateMichael Smith
The zip date is tomorrow as that's the expected release date pending some testing and hearing back from Portal people re official approval for use in runs. With any luck it won't need to be bumped further.
2023-06-10Remove some paranoia about missing commandsMichael Smith
There's absolutely no reason these ever wouldn't be there.
2023-06-10Prune some comments and tidy up other minor thingsMichael Smith
2023-06-03Adapt vote reset code into fast campaign resettingMichael Smith
This is kind of a breaking change but the other code was obviously never released or relied on by anyone - it will be pushed at the same time as this in fact. It still seems worth having the original committed separately to show the progression of development of the feature, however. Technically the standalone vote cooldown resetting could also be added back if ever desired however there doesn't seem to be that much of a use case for that at the moment. This feature ought to be a lot more convenient now as it allows for resetting back to a set starting point no matter where the player is in a run. It isn't universally useful as All Campaigns Legacy solo runs require switching to a different type of server and Main Campaigns co-op runs require restarting the game after Swamp Fever to work around the god mode bug, however it is still useful in a good few situations. Unfortunately this turned out to be pretty complex to implement, first requiring a bunch of interop with valve's rather wacky KeyValues stuff, and then requiring a bunch of especially difficult reverse engineering of L4D1 v1.0.0.5 because it doesn't use said KeyValues stuff and does something else completely different instead. A side effect of all this work is that the nag removal hack is now part of the KeyValues stuff in kvsys.c, which is kind of a comfier place for it than just kind of dumped in the middle of sst.c.
2023-05-21Improve os_dlfile() interfaceMichael Smith
Might as well return the length since we have it anyway. Also this maybe fixes the totally busted Linux code but it's still untested and probably doesn't work for reasons that will be discovered later on.
2023-05-21Remove a couple more unused headers from nomuteMichael Smith
Pointed out by Bill.
2023-05-21Add command to reset L4D2 vote cooldownsWillian Henrique
In most versions of L4D2, players cannot call a vote (e.g. switch campaign, change difficulty, restart campaign) more than once every 3 minutes. This makes resetting on a first map a pain, usually requiring reloading the map to reset the vote state. This new sst_l4d_vote_cooldown_reset command empties the list of structures tracking vote callers, allowing all players to vote again immediately. This should make resetting runs a lot easier on versions without unlimited votes.
2023-05-21Support decoding a bunch of MMX/SSE instructionsMichael Smith
This is actually required for an upcoming feature to work, as an instruction scan bumps into a xorps instruction. Still not supporting SSE3 or later, or AVX, although at this point it seems that that would be relatively easy to add, as this thing has kept growing on an incremental case-by-case basis.
2023-05-17Add some server entity code-crawling machineryMichael Smith
2023-05-17Fix some woopsies I hastily pushed last nightMichael Smith
For the record, most of this wasn't Bill's fault. I shouldn't be fixing up patches in the middle of the night. :^)