Age | Commit message (Collapse) | Author |
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- Check the player's team before attempting any form of warp prediction
(as per the code bill wrote before)
- Avoid overlapping boxes and an unnecessary line draw in the case where
the player is never actually stuck.
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Requested repeatedly by Portal people, and I don't see why not. We were
conservative at first but I've yet to come up with a real reason why
slowing mouse input further would be a problem.
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Committer's note: this is heavily modified from the original code
contributed by woz (and somewhat improved by bill and aciidz). Copyright
notices reflect joint authorship accordingly. woz still gets commit
authorship though because it feels wrong to yoink that from someone. :^)
And yes, the original code was written in 2022. Time flies.
A lot of the code is still kind of hacky and ugly and I'd like to
improve it later but there's other things to do so that can wait.
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- Add text size measurement (for centring etc.).
- Add a wchar_t equivalent since ushort would be wrong on Linux.
Avoid actually using wchar.h because it's a big bloaty header,
particularly on Windows.
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Note: for all I know Linux isn't even compiling right now - I rarely
actually test that. But still, might as well fix this since it's an
obvious mistake.
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The last fix was, uh, not good. With any luck this is actually correct
now. Certainly, running many millions of test cases fails to find any
mismatch with udis, so it's at least a lot less wrong than it was.
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Thanks Evan Lin for reporting.
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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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Restricted to L4D for now due to known ABI compatibility issues on other
branches. This should be easy to fix later when needed elsewhere.
Committer's note: I've counted myself as a joint author and added a
copyright notice to the .c file since this code is reasonably
modified from the code bill originally wrote last year.
but June of this year and , so I've gone ahead and
corrected his copyright notice too, with permission.
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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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I screwed things up even more than I thought!
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Thanks Evan Lin for doing the hard RE work to figure out the necessary
patch - I just reimplemented that here in about the dumbest way
possible.
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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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This wasn't woz's fault - I did some wrangling of his code and
introduced this woopsy without noticing.
Thanks to aciidz also, for pointing it out recently.
Not touching the copyright years because it's such a stupidly trivial
thing - I can't really claim to have done anything substantial here.
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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!
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- As much as possible avoid dragging system headers into translation
units. This should avoid namespace pollution and, hopefully, speed up
builds a little bit.
- Avoid leaning on the UCRT so much on Windows - prefer native win32
calls and native file handles except where doing so is inconvenient
(in particular, for stat(), which we might try and replace later).
- Also, switch from SystemFunction036 to ProcessPrng on Windows. This
requires us to generate a stub for bcryptprimitives.dll because
Microsoft haven't bothered to provide a link library, but the function
is better-documented and seems to be a more direct under-the-hood call
as well. Apparently it's what's used by the major web browsers these
days, which seems like a good indication it's stable and trusted.
- Lastly, remove a bunch of functions and macros and stuff that weren't
actually being used. It seems good to try and keep the scope of
OS-dependent stuff relatively contained and only add to it when
actually required.
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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 :^)
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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!
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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.
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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.
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Woops! Thanks Uncrafted for reporting this.
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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.
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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.
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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/).
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This complicates things greatly! Therefore, it's a separate commit to
the baseline fast-forward functionality, to keep the confusing stuff
relatively contained.
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Also done with quite a lot of RE help from bill - thanks again!
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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.
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Thanks bill for spotting this issue. It was causing crashes on unload,
which is obviously no good.
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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!
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Because why not.
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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.
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