From 9009f75bf5fd33e13abae5762d31968b39f233c3 Mon Sep 17 00:00:00 2001 From: Michael Smith Date: Sun, 15 May 2022 23:05:41 +0100 Subject: Fix GetEngineBuildNumber and entity property stuff 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. --- gamedata/engine.kv | 11 +++++++---- src/build/mkentprops.c | 13 +++++++++---- src/engineapi.c | 14 ++++++++++---- src/gametype.h | 1 + 4 files changed, 27 insertions(+), 12 deletions(-) diff --git a/gamedata/engine.kv b/gamedata/engine.kv index 39fa1df..80caa74 100644 --- a/gamedata/engine.kv +++ b/gamedata/engine.kv @@ -26,16 +26,19 @@ vtidx_GetGameDirectory { 2013 35 } Client013 { - L4Dx 36 // AND THEN THEY CHANGED IT BACK LATER! + L4Dx 36 // AND THEN THEY CHANGED IT BACK LATER! (on 2.0.4.1) default 35 // <- most things have this! } Client012 37 // dmomm, ep1, ... } -// TODO(compat): apparently this changed, in early versions it's NOT 99! -// Come up with some way to detect it properly!? vtidx_GetEngineBuildNumber { - //L4D2 99 + L4D2 { + Client013 99 + //Client014 ??? // TODO(compat): find out what this (maybe 136?) + } } + +// VEngineServer vtidx_PEntityOfEntIndex { OrangeBox 19 } // probably OE too but??? sz_edict { diff --git a/src/build/mkentprops.c b/src/build/mkentprops.c index 5dd2fea..e99873b 100644 --- a/src/build/mkentprops.c +++ b/src/build/mkentprops.c @@ -144,11 +144,11 @@ _( "static void initentprops(struct ServerClass *class) {") F( " for (int needclasses = %d; class; class = class->next) {", nclasses) char *else1 = ""; for (struct class *c = classes.x[0]; c; c = c->hdr.x[0]) { - // TODO(opt): some sort of PHF instead of chained strcmp, if we ever - // have more than a few classes/properties? + // TODO(opt): some sort of PHF or trie instead of chained strcmp, if we + // ever have more than a few classes/properties? F( " %sif (!strcmp(class->name, \"%s\")) {", else1, c->name) _( " struct SendTable *st = class->table;") - // christ this is awful :( + // XXX: christ this is all awful :( F( " int needprops = %d;", c->props.sz) _( " for (struct SendProp *p = st->props; (char *)p -") _( " (char *)st->props < st->nprops * sz_SendProp;") @@ -159,7 +159,12 @@ _( " p = mem_offset(p, sz_SendProp)) {") F( " %sif (!strcmp(*(const char **)mem_offset(p, off_SP_varname), \"%s\")) {", else2, (*pp)->propname) // ugh F( " has_%s = true;", (*pp)->varname) -F( " %s = *(int *)mem_offset(p, off_SP_offset);", (*pp)->varname) + // from AM L4D2 SDK headers: + // > SENDPROP_VECTORELEM makes [offset] negative to start with so we + // > can detect that and set the SPROP_IS_VECTOR_ELEM flag. + // apparently if we're loaded via VDF, it hasn't been flipped back + // yet. just calling abs() on it as an easy solution. +F( " %s = abs(*(int *)mem_offset(p, off_SP_offset));", (*pp)->varname) _( " if (!--needprops) break;") _( " }") else2 = "else "; diff --git a/src/engineapi.c b/src/engineapi.c index 369bebd..ec3d857 100644 --- a/src/engineapi.c +++ b/src/engineapi.c @@ -15,6 +15,7 @@ */ #include // used in generated code +#include // " #include // " #include "con_.h" @@ -43,6 +44,8 @@ void *globalvars; DECL_VFUNC_DYN(void *, GetAllServerClasses) DECL_VFUNC_DYN(int, GetEngineBuildNumber) +DECL_VFUNC(int, GetEngineBuildNumber_newl4d2, 99) // duping gamedata entry, yuck + #include bool engineapi_init(int pluginver) { @@ -84,9 +87,13 @@ bool engineapi_init(int pluginver) { _gametype_tag |= _gametype_tag_Portal1; } - // TERRIBLE HACK: TODO(compat): come up with a better method later - if (GAMETYPE_MATCHES(L4D2) && os_access(OS_LIT( - "update/maps/c14m1_junkyard.bsp"), R_OK) != -1) { + // Ugly HACK: we want to call GetEngineBuildNumber to find out if we're on a + // Last Stand version (because they changed entity vtables for some reason), + // but that function also got moved in 2.0.4.1 which means we can't call it + // till gamedata is set up, so we have to have a bit of redundant logic here + // to bootstrap things. + if (GAMETYPE_MATCHES(L4D2) && GAMETYPE_MATCHES(Client013) && + VCALL(engclient, GetEngineBuildNumber_newl4d2) >= 2200) { _gametype_tag |= _gametype_tag_TheLastStand; } @@ -100,7 +107,6 @@ bool engineapi_init(int pluginver) { has_off_SP_varname && has_off_SP_offset) { initentprops(VCALL(srvdll, GetAllServerClasses)); } - return true; } diff --git a/src/gametype.h b/src/gametype.h index c825ee6..2464000 100644 --- a/src/gametype.h +++ b/src/gametype.h @@ -59,6 +59,7 @@ extern u64 _gametype_tag; #define _gametype_tag_L4Dbased (_gametype_tag_L4Dx | _gametype_tag_Portal2) #define _gametype_tag_OrangeBoxbased \ (_gametype_tag_OrangeBox | _gametype_tag_2013) +#define _gametype_tag_Portal (_gametype_tag_Portal1 | _gametype_tag_Portal2) #define GAMETYPE_MATCHES(x) !!(_gametype_tag & (_gametype_tag_##x)) -- cgit v1.2.3