1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
|
/*
* Copyright © 2022 Michael Smith <mikesmiffy128@gmail.com>
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
* AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
#include <stdlib.h> // used in generated code
#include <string.h> // "
#include "con_.h"
#include "engineapi.h"
#include "gamedata.h"
#include "gameinfo.h"
#include "gametype.h"
#include "intdefs.h"
#include "mem.h" // "
#include "os.h"
#include "vcall.h"
#include "x86.h"
u64 _gametype_tag = 0; // declared in gametype.h but seems sensible enough here
ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0,
factory_inputsystem = 0;
struct VEngineClient *engclient;
struct VEngineServer *engserver;
// this seems to be very stable, thank goodness
DECL_VFUNC(void *, GetGlobalVars, 1)
void *globalvars;
void *inputsystem;
DECL_VFUNC_DYN(void *, GetAllServerClasses)
DECL_VFUNC(int, GetEngineBuildNumber_newl4d2, 99) // duping gamedata entry, yuck
#include <entpropsinit.gen.h>
bool engineapi_init(int pluginver) {
if (!con_detect(pluginver)) return false;
if (engclient = factory_engine("VEngineClient015", 0)) {
_gametype_tag |= _gametype_tag_Client015;
}
else if (engclient = factory_engine("VEngineClient014", 0)) {
_gametype_tag |= _gametype_tag_Client014;
}
else if (engclient = factory_engine("VEngineClient013", 0)) {
_gametype_tag |= _gametype_tag_Client013;
}
else if (engclient = factory_engine("VEngineClient012", 0)) {
_gametype_tag |= _gametype_tag_Client012;
}
if (engserver = factory_engine("VEngineServer021", 0)) {
_gametype_tag |= _gametype_tag_Server021;
}
// else if (engserver = others as needed...) {
// }
void *pim = factory_server("PlayerInfoManager002", 0);
if (pim) globalvars = GetGlobalVars(pim);
inputsystem = factory_inputsystem("InputSystemVersion001", 0);
void *srvdll;
// TODO(compat): add this back when there's gamedata for 009 (no point atm)
/*if (srvdll = factory_engine("ServerGameDLL009", 0)) {
_gametype_tag |= _gametype_tag_SrvDLL009;
}*/
if (srvdll = factory_server("ServerGameDLL005", 0)) {
_gametype_tag |= _gametype_tag_SrvDLL005;
}
// detect p1 for the benefit of specific features
if (!GAMETYPE_MATCHES(Portal2) && con_findcmd("upgrade_portalgun")) {
_gametype_tag |= _gametype_tag_Portal1;
}
// 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) &&
GetEngineBuildNumber_newl4d2(engclient) >= 2200) {
_gametype_tag |= _gametype_tag_TheLastStand;
}
// need to do this now; ServerClass network table iteration requires
// SendProp offsets
gamedata_init();
con_init();
if (!gameinfo_init()) { con_disconnect(); return false; }
if (has_vtidx_GetAllServerClasses && has_sz_SendProp &&
has_off_SP_varname && has_off_SP_offset) {
initentprops(GetAllServerClasses(srvdll));
}
return true;
}
// vi: sw=4 ts=4 noet tw=80 cc=80
|