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/*
* Copyright © 2022 Michael Smith <mikesmiffy128@gmail.com>
* Copyright © 2022 Hayden K <imaciidz@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>
#include <string.h>
#ifdef _WIN32
#include <d3d9.h>
#endif
#include "con_.h"
#include "factory.h"
#include "gametype.h"
static void chflags(const char *name, int unset, int set) {
struct con_var *v = con_findvar(name);
if (v) v->parent->base.flags = v->parent->base.flags & ~unset | set;
}
static void unhide(const char *name) {
chflags(name, CON_HIDDEN | CON_DEVONLY, 0);
}
static void generalfixes(void) {
// Expose all the demo stuff, for games like L4D that hide it for some
// reason.
unhide("demo_debug");
unhide("demo_fastforwardfinalspeed");
unhide("demo_fastforwardramptime");
unhide("demo_fastforwardstartspeed");
unhide("demo_gototick");
unhide("demo_interplimit");
unhide("demo_legacy_rollback");
unhide("demo_pauseatservertick");
unhide("demo_quitafterplayback");
unhide("demo_interpolateview");
// some handy console stuff
unhide("con_filter_enable");
unhide("con_filter_text");
unhide("con_filter_text_out");
// things that could conceivably cause issues with speedrun verification
// and/or pedantic following of rules; throw on cheat flag. this could be
// relaxed with the Eventual Fancy Demo Verification Stuff.
chflags("director_afk_timeout", CON_HIDDEN | CON_DEVONLY, CON_CHEAT);
chflags("mp_restartgame", CON_HIDDEN | CON_DEVONLY, CON_CHEAT);
// also, ensure the initial state of sv_cheats goes into demos so you can't
// start a demo with cheats already on and then do something subtle
chflags("sv_cheats", 0, CON_DEMO);
// also, let people use developer, it's pretty handy. ensure it goes in the
// demo though. even though it's obvious looking at a video, maybe some day
// a game will want to require demos only (probably not till demos are more
// robust anyway... whatever)
chflags("developer", CON_HIDDEN | CON_DEVONLY, CON_DEMO);
}
static void l4d2specific(void) {
// L4D2 doesn't let you set sv_cheats in lobbies, but turns out it skips all
// the lobby checks if this random command is developer-only, presumably
// because that flag is compiled out in debug builds and devs want to be
// able to use cheats. Took literally hours of staring at Ghidra to find
// this out. Good meme 8/10.
unhide("sv_hosting_lobby");
// Older versions of L4D2 reset mat_queue_mode to -1 (multicore rendering
// off) all the time if gpu_level is 0 (low shader detail), causing lag that
// can only be fixed by manually fixing the setting in video settings. Newer
// versions work around this by marking it as ARCHIVE, *breaking* the code
// that's supposed to link it to the other settings with a warning in the
// console. This two-wrongs-make-a-right spaghetti hack fix is so stupid
// that we can reimplement it ourselves for older versions even with our
// limited intelligence. We also make it public for convenience, but
// constrain it so we don't enable a configuration that isn't already
// possible on these earlier versions (who knows if that breaks
// something...).
struct con_var *v = con_findvar("mat_queue_mode");
if (v && !(v->parent->base.flags & CON_ARCHIVE)) { // not already fixed
v->parent->base.flags = v->parent->base.flags &
~(CON_HIDDEN | CON_DEVONLY) | CON_ARCHIVE;
v->parent->hasmax = true; v->parent->maxval = 0;
}
#ifdef _WIN32
// L4D2 has broken (dark) rendering on Intel iGPUs unless
// mat_tonemapping_occlusion_use_stencil is enabled. Supposedly Valve used
// to detect device IDs to enable it on, but new devices are still broken,
// so just blanket enable it if the primary adapter is Intel, since it
// doesn't seem to break anything else anyway.
v = con_findvar("mat_tonemapping_occlusion_use_stencil");
if (!v || con_getvari(v)) goto e;
// considered getting d3d9 object from actual game, but it's way easier
// to just create another one
IDirect3D9 *d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
if (!d3d9) goto e;
D3DADAPTER_IDENTIFIER9 ident;
if (IDirect3D9_GetAdapterIdentifier(d3d9, 0, 0, &ident) == D3D_OK &&
ident.VendorId == 0x8086) { // neat vendor id, btw!
con_setvari(v, 1);
}
IDirect3D9_Release(d3d9);
e:;
#endif
}
static void l4d1specific(void) {
// For some reason, L4D1 hides mat_monitorgamma and doesn't archive it.
// This means on every startup it's necessary to manually set non-default
// values via the menu. This change here brings it in line with pretty much
// all other Source games for convenience.
chflags("mat_monitorgamma", CON_HIDDEN | CON_DEVONLY, CON_ARCHIVE);
// Very early versions of L4D1 have a bunch of useless console spam. Setting
// these hidden variables to 0 gets rid of it.
struct con_var *v = con_findvar("ui_l4d_debug");
if (v) con_setvari(v, 0);
v = con_findvar("mm_l4d_debug");
if (v) con_setvari(v, 0);
}
void fixes_apply(void) {
generalfixes();
if (GAMETYPE_MATCHES(L4D1)) l4d1specific();
else if (GAMETYPE_MATCHES(L4D2x)) l4d2specific();
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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