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<title>mike/sst/gamedata, branch v0.11-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
<id>https://git.woz.blue/mike/sst/atom?h=v0.11-BETA</id>
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<updated>2025-04-17T19:02:18+00:00</updated>
<entry>
<title>Add type-safety to virtual calls and accessors</title>
<updated>2025-04-17T19:02:18+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-17T00:39:10+00:00</published>
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<id>urn:sha1:8a669bc96ffdb9d0f6f54e464da11e3375c80a55</id>
<content type='text'>
This probably should have been the design from the start.

It's still possible to use void pointers, and this is done in a couple
of places for simplicity, but wherever possible, we have actual structs
for things now.

Additionally, in places where vtables are fiddled with, e.g. vtable
hooks, we have actual struct definitions with vtable pointers so there's
need for pointer-casting horror.
</content>
</entry>
<entry>
<title>Fix the infamous Swamp Fever "god mode glitch"</title>
<updated>2025-04-07T21:35:53+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-04-07T20:18:35+00:00</published>
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<id>urn:sha1:25838ab4eb1fc94f59186cb24b75f440f9062f9a</id>
<content type='text'>
Turns out this was fixed in version 2112 (October 2012), so it was
fairly easy to isolate in Ghidra (I had previously thought this was
fixed by TLS). The CDirector::FinaleEscapeState member is used in
CDirector::IsFinaleWon (and maybe another function, I don't remember).
Prior to Valve's fix, the value was never reset to 0 after finishing a
campaign, so when the Swamp (or Crash Course) "minifinale" events ran,
the game would behave as though the player was entering the
end-of-finale cutscene and block votes, make players invincible etc.

2112 fixed this bug by setting the member back to 0 in CDirector::Reset,
so here we just set it to 0 when quickreset is used, since that is
essentially the recommended way to start a run at this point.

Now co-op hosts won't need to restart their game after finishing
a campaign anymore!
</content>
</entry>
<entry>
<title>Add L4D1_1015plus and L4D1_1022plus gametype tags</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-02-07T19:32:18+00:00</published>
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<id>urn:sha1:31d5cd8bb68276353edc4e79e8b58eaf86b61630</id>
<content type='text'>
1022 is the update that adds Mac support and introduces some of the
already known vtable changes (this update is similar to 2040 for L4D2 in
that regard), the tag will also see some use in some upcoming features.
The 1015 tag is questionably necessary, but will be used for at least
one feature (it's also the update that adds the newer matchmaking
interfaces used in l4dreset.c, but having the tag available doesn't
help anything there).
</content>
</entry>
<entry>
<title>Rename L4D2_2147plus gametype tag to L4D2_2125plus</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-02-07T19:22:37+00:00</published>
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<id>urn:sha1:dc540372be9da686a3087843ae4ae5f038a3a9a0</id>
<content type='text'>
Turns out the cvar we use to detect 2147 was actually added in 2125.
Since renaming it doesn't currently break anything (and 2125 was a
fairly notable code shuffling update, given it was the first update with
a native Linux build of the game), it makes most sense to just do this.
</content>
</entry>
<entry>
<title>Fix broken behaviour in the L4D2 addon system</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-04-04T00:02:07+00:00</published>
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<content type='text'>
This should greatly improve the experience of running newest/TLS as well
as custom campaigns.

The bugginess in question is quite a lot to explain so there's some
rather substantial exposition via code comments. The actual fixes are
comparatively simple, although still a little subtle to get exactly
right and took a few iterations to nail down the edge cases.

Thanks to bill for helping me with the RE &amp; assistance on writing the
hooks/code and so on. I tracked down a lot of this myself, but the end
result wouldn't have been possible without his help.

Committers' note: I ended up wrangling this change a fair bit, as I am
apparently just always wont to do, and also fixed a bug in the process,
hence adding my copyright notice as well. Nonetheless, big thanks to
aciidz (and bill) for doing the bulk of the *actual* hard work of
figuring out how to do any of this! The actual code changes I made to
the original submitted patch were relatively minor; a lot of my effort
honestly went into attempting to shorten the massive wall of comment
text. At the end of the day, there's still a really long comment, but
it's just a lot to explain really so it is what it is. I hope it's at
least somewhat understandable to a reader, anyway.
</content>
</entry>
<entry>
<title>Add basic button input HUD</title>
<updated>2024-09-14T21:45:35+00:00</updated>
<author>
<name>Matthew Wozniak</name>
<email>sirtomato99@gmail.com</email>
</author>
<published>2024-09-14T21:45:35+00:00</published>
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<id>urn:sha1:5f208d6820f42ab138a3c7144728787bd988004c</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>Improve the HUD API slightly</title>
<updated>2024-09-08T13:11:09+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-09-08T13:01:13+00:00</published>
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<id>urn:sha1:d1f455ba277df793e2f7c6276cbee0d897b796ce</id>
<content type='text'>
- 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.
</content>
</entry>
<entry>
<title>Improve L4D warp testing and add visualisation</title>
<updated>2024-08-30T11:52:05+00:00</updated>
<author>
<name>Willian Henrique</name>
<email>wsimanbrazil@yahoo.com.br</email>
</author>
<published>2024-08-29T19:24:04+00:00</published>
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<content type='text'>
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.
</content>
</entry>
<entry>
<title>Add very basic client console messaging for L4D2</title>
<updated>2024-08-29T22:08:03+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-29T22:03:11+00:00</published>
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<id>urn:sha1:eb41c78c9ff23429f054d9cc280c41917acc2736</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>Fix mkentprops for real this time, probably</title>
<updated>2024-08-29T22:08:03+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-27T16:46:34+00:00</published>
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<content type='text'>
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.
</content>
</entry>
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