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authorGravatar Michael Smith <mikesmiffy128@gmail.com> 2025-04-16 02:13:01 +0100
committerGravatar Michael Smith <mikesmiffy128@gmail.com> 2025-04-16 21:31:20 +0100
commit4fddfa831d2a33ab3eee7ceb5f181c82d5aa78d2 (patch)
treef62a0fc1a0b3d7ffcd7967b98885453636309686 /src/sst.c
parent5c805aac744df43dd96f70bc7e39337d9c3a966a (diff)
downloadsst-4fddfa831d2a33ab3eee7ceb5f181c82d5aa78d2.tar.gz
sst-4fddfa831d2a33ab3eee7ceb5f181c82d5aa78d2.zip
Rework API for inline hooking
This both simplifies and complicates things, but probably hopefully maybe simplifies things overall. Certainly in cases like the L4D1 demo thing where there's 3 inline hooks at once, it seems simpler to be able to batch the fallible stuff to avoid rollbacks. In cases where you only need one hook, it's a bit more verbose, but what can you do. Thanks bill for discussing this with me pretty exhaustively and giving a lot of good input. I think both of us still kind of hate it actually.
Diffstat (limited to 'src/sst.c')
-rw-r--r--src/sst.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/sst.c b/src/sst.c
index a60ad36..bd73d44 100644
--- a/src/sst.c
+++ b/src/sst.c
@@ -283,6 +283,7 @@ static const char *updatenotes = "\
* Removed multiplayer chat rate limit in L4D series and Portal 2\n\
* Made L4D1 demo playback backwards-compatible for Steam version demos (1022+)\n\
* plugin_unload now displays an error when used incorrectly (without a number)\n\
+* Improved error messages in the event of functions failing to hook\n\
* Rewrote and optimised a whole bunch of internal stuff\n\
";