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author | 2025-04-16 02:13:01 +0100 | |
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committer | 2025-04-16 21:31:20 +0100 | |
commit | 4fddfa831d2a33ab3eee7ceb5f181c82d5aa78d2 (patch) | |
tree | f62a0fc1a0b3d7ffcd7967b98885453636309686 /src/sst.c | |
parent | 5c805aac744df43dd96f70bc7e39337d9c3a966a (diff) | |
download | sst-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.c | 1 |
1 files changed, 1 insertions, 0 deletions
@@ -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\ "; |