| Commit message (Collapse) | Author | Age | Files | Lines |
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While we're at it, come up with a way for certain gamedata matches to be
Windows-only. Somewhat reduces ifdef usage, although does not entirely
remove it of course.
Tested in HL2 2707. Haven't tested other HL2 builds, or Episode 1.
Doesn't seem to work in DMoMM yet either; not sure why.
A big list of stuff still to fix follows.
Hidden cvars are currently an issue. We still need to figure out what to
do with the flag bits because FCVAR_HIDDEN just doesn't exist in OE and
there's some other flag with the same value instead.
We also need to do something about the flag setting in fixes.c since
HIDDEN is again not a thing, and also DEVONLY is not a thing either.
When the plugin is autoloaded, all the initial log text gets eaten,
because there's some stupid crap we have to do to trick the engine into
displaying coloured text otherwise it just won't. Not even stuff from
Warning(). Very stupid, but Hayden already figured out a solution, so
that'll be done in another upcoming commit.
Apparently raw mouse input breaks the menu. We might need to bump up the
priority on making that hook only be active when there's no UI open -
something I wanted to do anyway due to the demo drive issues.
Big thanks to Hayden for doing a lot of the initial groundwork on this,
particularly the cvar registration stuff. He gets a copyright notice in
con_.c even though I ended up doing a lot of stuff differently because
quite a bit of his work is still in there.
Don't blame him for the self-modifying code though, that was my crazy
idea. Sorry, but, in my defence... Well, it works.
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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!
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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.
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Of course, something was bound to get screwed up by all those changes.
And of course, I was bound not to test stuff well enough in the rush to
make a useful update. Argh!
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This removes the horrible janky old KeyValues parser and replaces it
with a couple of trivial ad-hoc text parsers. In doing so, make the
format of the actual gamedata files more human-friendly too.
We also gain support for nested SendTables in mkentprops, which are
required to get at various things like player velocity. And, the actual
string matching is made more efficient (or, at least, more scalable) by
way of a cool radix tree thing which generates a bunch of switch cases
on distinct characters.
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