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* Fix the infamous Swamp Fever "god mode glitch"Gravatar Hayden K 2025-04-071-0/+2
| | | | | | | | | | | | | | | | | | 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!
* Add basic button input HUDGravatar Matthew Wozniak 2024-09-141-0/+12
| | | | | | | | | | | | 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.
* Fix Teleport gamedata for sst_l4d_testwarp on L4D2Gravatar Michael Smith 2024-08-261-2/+2
| | | | | | 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!
* Rewrite the gamedata and entprops systems entirelyGravatar Michael Smith 2024-08-231-0/+46
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.