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* Properly solve load order issues via deferred initGravatar Michael Smith 2022-05-191-0/+3
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* Add a quick stopgap hack for Portal purposesGravatar Michael Smith 2022-05-191-0/+1
| | | | | | | | | | People want to be able to write a scheduled-release passphrase to demos to prove that said demos were recorded during a timeboxed event. Ideally this is something that'd be part of the custom demo data and general RTA run management stuff that's planned, but of course that doesn't exist yet. When it does exist, we'd probably want rid of this nonsense, so it's marked hidden and I don't plan to document it anywhere "official." It's just here for people who really need it in the short term.
* Fix GetEngineBuildNumber and entity property stuffGravatar Michael Smith 2022-05-151-4/+7
| | | | | | | | | | I still haven't bothered to flesh out all the possible indices for GetEngineBuildNumber but we're back to being able to use it to detect The Last Stand (as a result of some old version testing Aciidz did - thanks again!). This means we can do away with the terrible map file- based hotfix. Also, turns out sst_l4d_testwarp doesn't work if the plugin gets loaded early via VDF because certain SendTable offsets start out negated, so we work around that too now.
* Properly finish refactoring con to use gamedataGravatar Michael Smith 2022-05-134-4/+17
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* HOTFIX: Fix L4D2 2.0.0.0 crashingv0.3-HOTFIXGravatar Michael Smith 2022-05-062-4/+6
| | | | Idiotic problems require idiotic solutions.
* Add entity property finding and L4D warp testingGravatar Michael Smith 2022-05-033-2/+75
| | | | | | | | This was a lot more code than expected, but it might be finally close to time to release the next beta... We'll see if any more rabbit holes present themselves to jump into, though.
* Centralise engine access, add Portal FOV changerGravatar Michael Smith 2022-04-301-0/+10
| | | | | | | | | | | | | | | - A bunch of stuff is now defined in one header, engineapi.h - engineapi.c is responsible for setting up any interfaces/stuff that's used in more than one place - mkgamedata is pretty much rewritten and now supports nested conditionals - gamedata variables no longer have the gamedata_ prefix because it was just annoyingly long all the time - vcall macros are somewhat revamped and support dynamic (gamedata) indices - Portal 1 FOV can be set anywhere from 75-120 using fov_desired - tested in both the main versions currently used by runners - A few typos were also fixed ("intput," "writeable," "indexes")
* Add engine_no_focus_sleep backport, fix codegenGravatar Michael Smith 2022-04-251-0/+8
| | | | Default gamedata values actually work the way they're supposed to now.
* Add L4D:S CheckJumpButton index for autojumpGravatar Hayden 2022-03-191-0/+1
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* Reintroduce autojump codeGravatar Michael Smith 2021-12-271-1/+1
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* Initial public snapshotGravatar Michael Smith 2021-11-202-0/+25
With code from Bill. Thanks Bill!