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* Fix broken mkentprops code generationGravatar Michael Smith 2024-08-261-3/+5
| | | | I screwed things up even more than I thought!
* Rewrite the gamedata and entprops systems entirelyGravatar Michael Smith 2024-08-231-138/+309
| | | | | | | | | | | | 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.
* Revise syntax macros and add a ton of branch hintsGravatar Michael Smith 2024-08-231-2/+2
| | | | | | | | | My new programming style is branch hints. All non-confusing branches must be hinted when I can be bothered. It's faster, sometimes, maybe. Also, start trying to use more signed sizes in at least some of the places where it makes sense. Unsigned sizes are surprisingly error-prone!
* Rework OS abstractionsGravatar Michael Smith 2024-08-221-4/+4
| | | | | | | | | | | | | | | | | | | | | | - As much as possible avoid dragging system headers into translation units. This should avoid namespace pollution and, hopefully, speed up builds a little bit. - Avoid leaning on the UCRT so much on Windows - prefer native win32 calls and native file handles except where doing so is inconvenient (in particular, for stat(), which we might try and replace later). - Also, switch from SystemFunction036 to ProcessPrng on Windows. This requires us to generate a stub for bcryptprimitives.dll because Microsoft haven't bothered to provide a link library, but the function is better-documented and seems to be a more direct under-the-hood call as well. Apparently it's what's used by the major web browsers these days, which seems like a good indication it's stable and trusted. - Lastly, remove a bunch of functions and macros and stuff that weren't actually being used. It seems good to try and keep the scope of OS-dependent stuff relatively contained and only add to it when actually required.
* Rethink mem_loadoffset, and consequently, kill itGravatar Michael Smith 2024-01-211-2/+2
| | | | | | | | | Suggested by bill. Having something semantically pointer-sized that's only ever used for stuff that's always 32-bit doesn't really make sense. Note that I intentionally did not add a copyright line for myself in hud.c because, I mean, come on. I'll just say I waive any claim to that tiny trivial change.
* Perform very minor load/unload optimisationsGravatar Michael Smith 2023-08-301-9/+1
| | | | Because why not.
* Move towards C23, improve events and vcall macrosGravatar Michael Smith 2022-09-131-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | Another big one. Here's a list of things: - Since the upcoming C23 standardises typeof(), use it as an extension for the time being in order to allow passing arbitrary types as macro/codegen parameters. It wouldn't have been a big leap to do this even without standardisation since it's apparently an easy extension to implement - and also, to be honest, this project is essentially glued to Clang anyway so who cares. - Likewise, bool, true and false are becoming pre-defined, so pre-pre-define them now in order to get the benefit of not having to remember one header everywhere. - Really ungodly/amazing vcall macro stuff now allows us to call C++ virtual functions like regular C functions. It's pretty cool! - Events can now take arbitrary parameters and come in two types: regular events and predicates. All this makes the base code even uglier but makes the feature implementation nicer. In other words, it places more of the cognitive burden on myself and less on other people who might want to contribute. This is a good tradeoff, because I'm a genius.
* Fix malloc return check in mkentpropsGravatar Michael Smith 2022-08-161-1/+1
| | | | Spotted by Bill the other day.
* Properly solve load order issues via deferred initGravatar Michael Smith 2022-05-191-0/+3
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* Clean up some random bits and bobsGravatar Michael Smith 2022-05-161-7/+7
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* Fix GetEngineBuildNumber and entity property stuffGravatar Michael Smith 2022-05-151-4/+9
| | | | | | | | | | 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.
* Add entity property finding and L4D warp testingGravatar Michael Smith 2022-05-031-0/+208
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.