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* Clean up some random bits and bobsGravatar Michael Smith 2022-05-161-3/+3
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* Further clean up engine API initialisationGravatar Michael Smith 2022-05-121-1/+2
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* Centralise engine access, add Portal FOV changerGravatar Michael Smith 2022-04-301-1/+7
| | | | | | | | | | | | | | | - 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")
* Fix a couple of bits of convar min/max brokennessGravatar Michael Smith 2022-04-261-5/+5
| | | | It's amazing how long these things can go unnoticed.
* Replace udis86 with a very small x86 decoderGravatar Michael Smith 2022-04-241-3/+7
| | | | | | | | | | | | | | | | | | | | | | | | | hook_inline() uses the new x86_len() function to get instruction lengths instead of doing full-blown disassembly, which should be a tiny bit quicker, and also removes the next for about 90KiB of lookup tables and such in the final binary. The code-digging logic in demorecord is also rewritten to be opcode-based rather than mnenmonic based. In general, going forward the plan is to always rely on opcodes and thus avoid a bunch of disassembly work every plugin load. udis86 is still in the tree for now to provide dbg_asmdump(), but it's only compiled into debug builds and left out of releases completely. As such, the whole BSD licence statement is also gone from the distribution LICENCE files. There's now also a dbg_toghidra() which spits out a rebased address to look stuff up for proper reverse engineering, which might be more useful than dbg_asmdump() anyway. If nobody ends up using the latter ever again, udis86 could get chucked completely. We'll see. Also shoehorned into this commit are a couple more forgotten copyright year bumps and some general minor cleanup here and there, because I couldn't be bothered wading through all the diff hunks. Oh, and makebindist.bat now makes an effort to make the zip file timestamps predictable/reproducible. That should be a different commit for sure, but oh well too bad.
* Support deferring cvar registrationGravatar Michael Smith 2022-03-201-0/+18
| | | | | | | | This allows stuff to be registered conditionally. Unfortunately cmeta is now truly the worst thing of all time, but cleaning it up isn't a huge priority. On the plus side, codegen actually got simpler.
* Spruce up text and fix some copyright yearsGravatar Michael Smith 2022-03-191-2/+2
| | | | Sometimes, you just want to Unicode.
* Very slightly tidy RTTI stuffGravatar Michael Smith 2022-01-181-4/+13
| | | | More handwavey Linux prep, nothing too significant.
* Tidy up stubs, make vstdlib a stub, build on LinuxGravatar Michael Smith 2022-01-061-1/+1
| | | | | | Important note: it doesn't WORK on Linux, and there's tons of warnings and stuff, but it's easier to work on when all the compiler output and whatnot is there.
* Make convar init macro type-genericGravatar Michael Smith 2021-12-291-2/+11
| | | | | | | | | | | | | This removes the need to call atof() on each cvar on plugin load; now all that's required is the memory allocations for the string values. The syntax is also a bit nicer since numbers can just be numbers rather than quoted strings. Minor issue: specifying a string value that also happens to be numeric will break this since the numeric representation will be zero, but I can't see a reason this would ever happen. Also, add a DEF_CVAR_MAX just for completeness.
* Unhide useful commands and allow cheats in lobbiesGravatar Michael Smith 2021-12-261-1/+3
| | | | | | | | | | | | | This is done through a new "fixes" file which will probably become one of those silly dumping grounds that every project has to have somewhere to put random miscellaneous crap in. These are mainly hidden in L4D2 but they just get unilaterally unhidden if they exist, just to be sure they're accessible. As a bonus, it turns out that unhiding a single cvar also allows us to set sv_cheats 1 in Left 4 Dead 2, bringing an end to the need to port- forward a listen server for co-op practice.
* Initial public snapshotGravatar Michael Smith 2021-11-201-0/+278
With code from Bill. Thanks Bill!