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* Remove years from copyright headersGravatar Michael Smith 2025-04-071-3/+3
| | | | | | | | They're legally unnecessary as far as I know, and kind of annoying to maintain on a long-term basis. This was done with the consent of all 3 other contributors, in case anyone was wondering.
* Add L4D1_1015plus and L4D1_1022plus gametype tagsGravatar Hayden K 2025-04-061-0/+12
| | | | | | | | | | 1022 is the update that adds Mac support and introduces some of the already known vtable changes (this update is similar to 2040 for L4D2 in that regard), the tag will also see some use in some upcoming features. The 1015 tag is questionably necessary, but will be used for at least one feature (it's also the update that adds the newer matchmaking interfaces used in l4dreset.c, but having the tag available doesn't help anything there).
* Rename L4D2_2147plus gametype tag to L4D2_2125plusGravatar Hayden K 2025-04-061-1/+2
| | | | | | | Turns out the cvar we use to detect 2147 was actually added in 2125. Since renaming it doesn't currently break anything (and 2125 was a fairly notable code shuffling update, given it was the first update with a native Linux build of the game), it makes most sense to just do this.
* Use C23 void-argument-free prototypesGravatar Michael Smith 2025-04-061-1/+1
| | | | | | | In the future we can also consider moving to {} instead of {0} for initialisers, but my old Clang (16) doesn't support this, so it might be wise to wait longer on that one so people don't need too bleeding-edge of a compiler just to build this thing.
* Rewrite and redesign codegen and feature systemGravatar Michael Smith 2025-04-061-4/+5
| | | | | | | | | | | | | | | | | | | | | | | | | Also switch to somewhat proper C23 flags while we're at it. This is a huge change. It took me forever, in between being really busy. Sorry about that. But the good news is I'm now free to start integrating the various patches that have accumulated since last release. Well, at least in between still being really busy. Gotta manage expectations. The main benefit of introducing GAMESPECIFIC() is that features that don't apply to a particular game no longer show up *at all*, and less time is wasted on init. It also enables a cool optimisation wherein unnecessary REQUIRE_GAMEDATA() checks can elided at compile time whenever the gamedata is known up-front to always exist in supported games. The DEF_FEAT_CVAR macro family meanwhile makes it easier to manage the lifecycle of cvars/ccmds, with less manual registering, unhiding and such. Originally I was going to try and just hack these features into the existing codegen abomination, but it just got too terrible. This rewrite should make it easier to continue tweaking codegen behaviour in future. It also has slightly better error messages.
* Add basic button input HUDGravatar Matthew Wozniak 2024-09-141-4/+9
| | | | | | | | | | | | 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.
* Add very basic client console messaging for L4D2Gravatar Michael Smith 2024-08-291-0/+3
| | | | | | | | This isn't totally ideal - it'd be nice to have a way to get colours working, at least for errors/warnings. But it might not really be possible to do that without custom networking stuff, so this will do for the forseeable future. The main goal is just to be able to have CON_SERVERSIDE commands actually give output to the relevant player.
* Fix mkentprops for real this time, probablyGravatar Michael Smith 2024-08-291-1/+1
| | | | | Last fix was apparently enough to make the release work, but not enough to actually work in general, lol. With any luck, it's actually good now.
* Rewrite the gamedata and entprops systems entirelyGravatar Michael Smith 2024-08-231-1/+2
| | | | | | | | | | | | 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/+3
| | | | | | | | | 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!
* Hotfix broken Portal 5135 autojumpv0.6-HOTFIXGravatar Michael Smith 2024-05-281-2/+2
| | | | | | | | The tf_arena_max_streak check turns out not to work on autoload since the client isn't loaded yet so the cvar doesn't exist yet. Using the server-side cvar tf_escort_score_rate appears to do for now. Also bump the zip date again since I'm doing this after midnight :^)
* Add cutscene skipping to L4D quick resetGravatar Michael Smith 2023-12-041-3/+3
| | | | Also done with quite a lot of RE help from bill - thanks again!
* Make L4D2 2147 gametype include all later versionsGravatar Michael Smith 2023-11-261-3/+3
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* Perform very minor load/unload optimisationsGravatar Michael Smith 2023-08-301-3/+11
| | | | Because why not.
* Make various preparations for upcoming featuresGravatar Michael Smith 2023-08-021-0/+2
| | | | | | | | | | | | | | | | | | | | | | A lot of this is random WIP from a while back, at least a month ago, and is being committed now to get it out of the way so that other patches can be brought in and integrated against it without causing headaches. Also rolled into this commit is a way to distinguish plugin_unload from exiting the game. This is required for another soon-to-be-integrated feature to avoid crashing on exit, and could in theory also be used to speed up unloading on exit in future. While we're at it, this also avoids the need to linearly scan through the plugin list to do the old branch unloading fix, because we can. Rough summary of the other smaller stuff I can remember doing: - Rework bitbuf a bit - Add some cryptographic nonsense in ac.c (not final at all) - Introduce the first couple of "chunklets" libraries as a sort-of subproject of this one - Tidy up random small bits and bobs - Add source for a small keypair generation tool - Rework democustom to be very marginally more useful
* Remove the terrible gameinfo.txt garbage at lastGravatar Michael Smith 2023-06-121-1/+0
| | | | | | This also tidies up library handle grabbing with more os.h stuff, and improves the VDF creation logic - since we no longer store a couple of paths which makes it necessary to change that a bit anyway.
* Prune some comments and tidy up other minor thingsGravatar Michael Smith 2023-06-101-6/+3
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* Improve L4D2 and Portal gametype detectionGravatar Willian Henrique 2023-05-041-10/+11
| | | | | | Adds tags for L4D2 2147 and Portal 3420. Committer's note: really the gamedata system might benefit from improvement in the future to support things like numerical ranges, but this will do for now.
* Fix deferred init for Portal 2 compatibilityGravatar Michael Smith 2023-01-151-1/+2
| | | | Thanks Bill for figuring out what the problem was.
* Add basic mouse input scalingGravatar Michael Smith 2022-12-251-0/+4
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* Move towards C23, improve events and vcall macrosGravatar Michael Smith 2022-09-131-5/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Add magical feature codegen system, at long lastGravatar Michael Smith 2022-08-101-2/+2
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* Clean up some random bits and bobsGravatar Michael Smith 2022-05-161-1/+0
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* Fix GetEngineBuildNumber and entity property stuffGravatar Michael Smith 2022-05-151-4/+10
| | | | | | | | | | 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.
* Further clean up engine API initialisationGravatar Michael Smith 2022-05-121-4/+14
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* HOTFIX: Fix L4D2 2.0.0.0 crashingv0.3-HOTFIXGravatar Michael Smith 2022-05-061-7/+10
| | | | Idiotic problems require idiotic solutions.
* Woops, go ahead and delete that testing codeGravatar Michael Smith 2022-05-031-19/+1
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* Add entity property finding and L4D warp testingGravatar Michael Smith 2022-05-031-0/+62
| | | | | | | | 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/+50
- 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")