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* Fix CPlugin ABI on newer L4D2 versionsGravatar Michael Smith 2023-11-261-2/+11
| | | | | Thanks bill for spotting this issue. It was causing crashes on unload, which is obviously no good.
* Perform very minor load/unload optimisationsGravatar Michael Smith 2023-08-301-0/+6
| | | | Because why not.
* Make various preparations for upcoming featuresGravatar Michael Smith 2023-08-021-0/+17
| | | | | | | | | | | | | | | | | | | | | | 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
* Refactor the RGBA colour struct into engineapi.hGravatar Michael Smith 2023-05-041-1/+11
| | | | | | In both the engine and SST it's used in more places than just console printing, so it makes more sense to give it a more appropriate nanme and location.
* Fix deferred init for Portal 2 compatibilityGravatar Michael Smith 2023-01-151-1/+1
| | | | Thanks Bill for figuring out what the problem was.
* Add basic mouse input scalingGravatar Michael Smith 2022-12-251-0/+1
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* Remove some dodgy whitespaceGravatar Michael Smith 2022-05-261-1/+1
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* Further clean up engine API initialisationGravatar Michael Smith 2022-05-121-5/+6
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* Add entity property finding and L4D warp testingGravatar Michael Smith 2022-05-031-4/+43
| | | | | | | | 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/+101
- 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")