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* Properly solve load order issues via deferred initGravatar Michael Smith 2022-05-191-7/+0
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* Rerun L4D1 console spam fix after config loadingGravatar Michael Smith 2022-05-121-0/+7
| | | | | | This was the simplest way I could think of to solve this issue. Thanks again Aciidz for pointing the issue out, and thanks Turtle Rock for shipping such a broken game.
* Centralise engine access, add Portal FOV changerGravatar Michael Smith 2022-04-301-1/+1
| | | | | | | | | | | | | | | - 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")
* Organise general and game-specific fixesGravatar Michael Smith 2022-04-251-1/+4
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* Spruce up text and fix some copyright yearsGravatar Michael Smith 2022-03-191-1/+1
| | | | Sometimes, you just want to Unicode.
* Unhide useful commands and allow cheats in lobbiesGravatar Michael Smith 2021-12-261-0/+20
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.