| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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Idiotic problems require idiotic solutions.
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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.
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- 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")
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Chalk this up to improper testing and being tired and not using brain.
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- Just ask the engine for the game directory instead of doing the stupid
argv sniffing hacks from the early days of trying to get the damn
thing working.
- Also add some other path variables, functions and whatnot, and do some
other minor tidying up.
- Also also, another damn copyright year, somebody please help me.
Unfortunate negative effect off this change: con_init() no longer
reports the game name, because it has to happen before gameinfo_init().
I've decided I don't really care, though.
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Sometimes, you just want to Unicode.
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With code from Bill. Thanks Bill!
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