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* Fix the infamous Swamp Fever "god mode glitch"Gravatar Hayden K 2025-04-071-0/+16
| | | | | | | | | | | | | | | | | | Turns out this was fixed in version 2112 (October 2012), so it was fairly easy to isolate in Ghidra (I had previously thought this was fixed by TLS). The CDirector::FinaleEscapeState member is used in CDirector::IsFinaleWon (and maybe another function, I don't remember). Prior to Valve's fix, the value was never reset to 0 after finishing a campaign, so when the Swamp (or Crash Course) "minifinale" events ran, the game would behave as though the player was entering the end-of-finale cutscene and block votes, make players invincible etc. 2112 fixed this bug by setting the member back to 0 in CDirector::Reset, so here we just set it to 0 when quickreset is used, since that is essentially the recommended way to start a run at this point. Now co-op hosts won't need to restart their game after finishing a campaign anymore!
* 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.
* 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 2025-04-061-28/+17
| | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Create and use macros to define accessor functionsGravatar Michael Smith 2024-09-281-6/+9
| | | | | | | Avoids the need to manually mess around with mem_offset() and gamedata off_ and sz_ values as often, because that's kind of annoying. Should also make the codebase a little less confusing for new players.
* Revise syntax macros and add a ton of branch hintsGravatar Michael Smith 2024-08-231-17/+17
| | | | | | | | | 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!
* Support fast-forwarding 38 custom L4D2 campaignsGravatar Hayden K 2024-05-221-17/+109
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* Deal with the stupid NVDTOR situationGravatar Michael Smith 2024-05-211-7/+1
| | | | | | | Bill suggested using abi.h for this. Not sure if it's 100% ideal to need to pull in the whole header for this one macro but it's arguably better than most alternatives and definitely better than just continuing to duplicate it ad nauseam.
* Rethink mem_loadoffset, and consequently, kill itGravatar Michael Smith 2024-01-211-7/+7
| | | | | | | | | Suggested by bill. Having something semantically pointer-sized that's only ever used for stuff that's always 32-bit doesn't really make sense. Note that I intentionally did not add a copyright line for myself in hud.c because, I mean, come on. I'll just say I waive any claim to that tiny trivial change.
* Cancel fast-forward after the player disconnectsGravatar Michael Smith 2023-12-171-10/+21
| | | | | | | | Avoids spurious and confusing fast-forward behaviour in the event of resetting a run, then disconnecting early and deciding to load some other map. Also fixes a stupid typo (s/propand/propane/).
* Improve quickreset command descriptions a bitGravatar Michael Smith 2023-12-131-2/+2
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* Add fast-forward gaps for checking item spawnsGravatar Michael Smith 2023-12-051-38/+110
| | | | | | This complicates things greatly! Therefore, it's a separate commit to the baseline fast-forward functionality, to keep the confusing stuff relatively contained.
* Add cutscene skipping to L4D quick resetGravatar Michael Smith 2023-12-041-14/+201
| | | | Also done with quite a lot of RE help from bill - thanks again!
* Prune some comments and tidy up other minor thingsGravatar Michael Smith 2023-06-101-24/+15
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* Adapt vote reset code into fast campaign resettingGravatar Michael Smith 2023-06-031-0/+243
This is kind of a breaking change but the other code was obviously never released or relied on by anyone - it will be pushed at the same time as this in fact. It still seems worth having the original committed separately to show the progression of development of the feature, however. Technically the standalone vote cooldown resetting could also be added back if ever desired however there doesn't seem to be that much of a use case for that at the moment. This feature ought to be a lot more convenient now as it allows for resetting back to a set starting point no matter where the player is in a run. It isn't universally useful as All Campaigns Legacy solo runs require switching to a different type of server and Main Campaigns co-op runs require restarting the game after Swamp Fever to work around the god mode bug, however it is still useful in a good few situations. Unfortunately this turned out to be pretty complex to implement, first requiring a bunch of interop with valve's rather wacky KeyValues stuff, and then requiring a bunch of especially difficult reverse engineering of L4D1 v1.0.0.5 because it doesn't use said KeyValues stuff and does something else completely different instead. A side effect of all this work is that the nag removal hack is now part of the KeyValues stuff in kvsys.c, which is kind of a comfier place for it than just kind of dumped in the middle of sst.c.