From 4fddfa831d2a33ab3eee7ceb5f181c82d5aa78d2 Mon Sep 17 00:00:00 2001 From: Michael Smith Date: Wed, 16 Apr 2025 02:13:01 +0100 Subject: Rework API for inline hooking This both simplifies and complicates things, but probably hopefully maybe simplifies things overall. Certainly in cases like the L4D1 demo thing where there's 3 inline hooks at once, it seems simpler to be able to batch the fallible stuff to avoid rollbacks. In cases where you only need one hook, it's a bit more verbose, but what can you do. Thanks bill for discussing this with me pretty exhaustively and giving a lot of good input. I think both of us still kind of hate it actually. --- src/sst.c | 1 + 1 file changed, 1 insertion(+) (limited to 'src/sst.c') diff --git a/src/sst.c b/src/sst.c index a60ad36..bd73d44 100644 --- a/src/sst.c +++ b/src/sst.c @@ -283,6 +283,7 @@ static const char *updatenotes = "\ * Removed multiplayer chat rate limit in L4D series and Portal 2\n\ * Made L4D1 demo playback backwards-compatible for Steam version demos (1022+)\n\ * plugin_unload now displays an error when used incorrectly (without a number)\n\ +* Improved error messages in the event of functions failing to hook\n\ * Rewrote and optimised a whole bunch of internal stuff\n\ "; -- cgit v1.2.3-54-g00ecf