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<title>mike/sst/gamedata/engine.txt, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2026-04-04T00:37:54+00:00</updated>
<entry>
<title>Fix autojump on 4104 (Portal and HL2 episodes)</title>
<updated>2026-04-04T00:37:54+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2026-01-14T18:30:46+00:00</published>
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<id>urn:sha1:aff3bd1fa58cf82b18fde505ef14d71fc9ca54e5</id>
<content type='text'>
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</entry>
<entry>
<title>Handle negated gamedata tag matches properly</title>
<updated>2025-10-11T00:36:16+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-10-11T00:35:54+00:00</published>
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The NE thing wasn't really correct, because it would match hypothetical
cases where OE and some other tag bit are both set. Now we simply use
!OE instead. The _GAMES_WITH inversion case is correct, because it
doesn't necessarily exclude OE from being included too.
</content>
</entry>
<entry>
<title>Add SDK 2013 HUD support</title>
<updated>2025-10-05T17:36:46+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-10-05T17:19:47+00:00</published>
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<id>urn:sha1:9d60415e2c2fa5c56edc3e23079c9b885a82ae00</id>
<content type='text'>
Gamedata values contributed by Evan Lin. Thanks!
</content>
</entry>
<entry>
<title>Fix deferred init in OE</title>
<updated>2025-10-05T17:36:46+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-10-05T17:01:35+00:00</published>
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<content type='text'>
Not really sure what was going on here. This is just a workaround,
really, but it works well enough for the time being.
</content>
</entry>
<entry>
<title>Get it sort-of-mostly working in "Old Engine" HL2</title>
<updated>2025-10-01T20:37:26+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-09-29T22:11:55+00:00</published>
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While we're at it, come up with a way for certain gamedata matches to be
Windows-only. Somewhat reduces ifdef usage, although does not entirely
remove it of course.

Tested in HL2 2707. Haven't tested other HL2 builds, or Episode 1.
Doesn't seem to work in DMoMM yet either; not sure why.

A big list of stuff still to fix follows.

Hidden cvars are currently an issue. We still need to figure out what to
do with the flag bits because FCVAR_HIDDEN just doesn't exist in OE and
there's some other flag with the same value instead.

We also need to do something about the flag setting in fixes.c since
HIDDEN is again not a thing, and also DEVONLY is not a thing either.

When the plugin is autoloaded, all the initial log text gets eaten,
because there's some stupid crap we have to do to trick the engine into
displaying coloured text otherwise it just won't. Not even stuff from
Warning(). Very stupid, but Hayden already figured out a solution, so
that'll be done in another upcoming commit.

Apparently raw mouse input breaks the menu. We might need to bump up the
priority on making that hook only be active when there's no UI open -
something I wanted to do anyway due to the demo drive issues.

Big thanks to Hayden for doing a lot of the initial groundwork on this,
particularly the cvar registration stuff. He gets a copyright notice in
con_.c even though I ended up doing a lot of stuff differently because
quite a bit of his work is still in there.

Don't blame him for the self-modifying code though, that was my crazy
idea. Sorry, but, in my defence... Well, it works.
</content>
</entry>
<entry>
<title>Add L4D1_1015plus and L4D1_1022plus gametype tags</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-02-07T19:32:18+00:00</published>
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<content type='text'>
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).
</content>
</entry>
<entry>
<title>Rename L4D2_2147plus gametype tag to L4D2_2125plus</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-02-07T19:22:37+00:00</published>
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<id>urn:sha1:dc540372be9da686a3087843ae4ae5f038a3a9a0</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>Fix broken behaviour in the L4D2 addon system</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Hayden K</name>
<email>imaciidz@gmail.com</email>
</author>
<published>2025-04-04T00:02:07+00:00</published>
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<content type='text'>
This should greatly improve the experience of running newest/TLS as well
as custom campaigns.

The bugginess in question is quite a lot to explain so there's some
rather substantial exposition via code comments. The actual fixes are
comparatively simple, although still a little subtle to get exactly
right and took a few iterations to nail down the edge cases.

Thanks to bill for helping me with the RE &amp; assistance on writing the
hooks/code and so on. I tracked down a lot of this myself, but the end
result wouldn't have been possible without his help.

Committers' note: I ended up wrangling this change a fair bit, as I am
apparently just always wont to do, and also fixed a bug in the process,
hence adding my copyright notice as well. Nonetheless, big thanks to
aciidz (and bill) for doing the bulk of the *actual* hard work of
figuring out how to do any of this! The actual code changes I made to
the original submitted patch were relatively minor; a lot of my effort
honestly went into attempting to shorten the massive wall of comment
text. At the end of the day, there's still a really long comment, but
it's just a lot to explain really so it is what it is. I hope it's at
least somewhat understandable to a reader, anyway.
</content>
</entry>
<entry>
<title>Improve L4D warp testing and add visualisation</title>
<updated>2024-08-30T11:52:05+00:00</updated>
<author>
<name>Willian Henrique</name>
<email>wsimanbrazil@yahoo.com.br</email>
</author>
<published>2024-08-29T19:24:04+00:00</published>
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<content type='text'>
sst_l4d_testwarp will now unstick the player unless "staystuck" is
specifed as an argument. Additionally, sst_l4d_previewwarp is added to
show the positions checked by the unstuck logic as well as the
line-of-sight traces performed.

Committer's note: the actual box-drawing logic was essentially rewritten
by me since I realised the order of drawing didn't matter at all. All
the code-digging logic is more-or-less still what bill wrote, though.
So, you could say we have joint authorship of this, I suppose. Not that
that's a huge deal, but if anyone's ever curious or if it ever legally
matters for some reason then, well, there you go.
</content>
</entry>
<entry>
<title>Add very basic client console messaging for L4D2</title>
<updated>2024-08-29T22:08:03+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-29T22:03:11+00:00</published>
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This isn't totally ideal - it'd be nice to have a way to get colours
working, at least for errors/warnings. But it might not really be
possible to do that without custom networking stuff, so this will do for
the forseeable future. The main goal is just to be able to have
CON_SERVERSIDE commands actually give output to the relevant player.
</content>
</entry>
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