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<title>mike/sst/src/engineapi.c, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2025-11-24T03:23:22+00:00</updated>
<entry>
<title>Turn x86 stuff into a chunklet to help out SPT</title>
<updated>2025-11-24T03:23:22+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-24T03:19:49+00:00</published>
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Quick unused header cleanup pass while we're at it.
</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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<content type='text'>
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 type-safety to virtual calls and accessors</title>
<updated>2025-04-17T19:02:18+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-17T00:39:10+00:00</published>
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This probably should have been the design from the start.

It's still possible to use void pointers, and this is done in a couple
of places for simplicity, but wherever possible, we have actual structs
for things now.

Additionally, in places where vtables are fiddled with, e.g. vtable
hooks, we have actual struct definitions with vtable pointers so there's
need for pointer-casting horror.
</content>
</entry>
<entry>
<title>Remove years from copyright headers</title>
<updated>2025-04-07T20:31:32+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-07T20:31:32+00:00</published>
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<content type='text'>
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.
</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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<id>urn:sha1:31d5cd8bb68276353edc4e79e8b58eaf86b61630</id>
<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>Use C23 void-argument-free prototypes</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T20:37:28+00:00</published>
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<content type='text'>
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.
</content>
</entry>
<entry>
<title>Rewrite and redesign codegen and feature system</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T02:37:19+00:00</published>
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<content type='text'>
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.
</content>
</entry>
<entry>
<title>Add basic button input HUD</title>
<updated>2024-09-14T21:45:35+00:00</updated>
<author>
<name>Matthew Wozniak</name>
<email>sirtomato99@gmail.com</email>
</author>
<published>2024-09-14T21:45:35+00:00</published>
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<content type='text'>
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.
</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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