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<title>mike/sst/src/engineapi.h, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2025-10-01T20:37:26+00:00</updated>
<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>Improve the plugin_load/plugin_unload hooks</title>
<updated>2025-06-07T13:05:06+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-06-06T20:31:44+00:00</published>
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<content type='text'>
Most notably, don't just silently return when no parameter is provided;
allow the default handler to print the usual error message.

Also, don't raise the PluginLoaded/PluginUnloaded events when nothing
has actually happened. And rearrange the v1/v2 union so we don't need to
spell out `v2.common`.

Error message issue pointed out by Evan Lin - thanks!
</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>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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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>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>Rewrite the gamedata and entprops systems entirely</title>
<updated>2024-08-23T19:40:01+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-21T23:02:48+00:00</published>
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<content type='text'>
This removes the horrible janky old KeyValues parser and replaces it
with a couple of trivial ad-hoc text parsers. In doing so, make the
format of the actual gamedata files more human-friendly too.

We also gain support for nested SendTables in mkentprops, which are
required to get at various things like player velocity. And, the actual
string matching is made more efficient (or, at least, more scalable) by
way of a cool radix tree thing which generates a bunch of switch cases
on distinct characters.
</content>
</entry>
<entry>
<title>Add cutscene skipping to L4D quick reset</title>
<updated>2023-12-04T19:30:09+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-11-20T20:22:55+00:00</published>
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<content type='text'>
Also done with quite a lot of RE help from bill - thanks again!
</content>
</entry>
<entry>
<title>Fix CPlugin ABI on newer L4D2 versions</title>
<updated>2023-11-26T21:35:57+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-11-26T19:17:43+00:00</published>
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<content type='text'>
Thanks bill for spotting this issue. It was causing crashes on unload,
which is obviously no good.
</content>
</entry>
<entry>
<title>Perform very minor load/unload optimisations</title>
<updated>2023-08-30T22:44:50+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-08-30T22:18:38+00:00</published>
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<content type='text'>
Because why not.
</content>
</entry>
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