Buffers up to 16k bytes of SVC_Print if buffer would overflow, then sends chunks every frame.
Sends up to 2048 bytes per frame and does not split messages.
Explanation:
There are two clients in the server, one named gene, the other one "Ene ~special characters~".
An admin issues "sm_slay Ene" and gets following error message: More than one client matched the given pattern.
What this hack will do is: Use GetCmdArg(0, ...); to get the command name "sm_slay".
Use GetCmdArgString(...); to get the arguments supplied to the command.
Use GetLastProcessTargetString(...); (which was implemented in this commit) to retrieve the arguments that were passed to the last ProcessTargetString call.
It will then pass this data to the DynamicTargeting plugin through its AmbiguousMenu native.
The plugin will open up a menu on the client and list all targets which match the pattern that was supplied to ProcessTargetString.
If the client selects a menu entry, FakeClientCommand will be used to re-execute the command with the correct target.
PR #705 made some changes for 64-bit support that required callers to
provide a buffer for object storage, but only added the required code to
the non-virtual call builder, not the virtual call builder.
Copy it over to CreateValveVCall so that ValveParamToBinParam stops
writing to a null pointer.
Fixes#1059 (Hopefully.)
This change checks the nomination against the map arraylist. If the nomination matches multiple results, those results are then added to a menu to allow the client to select available maps. The maps added to the menu go against the same checks as the normal nomination menu and wont allow nomination of disabled maps.
Example image of /nominate jump_b
https://i.imgur.com/ZdzB0gk.png
If reply source is console, menus wont be generated and it will attempt to nominate as normal.
The cause of the infamous "Index error writing string table baseline"
error appears to be a timing issue between the engine's network message
processing, the stringtable encoding, and command processing when adding
stringtable entries in OnConfigsExecuted.
When the first client connects the map is re-loaded which causes a full
refresh, the game's stringtable entries are added at tick 65, the client
connection is registered at tick 66, and stringtable entries added in
OnConfigsExecuted are registered as being added in tick 67. The engine
later calls WriteBaselines with the client's signon tick, and neglects
to encode the SM added entries as it considers them from the future.
To avoid this, always pass INT_MAX as the current tick when encoding
the baseline, so all stringtable entries are included regardless of when
they were added. Tested on both Windows and Linux.