* Add CommandIterator.ConVarFlags property
Allow to access the convar flags `FCVAR_*` value from the iterator.
The CommandIterator.Flags property should have been called `AdminFlags`,
but it's too late to change that now.
* Switch admin help menu to use CommandIterator.ConVarFlags
No need to lookup the convar again.
* Deprecate CommandIterator.Flags
Rename it to .AdminFlags now that we have two kinds of flags exposed
on the iterator.
* Initial PVKII branch support
* Change PVKII code to 23, DOTA uses 22 in MM
* Bunch more SE_PVKII preprocessor that was missed
* Add some missing SOURCE_ENGINE_PVKII cases
* Update PVKII FireOutput signature for Linux
* Update checkout-deps with 'pvkii'
* Fix FireOutput signature for PVKII, accidentally used one from newer build
* Change PVKII code to 10, and bump others by 1
* Only check against SE_SDK2013 here, like Metamod
* More SE_PVKII preprocessor cleanup
* Add a PluginIterator methodmap
* Follow convention
* Update sourcemod.inc
* Turn method ReadPlugin into property Plugin
* Requested change
* Update sourcemod.inc
* Curse you VSC
* Follow behavior of other iterators instead of the natives
* Fix a stray space
* Implement a hacked CPluginIterator
* Oops
Copy paste go brr
* Revert a change made before the custom impl
Adds an OnPlayerRunCmdPre forward in order for plugins to be able to hook OnPlayerRunCmd with the guarantee that none of the parameters have been modified by other plugins. As such, OnPlayerRunCmdPre's parameters cannot be modified and are read-only.
Plugins that wish to use OnPlayerRunCmdPre can maintain backwards compatibility with SourceMod 1.10 by falling back to OnPlayerRunCmd if the Pre variant was never fired.
* DHooks: Allow setting CBaseEntity* param to NULL #1751
The param had to be a valid entity and wasn't allowed to be set to NULL. Behave similar to SetReturn which maps INVALID_ENT_REFERENCE (or -1) to NULL.
* Update include documentation
* Update dhooks.inc documentation for consistency
- Modifies whitespace (change tabs to spaces for non initial indents, fix alignments, create consistency with rest of SM docs)
- Change `/*` to `/**` for consistency and to indicate comment doc
- Removes incorrect `@noreturn` doc
* Split long comments across multiple lines
* Remove `@noreturn` in IGameConfigs.h
* Remove `@noreturn` from IGameHelpers.h
* Remove `@noreturn` from asm.c
* Add `@noreturn` to ThrowError
* Add `@noreturn` and `@error` to ThrowNativeError
Using the virtual `CBaseAnimating::GetAttachment(int, matrix3x4_t &)` was a deliberate choice because virtual offsets are generally easier to maintain than signatures. The `matrix3x4_t` is converted to world position and world angles internally.
Some of the other overloads are also inlined on a few games, making this the best choice.
Since this call can only be used on classes inheriting `CBaseAnimating`, we check if the `DT_BaseAnimating` SendTable exists on the entity, throwing a native error if it doesn't.
This safeguard could be greatly improved with a call to `CBaseEntity::GetBaseAnimating`, but would require more gamedata (maybe something to consider for the future?)
`OnEntitySpawned` is 1.11 only, so this is fine given our API stability guarantees.
Unfortunately the forward name clashes with quite a few plugins using the same name for their SDKHook callback. Normally we'd just put up with this but there are difficult to solve binary compatibility issues where those plugins will get the callback double-called, and there is a separate issue where the forward isn't called for all entity spawns (unlike the SDKHook), so most plugins can't switch to the forward anyway.
Resolves#1558.
This reverts commit 7bab9cc344.
This rounds out the work started in #1548 to complete support for
reading the older SendPropArray type array netprops, along with bringing
SDKTools' GameRule netprop code in sync with core to add string array
support.
There aren't many SendPropArray type props around but this opens up a
few interesting opportunities for plugin developers, particularly in
L4D2 with manipulation of the EMS HUD.
Tested reading the `m_vCPPositions` array in TF2, and reading/writing
the `m_szScriptedHUDStringSet` EMS HUD netprop in L4D2. Closes#1386.
Similar to the recent work for commands, track and expose the creating
plugin for convars. The first plugin to register a given cvar becomes
the owner until that plugin is unloaded. If a plugin attempts to
register a convar that was already registered and the originally
registering plugin has been unloaded, that plugin becomes the owner.
This isn't quite as nice as the way commands shift "ownership" as
plugins are unloaded, but we don't have a sane data structure currently
to implement that, and it seemed like a lot of unnecessary work as there
shouldn't really be multiple plugins with conflicting cvars.
Closes#1492