* Fix 'GiveNamedItem' in the game left4dead2.
The method 'CCSPlayer::GiveNamedItem(char const*, int, CBaseEntity*)' does not work in game left4dead2, any given weapon and object immediately falls to the ground, besides, the code is missing a parameter to call this method (even with the added parameter does not give a weapon to hands). Another method 'CTerrorPlayer::GiveNamedItem(char const*, int, bool, CBaseEntity*)' works great, besides it makes it possible to give out all the items that exist in the game.
* Add x64 support
Add x64 support
* Changed argument type to bool.
Changed argument type to bool.
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.
When a custom TraceRay filter / EnumerateEntities enumerator callback
throws an exception we currently continue execution and then return
execution to the calling code as if there were no problems. This
currently causes a heap tracking issue in SourcePawn, but even ignoring
that it is likely the wrong behaviour and differs from our other
synchronous callbacks.
This change causes the exception to be caught, immediately terminates
the trace / enumeration, and propagates the exception state back to the
calling plugin correctly. The implementation here is based on how
SortCustom1D handles exceptions.
This is a pretty big diff because SourceMod had lots of multi-arch
workarounds that can now go away. I've also changed 'x64' to 'x86_64' in
many places since this is how AMBuild normalizes it, and it's far too
late to pick the shorter string, so we might as well suck it up.
The --target-archs parameter has been replaced with --targets. It works
the same way.
The default behavior for SDK inclusion is now "present" instead of
"all" since this lowers the burden of storing many SDKs. Official builds
will still be made with --sdks=all.
* Update basevotes
When a player leaves during a voteban, he will be banned anyway. Also added a cvar with a ban time setting.
* Update basevotes.sp
* Added VoiceHook functions
* Update extension.h
* Update extension.h
* Code optimization
* Added support for more engines
* Invalidate timers
* Fixes
* Update extension.cpp
* Update voice.cpp
* correct Forward event type to ET_Ignore.
* sdktools_voice: de-implement IsClientSpeaking
* sdktools_voice: Add notice/unbind IsClientSpeaking
Co-authored-by: Kyle Sanderson <kyle.leet@gmail.com>
* Add basic Insurgency support on Windows x64
This allows SourceMod to load on x64 Insurgency. There are still a lot of variable truncation warnings that have to be dealt with.
* Fix 32bit builds
* Compile MySQL extension as well
The hack for __iob_func being removed from the core runtime, but required by the old mysql we're building against can be simplified a lot due to the `_ReturnAddress` intrinsic available since MSVC 2015.
* Don't include the offset we want to extract in the signature
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.)
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.
* PassType typo fixup
Just some little observations, I will look up for more in other files whenever I can
* Update natives.cpp
* Update outputnatives.cpp
`SDKCall` has existing semantics that a `-1` retval indicates null, so use that and writes an empty string to the buffer.
Consumers can tell the difference between `""` and `NULL` by checking if the return value is `0` or `-1`.
* More TR natives
* Fix small typo
* Fix another typo
* Fix TR_AllSolid description
* Change Disp to Displacement
* Reorder params in TR_GetSurfaceName
* Fix TR_GetSurfaceName
* Another fix for TR_GetSurfaceName -_-
* Change if block to switch
* Make handle first param in TR_GetSurfaceName
* Reorder TR_GetStartPosition params
* Make TranslatePartitionFlags static
* Change tabs used for formatting to spaces
* Change inline comment style to be consistent with rest of file
* Add OnPlayerRunCmdPost forward
Allow plugins to catch the values that are actually used by the game
after some eventual changes by other plugins.
* Add |const| qualifier to arrays in OnPlayerRunCmdPost forward