Unregister gamesdk's crash handler if -noworkerdll is passed. This is required as both crashhandlers will be called during an exception, and on one, the whitelist wouldn't work.
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.
TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
Setting 'sv_showhitboxes' to 0 will enable it on everything deriving from CBaseAnimating, and having a valid studiohdr/hitbox. -1 means off, value > 0 will select entity by index (value of 'sv_showhitbox').
* Fix null pointer dereference crash in server hitbox drawing code; implemented a proper getter for CStudioHdr.
* Moved 'baseentity.h/cpp' to 'game/server/' instead.
* Overall light cleanup.
Field 'm_bInitialized' should be set prior to calling this, this field was named differently and its use case was inverted, forgot to reflect changes in assert.
* Added some getters in 'CBaseEntity' and 'CServerNetworkProperty'.
* Implemented 'CPlayer::SetTimeBase'.
* WIP implementation of 'CPlayer::RunNullCommand'.
* Changed 'CClient' handle time to 'edict_t' which is an alias of 'uint16_t'.
* Changed 'g_pServerGameDLL' and 'g_pServerGameClients' init (obtain from factory instead).
* Use interface version macro's for obtaining factory pointers instead.
* Added 'g_pServerGameEntities'.
This is required as otherwise the game's exception filter will be called after ours. If we didn't handle the exception, the game's implementation, or an exception handler associated to the exception raised by address will take care of it. Unlike the game's implementation, our exception handler does not handle unknown exceptions. We only do the low level stuff reliably.
* Only handle exceptions we could handle (anything that isn't in the switch case is not getting handled).
* Only show hexadecimal representation of decimal integer if could contain hexadecimal digits.