Add 'Profile' build configuration (similar configuration to many game engines).
This should be the main configuration for development. In the future, this will include incremental linking and asserts.
Moved project includes from VC/System includes to project includes. This fixes the problem where the autocomplete feature doesn't work in Visual Studio when trying to include headers from the project itself.
* Use game's CNetAdr RCON and socket creator.
* Add support for constructing host from [ip]:port format in the netconsole client.
* Pass 'netadr_t' parameter by reference to 'CSocketCreator::OnSocketAccepted'.
Huge cleanup for dedicated. All patches in 'opcodes.cpp' are now directly applied to the executable, and kept as reference in the source file. The patch logic is commented. Any other patches for the dedicated server executable should be documented in the patch file found in 'r5dev/resource/patch'.
* 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.
Initial implementation of server movehelper. IMoveHelper interface class is fully reversed and aligns with implementation in engine. CMoveHelperServer is also reversed, excect for CGameTrace, though this isn't necessary for now.
* 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'.
* fix header, flags, and add rest of major structs
* minor type swap
* bone flags because there are new ones
* forgor this
* Add compressed vector types.
* fix bitfield sizes
* Fix compilation.
Co-authored-by: Marvin D <41352111+IcePixelx@users.noreply.github.com>
Co-authored-by: rexx <67599507+r-ex@users.noreply.github.com>
* Only gets compiled in for release builds.
* Attaches on gamesdk init, so should catch everything on dll setup also.
* Fake PDB parsing still needs to be done.
* THIS IS NOT SUPPOSED TO BE USED WITH SHIPPING CODE!
* This is used for a quick way to call virtual functions for reverse engineering and rebuilding big functions, upon successful rebuild, implement needed VTables accordingly.
Full rebuild of assembled function "CEngineAPI::SetStartupInfo". The assembly seems to match original function after rebuild. Does NOT support S1 yet, because TRACEINIT is inline in S1.