Marked convars/concommands as FCVAR_SERVER_FRAME_THREAD and removed main thread dispatching code and comments that are no longer in effect. In the RCONServer execute handler, a ThreadJoinServerJob() is placed if the commandbase is flagged FCVAR_SERVER_FRAME_THREAD since RCON dispatches the command, or sets the convar directly.
This patch removes a lot of old code. Context is now exclusively grabbed from the CSquirrelVM instance. This patch also comes with a few new types: SQArray and SQTable!
The implementation also allows pushing Vector3D's on the stack, but these are handled slightly differently.. The largest field in tagSQObjectValue is 8 bytes, Vector3D is 12 bytes unaligned, but the tagSQObjectValue field in the tagSQObject struct is aligned to a 8 byte boundary while the field prior is only 4 bytes, Vector3D starts right after the type field in the tagSQObject (at the padding) to keep the whole structure the same size, therefore a new field has been added in between the padding (_pad) with a simple Vector3D accessor.
Also added a hook to allow registering proper script enums.
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
Work in progress; does not compile!
Moved script registration function to static gamedll libs instead, and used a pointer callback approach for calling them to avoid duplicate symbols during linkage.
Reason parameters are optional. For scripts, to use the default message, pass in an empty string. The function for the script system should be centralized soon to avoid more duplicate code.
These preprocessor directives are invalid, as 'vscript' gets compiled as a standalone library. Compile everything (this doesn't cause an issue if its on the server or client).
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.