The script engine supports running coroutines, which means we cannot use statics for each message as 2 coroutines could fight for a event mesage
I.e. we have 2 coroutines handling a player damaged event, the message could be populated with a mix of data between the 2 coroutines.
Therefore, we cannot optimize this by statically allocating it and must allocate it for each coroutine separately. The extra memory and cpu overhead caused by this is still very low.
CServer::GetClient() will never return NULL as it returns address of client in array. Removed extraneous checks as its misleading, and added const where possible.
The rebuild was wrong, the reported issue was that during auto-aim, the rotation speed is higher than original with a weaker magnet. Since the dissasembly and decompile of this function wasn't correct, along with not being able to reproduce the issue locally, it was hard to debug the problem (the difference between the rebuild and the original implementation was very small, where only experienced players noticed it). Since I have concluded that we don't need this function rebuilt as nothing else in the function needed adjustments, we can therefore just hook it and add the multiplication scalars on the computed joy angles. This now seems to yield correct behavior based on new tests that were performed with these changes.
The rebuild should be correct, but to rule out any problems we might have after releasing this build, we should have a simple option to force the old implementation.
Draw inner and outer poly boundaries, and only draw detail meshes if this was specified by the user. Most of the time we don't want to draw detail as this has a huge performance cost.
Reverse engineered the last types that were mostly unused and unneeded by the navmesh. But to properly implement the destructor it had to go in. Cells and hints now get freed as well and we can now rely on our own destructor for the navmesh data allocated by the game.
dtNavMesh::getTileCount returns the total number of added tiles, the issue with this is that if the navmesh gets pruned, that means disabling unlinked polygons and removing dead tiles, then some tile instances in the m_tiles array may become empty. Less tiles will be installed and since there are null tiles in between, we won't be traversing each tile.
Increase nesting limit to 128, this should make sure it will always be enough while also making sure no infinite recursions occur. Also improved error print formatting.
New command '_setClassVarClient' only sets the class var on the client, similar to how '_setClassVarServer' only sets it on the server. Command 'set' still has its old behavior, setting it on the server and client. The netmsg SVC_SetClassVar now only runs the _setClassVarClient handler, and if the netmsg was successfully sent, the code runs the _setClassVarServer handler directly instead of relying on the client to NET_StringMsg it in. This is a lot more reliable, secure and performant than the previous approach and drops the requirement of setting sv_cheats to function.
The same constants are used between Recast and Detour, but Recast had to declare and match the constant locally as it couldn't access the one from the Detour library. This patch avoids duplicate definitions and potential issues during refactors.
Detour_LevelInit resets the global NavMesh query, but if code is going to utilize the global Detour query for an existing query on a subsequent frame without attaching a NavMesh in the mean time, the code will crash. The previously attached NavMesh type has to be reattached after the hotswap.
Should've been converted to the source engine coordinate system as well, but we missed this as then rendering thereof was 'fixed' incorrectly causing incorrect bounding volumes to appear correctly. Fixed the renderer and the calculation; the AI now never gets stuck in-game regardless whether 256 or 512 sized tiles are used.
The decompile of this function was still incorrect, after looking at the raw disassembly, bool v36 and bool v35 are now set correctly. Also, a float was never set and the decompiler assigned a local to an incorrect one for some math that was supposed to set the inputSampleFrametime, causing it to work as a counter magnet when target compensation was activated. This now also has been set correctly according to the assembly of the function itself, and now works as intended. So far, all bugs appear to be fixed in this function, its pending tests by users.
Fix incorrect type for g_aimCurveConfig, its a static array, so it needs to be a single pointer not a double. Also fixed several blocks inside CurveLook that did not match the assembly code of the game. The aim-assist code is still broken however, pending research.
Implemented by popular demand. Allows setting different sensitivity values per optic zoom level on a weapon. The mouse input handler already had this, but the controller one didn't so it had to be implemented here.
This function didn't decompile properly, so a bunch of manual assembly work had to be used to reconstruct the truncated bits. The code does work correct for the most part. The call to the subroutine 'sub_1405AD760' has been commented as the parameter appears incorrect; passes in the address of a bool but indexes 4 bytes outside the size of a bool. Most likely incorrect decompile/disasm. Currently being investigated.
Mutex is technically no longer needed as imgui now draws in main and gets buffer swapped / rendered in the render thread just like the rest of the game. But the mutex was still in because of the shared script function 'Script_GetAvailablePlaylists' that can be used on the server. Both the 'playlist_reload' and 'downloadPlaylists' commands will now join the active server job if ran to prevent crashing in the engine or sdk when ran during the game.
There was also a performance difference between 'playlist_reload' and 'downloadPlaylists' while the commands are identical. There was a bug where the 'playlist_reload' one called 'Playlists_SDKInit' twice. This has also been fixed in this commit.