* Changing RCON passwords on the server now closes all connections and re-initializes the system.
* Fully mapped out VFTable interface for IConVar* (used for ConVar callbacks, see callback.cpp).
* Added working players/maxplayers fields for master server.
* Fixed popstylevar assert in CBrowser (SetStyleVar and the corresponding PopStyleVar where not within the same scope).
CConsole now uses a dedicated class for logging text (modified CTextEditor class (CTextLogger)). The class uses an ImDraw list with a character vector to draw the text.
Text could be selected by double click (word), triple click (line), a selection by dragging the cursor, or everything with 'ctrl + a'.
running "script_client" from main menu would cause an access violation when attempting to access m_hVM from the CSquirrelVM instance for the client vm, which has not been created by this point
The crash only happened when the game executable had the ASLR flag set, because only then the pointer value overflowed the int32 type due to my bad cast
The game uses 2 types, CSquirrelVM (mostly exposed to the VScript API of the engine) and HSQUIRRELVM (mostly used for internal squirrel functions like sq_pushbool etc..).
This refactor properly splits the CSquirrelVM* functions from the HSQUIRRELVM (SQVM*) ones. The functions have also been renamed accordingly and the prototypes have been adjusted to use the correct pointer type.
* Added new function 'GetAvailablePlaylists' to all VM's.
* Moved function 'GetAvailableMaps' from UI VM to all VM's.
* Improved logic behind 'GetAvailableMaps'.
* Server browser and SQVM now rely on 'MOD_GetAllInstalledMaps'. This new function populates the global vector 'g_vAllMaps' with all installed maps.
* Improved 'KeyValues' structure to use union for shared members.
Moved logging functions to dbg.h (tier0) and export them from the dll.
Added additional functions for checking bad pointers (debug only!).
Reduced output code size.
* Added more fields to the existing structure.
* Removed redundant C string casts.
Note: The global context objects appear to be a different class containing a pointer (0x8 in) to the VM objects.
* Mostly rebuild CServer structure.
* Partially rebuild CNetworkStringTable structure.
* Partially rebuild CNetworkStringTableContainer structure.
* Removed redundant patterns which are now covered in the data structure.
Moved server/client headers and implementations into dedicated subfolder.
Renamed Some classes to match the game binary (e.g. CBaseClient is now CClient).
Removed redundant files.
Check local variable for overriding colors instead of relying on the global one set from 'sqstd_aux_printerror()'. This should make it render properly in the in-game console.