(added basic con command clientside wrapper that sends to engine->ServerCmd for this)
team finding & joining logic is in the team manager.. not player, might make too much sense!
auto-join is WIP
* Split the UIScriptManager and GameScriptManager into their own classes that inherit from ScriptManager so that they can have different implementations of Init, LevelInit, and stuff like that
* Not many functionality changes, mostly cleanup
* Made LoadFile check for execution errors as well as syntax errors (in 2006 FF execution errors were ignored)
* Added client console command lua_dostring_ui that runs the given command arguments as Lua code in UIScriptManager's Lua environment
* Loaded all default Lua libraries, but removed unsafe functions or made them safer (still some that need to be made safer)
* Made Lua's print output to the console
* Made Lua's require search the mod dir
* UIScriptManager loads file ui/init.lua on client dll Init
* Modified ScriptManager to have no static functions
- Added our own client DLL interface class (CFF_CL_DLL_Interface) that inherits from CHLClient
* Moved all FF code out of cdll_client_int.cpp
* Moved CHLClient class declaration to cdll_client_int.h
* Broke up function declarations into 3 categories: FF-specific, Extended (meaning the BaseClass function is always called in the overwritten function), and Overwritten (meaning the BaseClass function is probably never called)
* Moved #defines and variables into their own files (not sure how best to handle this, just copying movevars_shared.cpp/.h for now)
* Added Doxygen comment blocks to each function implementation
- A CategorizePosition call that sets the player's GroundEntity if they have jump pressed that was called every PlayerMove in 2006 code is called only when needed in 2013 code. Made it call CategorizePosition if jump is pressed. This fix could potentially be handled better.
the two .sh files got windows newlines, so fix those too while we're here
note: should use an awk script for "#elif BOOST_PP" -> "#else if BOOST_PP" transform ..
Conflicts:
mp/src/thirdparty/boost/functional/overloaded_function.hpp
mp/src/thirdparty/boost/functional/overloaded_function/detail/base.hpp
mp/src/thirdparty/boost/local_function/aux_/function.hpp
mp/src/thirdparty/boost/mpl/apply_wrap.hpp
mp/src/thirdparty/boost/mpl/aux_/advance_backward.hpp
mp/src/thirdparty/boost/mpl/aux_/advance_forward.hpp
mp/src/thirdparty/boost/mpl/bind.hpp
mp/src/thirdparty/boost/numeric/conversion/detail/numeric_cast_traits.hpp
mp/src/thirdparty/boost/spirit/home/phoenix/statement/detail/catch_all_eval.hpp
mp/src/thirdparty/boost/spirit/home/phoenix/statement/detail/catch_eval.hpp
mp/src/thirdparty/boost/variant/detail/substitute.hpp
the two .sh files got windows newlines, so fix those too while we're here
Conflicts:
mp/src/thirdparty/boost/parameter/aux_/python/invoker_iterate.hpp
mp/src/thirdparty/boost/python/detail/result.hpp
mp/src/thirdparty/boost/python/detail/target.hpp
- Rewrote a lot of the function to make it less redundant/cleaner, moved some things into their own functions
- Downtrimping, trimping, soft/hard caps should work; doublejump is not yet ported
- Note: The client seems to call CheckJumpButton like 5 times for every one time the server does; need to investigate that more
* Ported headcrush
- Untested
* Made default gravity for FF 800
- Note: FFPlayer still derives from CBaseHLPlayer, which has HL-style sprinting code and whatnot, will probably want to end up removing that inheritance
- All references to the old HL2MP player have been switched to our FF player (temporarily if we end up replacing those files)