* Remove parson folder
* add submodule parson
* FIX amxx_json_object_set_value generate a crash if invalid value is passed
* restore parson folder status
Turned out both test servers still had an old "tfc_i386.so" file which took precedence over the newer "tfc.so" library, so both servers were misconfigured and that's why the offsets didn't work.
#554 (Revert "Fun: Make TraceLine a post forward") did not fully revert back TraceLine. RETURN_META(MRES_HANDLED); was added by #421 (Update Fun module) but still remains there.
* Replace atoi by strtol in the config parser
* Move hamdata.ini data to gamedata files
* Reference the new files in master file
* Remove all the parsing code and use config manager to get the offsets
* Remove any hamdata.ini references
* Fun: Replace ENTINDEX with TypeConversion for consistency
* Fun: Add a class wrapping player's data
* Fun: Make TraceLine a post forward
Reason: as it is it breaks plugins hooking TraceLine because of the original game call is being superceded and other modules can't catch it. It looks like it's this way from the very start fun module has been introduced 13 years ago before. Fakemeta module comes a little later.
* Fun: Clean up code
* Fun: Toggle PlayerPreThink forward on demand
* Fun: Toggle TraceLine forward on demand
* Fun: Add HITZONE* constants for use with set/get_user_hitzone()
* Fun: Refactor a litte the player class
* Fun: Clean up a little more
* Fun: Fix typo in set_user_hitzones from previous commit
* Add a saner version of load_amxscript and use SafeStrcpy/Sprintf
* Reflect the change in core
* Add LoadAmxScriptEx API function
* Reflect the change in CSX
* Reflect the change in DodX
* Reflect the change in TFCX
* Reflect the change in TSX
* Add few comments
* Add constants for stats functions
* Changed STATS_ to STATSX_ and added 2 more defines
* Added constants for all games
* Add csstats_const.inc and add _MAX_ constats to enum
* Change bodyhits
Currently amxmodx doesn't reload modules that use metamod, so MODULE_RELOAD_ON_MAP_CHANGE being defined or not doesn't make any difference.
Even though this commit currently doesn't change any behavior, amxmodx might in the future support reloading modules that use metamod, and all these modules in their current state either fail completely because of erroneous cleanup, or are untested (and most likely leak stuff).
Furthermore, these changes make it clear that these modules are in fact not being reloaded.
* Add JSON module
* Merge upstream changes
Fix memory leaks
* Add json include to PackageScript
* Merge upstream changes
Fix memory leaks and increase max nesting
* Fix documentation
* Use AutoPtr in managing JSON handles
* Merge upstream changes
Order of items in an array is preserved after removing an item.
* Merge upstream
* Fix crash
* Add VS projects files and fix mixed tab/spaces
* Remove erroring on "json_free"
* Add comments to "json.inc" file
* Remove overloaded operators
* Use of "override" keyword where needed
* Fix parameter's name
* clang 4.0: fix ordered comparison between pointer and zero
* clang 4.0: fix taking address of packed member
Maybe someday someone will properly fix it
* clang 3.9: passing an object that undergoes default argument promotion to 'va_start' has undefined behavior
Someday proper fix?
* Add ReHLDS API files and its dependencies
Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well
* Add the necessary files to get ReHLDS interface
* Split SV_DropClient into pre/post code
* Init ReHLDS API and add SV_DropClient hook
* Add Cvar_DirectSet hook and adjust code with helpers
Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things.
* Move platform and interface stuff in their own files in public directory
* Make sure to init cvar stuff after ReHLDS
* Add ReGameDLL API files and its dependencies in cstrike module
* Init ReHLDS in cstrike module and adjust code
Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap.
* Init ReGameDLL and adjust code
* Fix linux compilation
* Init ReGameDLL in fakemeta module and adjust code
* Rename /reapi directory to /resdk to avoid confusion
* Retrieve gamerules pointer through InstallGameRules in fakemeta module
* Retrieve gamerules pointer through InstallGameRules in cstrike module
Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives.
* Fix a typo when ReGameDLL is not enabled
* Fix missing interface check for ReHLDS.
I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.