This commit removes the architecture-specific headers, by keeping only the OS-specific ones.
The different headers were needed to keep the legacy Windows header, after we created the "procptr32_t" (4 bytes) and "procptr64_t" (8 bytes) variables.
We created these variables because the "peekProc" functions read as many bytes as the variable can hold. A pointer is 4 bytes on 32 bit platforms and 8 bytes on 64 bit ones.
Now there's a new variable, called "procptr_t" and with a size of 8 bytes (unsigned long long).
We had a "peekProc" template function which returned the value stored at the specified memory address, but it has been used only to read pointers so far.
Since we needed a new function that checks the process architecture and sets the correct size of the memory to read, I decided to "recycle" it.
We used to use DIST for referencing extra files that should be included
in our tarballs created by 'make dist'.
However, we've since migrated away relying on 'make dist' in release.pl.
Instead, we include everything, and have a list of items to exclude, such
as IETF RFC drafts distributed in 3rdparty/speex-src that do not adhere to
the Debian Free Software Guidelines.
warning: converting to non-pointer type 'procptr32_t {aka long unsigned int}' from NULL [-Wconversion-null]
ql\ql.cpp:87: warning: comparison is always true due to limited range of data type [-Wtype-limits]
sto\sto.cpp:11: error: 'numeric_limits' is not a member of 'std'
Not fixed:
sto\sto.cpp:55: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
Game version: 1.37
https://support.rockstargames.com/hc/en-us/articles/236222747
The memory addresses of the retail version are different.
I can't update them because replacing the executables isn't enough: a Social Club account with the retail version is needed.
In this case, the linux mkspec should really be a
check for glibc. But there isn't an easily available
way to check that in qmake -- so gate it behind linux
instead.
If/when we need to support other libcs on Linux, we'll
find a suitable solution.
Moved memory addresses and module names to a const block
This affects both the Windows and Linux versions
Minor syntax changes to align both versions of the plugin
This reverts commit e9c558ffdb, reversing
changes made to ca2fd07b90.
This is a quick-fix for crashing PA plugins. The intended change is
still useful and planned to land later.
- Correct avatar position (the one used before was the camera one)
- Camera position
- State value
- Context based on server ID
- Host address in identity (it was in context)
- Map name in identity
- Player SteamID in identity
Game version: 1.0.3.1
http://www.l4d.com/blog/post.php?id=20984