Browse Source

Merge branch 'master' into mobile_hacks

mobile_hacks
Andrey Akhmichin 3 years ago
parent
commit
05fa3fddc7
  1. 14
      CMakeLists.txt
  2. 2
      cl_dll/ammo.cpp
  3. 12
      cl_dll/cdll_int.cpp
  4. 2
      cl_dll/hud_spectator.cpp
  5. 4
      cl_dll/in_camera.cpp
  6. 2
      cl_dll/vgui_TeamFortressViewport.h
  7. 6
      cmake/LibraryNaming.cmake
  8. 2
      dlls/CMakeLists.txt
  9. 6
      dlls/apache.cpp
  10. 2
      dlls/weapons.cpp
  11. 2
      dlls/weapons.h
  12. 3
      engine/cdll_int.h
  13. 621
      engine/engine.dsp

14
CMakeLists.txt

@ -44,11 +44,21 @@ option(USE_VOICEMGR "Enable VOICE MANAGER." OFF)
option(BUILD_CLIENT "Build client dll" ON) option(BUILD_CLIENT "Build client dll" ON)
option(BUILD_SERVER "Build server dll" ON) option(BUILD_SERVER "Build server dll" ON)
option(GOLDSOURCE_SUPPORT "Build goldsource compatible client library" OFF) option(GOLDSOURCE_SUPPORT "Build goldsource compatible client library" OFF)
option(64BIT "Disable auto -m32 appending to compiler flags" OFF)
if (CMAKE_SIZEOF_VOID_P EQUAL 4 OR
((WIN32 OR ${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
AND (CMAKE_SYSTEM_PROCESSOR STREQUAL "x64"
OR CMAKE_SYSTEM_PROCESSOR STREQUAL "x86_64"
OR CMAKE_SYSTEM_PROCESSOR STREQUAL "amd64")))
option(64BIT "Disable auto -m32 appending to compiler flags" OFF)
else()
option(64BIT "Disable auto -m32 appending to compiler flags" ON)
endif()
set(GAMEDIR "valve" CACHE STRING "Gamedir path") set(GAMEDIR "valve" CACHE STRING "Gamedir path")
set(SERVER_INSTALL_DIR "dlls" CACHE STRING "Where put server dll") set(SERVER_INSTALL_DIR "dlls" CACHE STRING "Where put server dll")
set(CLIENT_INSTALL_DIR "cl_dlls" CACHE STRING "Where put client dll") set(CLIENT_INSTALL_DIR "cl_dlls" CACHE STRING "Where put client dll")
set(SERVER_LIBRARY_NAME "hl" CACHE STRING "Library name for Linux/MacOS/Windows") set(SERVER_LIBRARY_NAME "hl" CACHE STRING "Library name for PC platforms")
#----------------- #-----------------
# MAIN BUILD CODE \ # MAIN BUILD CODE \

2
cl_dll/ammo.cpp

@ -359,7 +359,7 @@ void CHudAmmo::Think( void )
{ {
WEAPON *p = gWR.GetWeapon( i ); WEAPON *p = gWR.GetWeapon( i );
if( p ) if( p && p->iId )
{ {
if( gHUD.m_iWeaponBits & ( 1 << p->iId ) ) if( gHUD.m_iWeaponBits & ( 1 << p->iId ) )
gWR.PickupWeapon( p ); gWR.PickupWeapon( p );

12
cl_dll/cdll_int.cpp

@ -167,7 +167,17 @@ int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
if( iVersion != CLDLL_INTERFACE_VERSION ) if( iVersion != CLDLL_INTERFACE_VERSION )
return 0; return 0;
memcpy( &gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t) ); // for now filterstuffcmd is last in the engine interface
memcpy( &gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t) - sizeof( void * ) );
if( gEngfuncs.pfnGetCvarPointer( "cl_filterstuffcmd" ) == 0 )
{
gEngfuncs.pfnFilteredClientCmd = gEngfuncs.pfnClientCmd;
}
else
{
gEngfuncs.pfnFilteredClientCmd = pEnginefuncs->pfnFilteredClientCmd;
}
EV_HookEvents(); EV_HookEvents();

2
cl_dll/hud_spectator.cpp

@ -577,7 +577,7 @@ void CHudSpectator::DirectorMessage( int iSize, void *pbuf )
case DRC_CMD_FADE: case DRC_CMD_FADE:
break; break;
case DRC_CMD_STUFFTEXT: case DRC_CMD_STUFFTEXT:
ClientCmd( READ_STRING() ); gEngfuncs.pfnFilteredClientCmd( READ_STRING() );
break; break;
default: default:
gEngfuncs.Con_DPrintf( "CHudSpectator::DirectorMessage: unknown command %i.\n", cmd ); gEngfuncs.Con_DPrintf( "CHudSpectator::DirectorMessage: unknown command %i.\n", cmd );

4
cl_dll/in_camera.cpp

@ -535,9 +535,9 @@ void CAM_Init( void )
cam_command = gEngfuncs.pfnRegisterVariable( "cam_command", "0", 0 ); // tells camera to go to thirdperson cam_command = gEngfuncs.pfnRegisterVariable( "cam_command", "0", 0 ); // tells camera to go to thirdperson
cam_snapto = gEngfuncs.pfnRegisterVariable( "cam_snapto", "0", 0 ); // snap to thirdperson view cam_snapto = gEngfuncs.pfnRegisterVariable( "cam_snapto", "0", 0 ); // snap to thirdperson view
cam_idealyaw = gEngfuncs.pfnRegisterVariable( "cam_idealyaw", "90", 0 ); // thirdperson yaw cam_idealyaw = gEngfuncs.pfnRegisterVariable( "cam_idealyaw", "0", 0 ); // thirdperson yaw
cam_idealpitch = gEngfuncs.pfnRegisterVariable( "cam_idealpitch", "0", 0 ); // thirperson pitch cam_idealpitch = gEngfuncs.pfnRegisterVariable( "cam_idealpitch", "0", 0 ); // thirperson pitch
cam_idealdist = gEngfuncs.pfnRegisterVariable( "cam_idealdist", "64", 0 ); // thirdperson distance cam_idealdist = gEngfuncs.pfnRegisterVariable( "cam_idealdist", "128", 0 ); // thirdperson distance
cam_contain = gEngfuncs.pfnRegisterVariable( "cam_contain", "0", 0 ); // contain camera to world cam_contain = gEngfuncs.pfnRegisterVariable( "cam_contain", "0", 0 ); // contain camera to world
c_maxpitch = gEngfuncs.pfnRegisterVariable( "c_maxpitch", "90.0", 0 ); c_maxpitch = gEngfuncs.pfnRegisterVariable( "c_maxpitch", "90.0", 0 );

2
cl_dll/vgui_TeamFortressViewport.h

@ -667,7 +667,7 @@ public:
virtual void actionPerformed(Panel *panel) virtual void actionPerformed(Panel *panel)
{ {
gEngfuncs.pfnClientCmd( m_pszCommand ); gEngfuncs.pfnFilteredClientCmd( m_pszCommand );
if( m_iCloseVGUIMenu ) if( m_iCloseVGUIMenu )
gViewPort->HideTopMenu(); gViewPort->HideTopMenu();

6
cmake/LibraryNaming.cmake

@ -65,7 +65,11 @@ endif()
if(XASH_AMD64) if(XASH_AMD64)
set(BUILDARCH "amd64") set(BUILDARCH "amd64")
elseif(XASH_X86) elseif(XASH_X86)
set(BUILDARCH "") if(XASH_WIN32 OR XASH_LINUX OR XASH_APPLE)
set(BUILDARCH "") # no prefix for default OS
else()
set(BUILDARCH "i386")
endif()
elseif(XASH_ARM AND XASH_64BIT) elseif(XASH_ARM AND XASH_64BIT)
set(BUILDARCH "arm64") set(BUILDARCH "arm64")
elseif(XASH_ARM) elseif(XASH_ARM)

2
dlls/CMakeLists.txt

@ -171,7 +171,7 @@ add_library (${SVDLL_LIBRARY} SHARED ${SVDLL_SOURCES})
set_target_properties (${SVDLL_LIBRARY} PROPERTIES set_target_properties (${SVDLL_LIBRARY} PROPERTIES
POSITION_INDEPENDENT_CODE 1) POSITION_INDEPENDENT_CODE 1)
if(APPLE OR WIN32 OR ${CMAKE_SYSTEM_NAME} STREQUAL "Linux") if(NOT ${CMAKE_SYSTEM_NAME} STREQUAL "Android")
set(SVDLL_NAME "${SERVER_LIBRARY_NAME}") set(SVDLL_NAME "${SERVER_LIBRARY_NAME}")
set_target_properties(${SVDLL_LIBRARY} PROPERTIES set_target_properties(${SVDLL_LIBRARY} PROPERTIES

6
dlls/apache.cpp

@ -757,6 +757,9 @@ void CApache::FireRocket( void )
break; break;
} }
CBaseEntity *pRocket = CBaseEntity::Create( "hvr_rocket", vecSrc, pev->angles, edict() );
if( pRocket )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE( TE_SMOKE ); WRITE_BYTE( TE_SMOKE );
WRITE_COORD( vecSrc.x ); WRITE_COORD( vecSrc.x );
@ -767,13 +770,12 @@ void CApache::FireRocket( void )
WRITE_BYTE( 12 ); // framerate WRITE_BYTE( 12 ); // framerate
MESSAGE_END(); MESSAGE_END();
CBaseEntity *pRocket = CBaseEntity::Create( "hvr_rocket", vecSrc, pev->angles, edict() );
if( pRocket )
pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 100.0f; pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 100.0f;
m_iRockets--; m_iRockets--;
side = - side; side = - side;
}
} }
BOOL CApache::FireGun() BOOL CApache::FireGun()

2
dlls/weapons.cpp

@ -1614,7 +1614,6 @@ TYPEDESCRIPTION CShotgun::m_SaveData[] =
{ {
DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ), DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ),
DEFINE_FIELD( CShotgun, m_fInSpecialReload, FIELD_INTEGER ), DEFINE_FIELD( CShotgun, m_fInSpecialReload, FIELD_INTEGER ),
DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ),
// DEFINE_FIELD( CShotgun, m_iShell, FIELD_INTEGER ), // DEFINE_FIELD( CShotgun, m_iShell, FIELD_INTEGER ),
DEFINE_FIELD( CShotgun, m_flPumpTime, FIELD_TIME ), DEFINE_FIELD( CShotgun, m_flPumpTime, FIELD_TIME ),
}; };
@ -1649,6 +1648,7 @@ IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon )
TYPEDESCRIPTION CHgun::m_SaveData[] = TYPEDESCRIPTION CHgun::m_SaveData[] =
{ {
DEFINE_FIELD( CHgun, m_flRechargeTime, FIELD_TIME ), DEFINE_FIELD( CHgun, m_flRechargeTime, FIELD_TIME ),
DEFINE_FIELD( CHgun, m_iFirePhase, FIELD_INTEGER ),
}; };
IMPLEMENT_SAVERESTORE( CHgun, CBasePlayerWeapon ) IMPLEMENT_SAVERESTORE( CHgun, CBasePlayerWeapon )

2
dlls/weapons.h

@ -880,7 +880,7 @@ public:
float m_flRechargeTime; float m_flRechargeTime;
int m_iFirePhase;// don't save me. int m_iFirePhase;
virtual BOOL UseDecrement( void ) virtual BOOL UseDecrement( void )
{ {

3
engine/cdll_int.h

@ -303,6 +303,9 @@ typedef struct cl_enginefuncs_s
int (*pfnGetAppID)( void ); int (*pfnGetAppID)( void );
cmdalias_t *(*pfnGetAliases)( void ); cmdalias_t *(*pfnGetAliases)( void );
void (*pfnVguiWrap2_GetMouseDelta)( int *x, int *y ); void (*pfnVguiWrap2_GetMouseDelta)( int *x, int *y );
// added in 2019 update, not documented yet
int (*pfnFilteredClientCmd)( const char *cmd );
} cl_enginefunc_t; } cl_enginefunc_t;
#define CLDLL_INTERFACE_VERSION 7 #define CLDLL_INTERFACE_VERSION 7

621
engine/engine.dsp

@ -1,621 +0,0 @@
# Microsoft Developer Studio Project File - Name="engine" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
CFG=engine - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "engine.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "engine.mak" CFG="engine - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "engine - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "engine - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "engine - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\Release"
# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\temp\engine\!release"
# PROP Intermediate_Dir "..\temp\engine\!release"
# PROP Ignore_Export_Lib 1
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "./" /I "common" /I "common/imagelib" /I "common/soundlib" /I "server" /I "client" /I "client/vgui" /I "../common" /I "../game_shared" /I "../pm_shared" /I "../utils/vgui/include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FD /c
# SUBTRACT CPP /Fr /YX
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386 /opt:nowin98
# ADD LINK32 msvcrt.lib user32.lib gdi32.lib shell32.lib advapi32.lib winmm.lib mpeg.lib ../utils/vgui/lib/win32_vc6/vgui.lib /nologo /subsystem:windows /dll /pdb:none /machine:I386 /nodefaultlib:"libc" /out:"..\temp\engine\!release/xash.dll" /libpath:"./common/soundlib" /opt:nowin98
# SUBTRACT LINK32 /debug /nodefaultlib
# Begin Custom Build
TargetDir=\Xash3D\src_main\temp\engine\!release
InputPath=\Xash3D\src_main\temp\engine\!release\xash.dll
SOURCE="$(InputPath)"
"D:\Xash3D\xash.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetDir)\xash.dll "D:\Xash3D\xash.dll"
# End Custom Build
!ELSEIF "$(CFG)" == "engine - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir ".\Debug"
# PROP BASE Intermediate_Dir ".\Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\temp\engine\!debug"
# PROP Intermediate_Dir "..\temp\engine\!debug"
# PROP Ignore_Export_Lib 1
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "common" /I "common/imagelib" /I "common/soundlib" /I "server" /I "client" /I "client/vgui" /I "../common" /I "../game_shared" /I "../pm_shared" /I "../utils/vgui/include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FAs /FR /FD /c
# SUBTRACT CPP /YX
# ADD BASE MTL /nologo /D "_DEBUG" /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386
# ADD LINK32 msvcrtd.lib user32.lib gdi32.lib shell32.lib advapi32.lib winmm.lib mpeg_dbg.lib ../utils/vgui/lib/win32_vc6/vgui.lib /nologo /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"libcd.lib" /out:"..\temp\engine\!debug/xash.dll" /pdbtype:sept /libpath:"./common/soundlib"
# SUBTRACT LINK32 /incremental:no /map /nodefaultlib
# Begin Custom Build
TargetDir=\Xash3D\src_main\temp\engine\!debug
InputPath=\Xash3D\src_main\temp\engine\!debug\xash.dll
SOURCE="$(InputPath)"
"D:\Xash3D\xash.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetDir)\xash.dll "D:\Xash3D\xash.dll"
# End Custom Build
!ENDIF
# Begin Target
# Name "engine - Win32 Release"
# Name "engine - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;hpj;bat;for;f90"
# Begin Source File
SOURCE=.\common\avikit.c
# End Source File
# Begin Source File
SOURCE=.\common\build.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_cmds.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_demo.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_events.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_frame.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_game.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_main.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_menu.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_parse.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_pmove.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_remap.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_scrn.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_tent.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_video.c
# End Source File
# Begin Source File
SOURCE=.\client\cl_view.c
# End Source File
# Begin Source File
SOURCE=.\common\cmd.c
# End Source File
# Begin Source File
SOURCE=.\common\common.c
# End Source File
# Begin Source File
SOURCE=.\common\con_utils.c
# End Source File
# Begin Source File
SOURCE=.\common\console.c
# End Source File
# Begin Source File
SOURCE=.\common\crclib.c
# End Source File
# Begin Source File
SOURCE=.\common\crtlib.c
# End Source File
# Begin Source File
SOURCE=.\common\cvar.c
# End Source File
# Begin Source File
SOURCE=.\common\filesystem.c
# End Source File
# Begin Source File
SOURCE=.\common\gamma.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_backend.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_beams.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_cull.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_decals.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_draw.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_image.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_mirror.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_refrag.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_rlight.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_rmain.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_rmath.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_rmisc.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_rpart.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_rsurf.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_sprite.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_studio.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_vidnt.c
# End Source File
# Begin Source File
SOURCE=.\client\gl_warp.c
# End Source File
# Begin Source File
SOURCE=.\common\host.c
# End Source File
# Begin Source File
SOURCE=.\common\hpak.c
# End Source File
# Begin Source File
SOURCE=.\common\imagelib\img_bmp.c
# End Source File
# Begin Source File
SOURCE=.\common\imagelib\img_dds.c
# End Source File
# Begin Source File
SOURCE=.\common\imagelib\img_main.c
# End Source File
# Begin Source File
SOURCE=.\common\imagelib\img_quant.c
# End Source File
# Begin Source File
SOURCE=.\common\imagelib\img_tga.c
# End Source File
# Begin Source File
SOURCE=.\common\imagelib\img_utils.c
# End Source File
# Begin Source File
SOURCE=.\common\imagelib\img_wad.c
# End Source File
# Begin Source File
SOURCE=.\common\infostring.c
# End Source File
# Begin Source File
SOURCE=.\common\input.c
# End Source File
# Begin Source File
SOURCE=.\common\keys.c
# End Source File
# Begin Source File
SOURCE=.\common\library.c
# End Source File
# Begin Source File
SOURCE=.\common\mathlib.c
# End Source File
# Begin Source File
SOURCE=.\common\matrixlib.c
# End Source File
# Begin Source File
SOURCE=.\common\mod_studio.c
# End Source File
# Begin Source File
SOURCE=.\common\model.c
# End Source File
# Begin Source File
SOURCE=.\common\net_buffer.c
# End Source File
# Begin Source File
SOURCE=.\common\net_chan.c
# End Source File
# Begin Source File
SOURCE=.\common\net_encode.c
# End Source File
# Begin Source File
SOURCE=.\common\net_huff.c
# End Source File
# Begin Source File
SOURCE=.\common\network.c
# End Source File
# Begin Source File
SOURCE=.\common\pm_surface.c
# End Source File
# Begin Source File
SOURCE=.\common\pm_trace.c
# End Source File
# Begin Source File
SOURCE=.\common\random.c
# End Source File
# Begin Source File
SOURCE=.\client\s_backend.c
# End Source File
# Begin Source File
SOURCE=.\client\s_dsp.c
# End Source File
# Begin Source File
SOURCE=.\client\s_load.c
# End Source File
# Begin Source File
SOURCE=.\client\s_main.c
# End Source File
# Begin Source File
SOURCE=.\client\s_mix.c
# End Source File
# Begin Source File
SOURCE=.\client\s_mouth.c
# End Source File
# Begin Source File
SOURCE=.\client\s_stream.c
# End Source File
# Begin Source File
SOURCE=.\client\s_utils.c
# End Source File
# Begin Source File
SOURCE=.\client\s_vox.c
# End Source File
# Begin Source File
SOURCE=.\common\soundlib\snd_main.c
# End Source File
# Begin Source File
SOURCE=.\common\soundlib\snd_mp3.c
# End Source File
# Begin Source File
SOURCE=.\common\soundlib\snd_utils.c
# End Source File
# Begin Source File
SOURCE=.\common\soundlib\snd_wav.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_client.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_cmds.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_custom.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_frame.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_game.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_init.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_main.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_move.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_phys.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_pmove.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_save.c
# End Source File
# Begin Source File
SOURCE=.\server\sv_world.c
# End Source File
# Begin Source File
SOURCE=.\common\sys_con.c
# End Source File
# Begin Source File
SOURCE=.\common\sys_win.c
# End Source File
# Begin Source File
SOURCE=.\common\titles.c
# End Source File
# Begin Source File
SOURCE=.\client\vgui\vgui_clip.cpp
# End Source File
# Begin Source File
SOURCE=.\client\vgui\vgui_draw.c
# End Source File
# Begin Source File
SOURCE=.\client\vgui\vgui_font.cpp
# End Source File
# Begin Source File
SOURCE=.\client\vgui\vgui_input.cpp
# End Source File
# Begin Source File
SOURCE=.\client\vgui\vgui_int.cpp
# End Source File
# Begin Source File
SOURCE=.\client\vgui\vgui_surf.cpp
# End Source File
# Begin Source File
SOURCE=.\common\world.c
# End Source File
# Begin Source File
SOURCE=.\common\zone.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
# Begin Source File
SOURCE=.\client\cl_tent.h
# End Source File
# Begin Source File
SOURCE=.\client\client.h
# End Source File
# Begin Source File
SOURCE=.\common\common.h
# End Source File
# Begin Source File
SOURCE=.\common\crtlib.h
# End Source File
# Begin Source File
SOURCE=.\common\filesystem.h
# End Source File
# Begin Source File
SOURCE=.\client\gl_export.h
# End Source File
# Begin Source File
SOURCE=.\client\gl_local.h
# End Source File
# Begin Source File
SOURCE=.\common\imagelib\imagelib.h
# End Source File
# Begin Source File
SOURCE=.\common\library.h
# End Source File
# Begin Source File
SOURCE=.\common\mathlib.h
# End Source File
# Begin Source File
SOURCE=.\common\mod_local.h
# End Source File
# Begin Source File
SOURCE=.\common\net_buffer.h
# End Source File
# Begin Source File
SOURCE=.\common\net_encode.h
# End Source File
# Begin Source File
SOURCE=.\common\protocol.h
# End Source File
# Begin Source File
SOURCE=.\server\server.h
# End Source File
# Begin Source File
SOURCE=.\client\sound.h
# End Source File
# Begin Source File
SOURCE=.\common\soundlib\soundlib.h
# End Source File
# Begin Source File
SOURCE=.\client\vgui\vgui_draw.h
# End Source File
# Begin Source File
SOURCE=.\client\vgui\vgui_main.h
# End Source File
# Begin Source File
SOURCE=.\client\vox.h
# End Source File
# Begin Source File
SOURCE=.\common\world.h
# End Source File
# End Group
# End Target
# End Project
Loading…
Cancel
Save