From 1c42a4170c603281d62d708800fe660f0e3810fe Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Fri, 8 Jul 2022 20:17:29 +0300 Subject: [PATCH 01/18] Fix drawing non-latin characters from titles.txt (#261) --- cl_dll/message.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/cl_dll/message.cpp b/cl_dll/message.cpp index 29834a13..a07e85d5 100644 --- a/cl_dll/message.cpp +++ b/cl_dll/message.cpp @@ -294,7 +294,7 @@ void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time ) for( j = 0; j < m_parms.lineLength; j++ ) { - m_parms.text = pLineStart[j]; + m_parms.text = (unsigned char)pLineStart[j]; int next = m_parms.x + gHUD.m_scrinfo.charWidths[m_parms.text]; MessageScanNextChar(); From c01f154873013da409f1c31eeba5cb2e9e185e01 Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Fri, 8 Jul 2022 20:17:50 +0300 Subject: [PATCH 02/18] Fix tripmine viewmodel having wrong body on first pickup (#262) --- dlls/tripmine.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/dlls/tripmine.cpp b/dlls/tripmine.cpp index 9da8b90e..7c41b3a6 100644 --- a/dlls/tripmine.cpp +++ b/dlls/tripmine.cpp @@ -1,4 +1,4 @@ -/*** +/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * @@ -483,6 +483,8 @@ void CTripmine::PrimaryAttack( void ) void CTripmine::WeaponIdle( void ) { + pev->body = 0; + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; From c8c2841ab9471da8a33fb83c29f133fcadfa692b Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Sat, 9 Jul 2022 23:35:57 +0300 Subject: [PATCH 03/18] Build with GoldSource input by default on Windows and Linux (#264) --- .github/workflows/.github.yml | 21 ++++++++------------- CMakeLists.txt | 3 ++- appveyor.yml | 2 +- 3 files changed, 11 insertions(+), 15 deletions(-) diff --git a/.github/workflows/.github.yml b/.github/workflows/.github.yml index 2795f59e..8a9d50a4 100644 --- a/.github/workflows/.github.yml +++ b/.github/workflows/.github.yml @@ -49,21 +49,16 @@ jobs: ./steam-runtime/setup_chroot.sh --i386 --tarball ./com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz sudo sed -i 's/groups=sudo/groups=adm/g' /etc/schroot/chroot.d/steamrt_scout_i386.conf - - name: Build with xash3d-fwgs input + - name: Build on Linux if: startsWith(matrix.os, 'ubuntu') run: | - schroot --chroot steamrt_scout_i386 -- cmake -B build-fwgs -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" - schroot --chroot steamrt_scout_i386 -- cmake --build build-fwgs --target all - - name: Build with goldsource input - if: startsWith(matrix.os, 'ubuntu') - run: | - schroot --chroot steamrt_scout_i386 -- cmake -B build -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DGOLDSOURCE_SUPPORT=ON -DCMAKE_INSTALL_PREFIX="$PWD/dist" + schroot --chroot steamrt_scout_i386 -- cmake -B build -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DCMAKE_INSTALL_PREFIX="$PWD/dist" schroot --chroot steamrt_scout_i386 -- cmake --build build --target all schroot --chroot steamrt_scout_i386 -- cmake --build build --target install - - name: Build with goldsource input and vgui + - name: Build on Linux with vgui if: startsWith(matrix.os, 'ubuntu') && startsWith(matrix.cc, 'gcc') run: | - schroot --chroot steamrt_scout_i386 -- cmake -B build-vgui -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DGOLDSOURCE_SUPPORT=ON -DUSE_VGUI=ON -DCMAKE_INSTALL_PREFIX="$PWD/dist-vgui" + schroot --chroot steamrt_scout_i386 -- cmake -B build-vgui -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DUSE_VGUI=ON -DCMAKE_INSTALL_PREFIX="$PWD/dist-vgui" cp vgui_support/vgui-dev/lib/vgui.so build-vgui/cl_dll schroot --chroot steamrt_scout_i386 -- cmake --build build-vgui --target all schroot --chroot steamrt_scout_i386 -- cmake --build build-vgui --target install @@ -78,15 +73,15 @@ jobs: - name: Add msbuild to PATH if: startsWith(matrix.os, 'windows') uses: microsoft/setup-msbuild@v1.0.2 - - name: Build with msvc + - name: Build on Windows if: startsWith(matrix.os, 'windows') run: | - cmake -G "Visual Studio 16 2019" -A Win32 -B build -DGOLDSOURCE_SUPPORT=ON -DCMAKE_INSTALL_PREFIX="dist" + cmake -G "Visual Studio 16 2019" -A Win32 -B build -DCMAKE_INSTALL_PREFIX="dist" msbuild -verbosity:normal /property:Configuration=Release build/INSTALL.vcxproj - - name: Build with msvc and vgui + - name: Build on Windows with vgui if: startsWith(matrix.os, 'windows') run: | - cmake -G "Visual Studio 16 2019" -A Win32 -B build -DGOLDSOURCE_SUPPORT=ON -DUSE_VGUI=ON -DCMAKE_INSTALL_PREFIX="dist-vgui" + cmake -G "Visual Studio 16 2019" -A Win32 -B build -DUSE_VGUI=ON -DCMAKE_INSTALL_PREFIX="dist-vgui" msbuild -verbosity:normal /property:Configuration=Release build/INSTALL.vcxproj - name: Extract branch name diff --git a/CMakeLists.txt b/CMakeLists.txt index 489b84de..75372379 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -45,7 +45,6 @@ option(USE_NOVGUI_SCOREBOARD "Prefer non-VGUI Scoreboard when USE_VGUI is enable option(USE_VOICEMGR "Enable VOICE MANAGER." OFF) option(BUILD_CLIENT "Build client dll" ON) option(BUILD_SERVER "Build server dll" ON) -option(GOLDSOURCE_SUPPORT "Build goldsource compatible client library" OFF) if (CMAKE_SIZEOF_VOID_P EQUAL 4 OR ((WIN32 OR ${CMAKE_SYSTEM_NAME} STREQUAL "Linux") @@ -53,8 +52,10 @@ if (CMAKE_SIZEOF_VOID_P EQUAL 4 OR OR CMAKE_SYSTEM_PROCESSOR STREQUAL "x86_64" OR CMAKE_SYSTEM_PROCESSOR STREQUAL "amd64"))) option(64BIT "Disable auto -m32 appending to compiler flags" OFF) + option(GOLDSOURCE_SUPPORT "Build goldsource compatible client library" ON) else() option(64BIT "Disable auto -m32 appending to compiler flags" ON) + option(GOLDSOURCE_SUPPORT "Build goldsource compatible client library" OFF) endif() option(BARNACLE_FIX_VISIBILITY "Enable barnacle tongue length fix" OFF) diff --git a/appveyor.yml b/appveyor.yml index 6616ee57..75269482 100644 --- a/appveyor.yml +++ b/appveyor.yml @@ -20,7 +20,7 @@ configuration: before_build: - git submodule update --init --recursive - - cmake -G "%GENERATOR_NAME%" -B build -DGOLDSOURCE_SUPPORT=ON -DCMAKE_INSTALL_PREFIX="dist" + - cmake -G "%GENERATOR_NAME%" -B build -DCMAKE_INSTALL_PREFIX="dist" artifacts: - path: dist From 7e8dec0c036ca6c02aad57f2c3516e07a78ae0e4 Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Sun, 10 Jul 2022 01:39:26 +0300 Subject: [PATCH 04/18] Update README.me with better build instructions (#266) --- README.md | 247 +++++++++++++++++++++++++++++++++++++----------------- 1 file changed, 170 insertions(+), 77 deletions(-) diff --git a/README.md b/README.md index 32d4fc05..96b16e40 100644 --- a/README.md +++ b/README.md @@ -1,140 +1,233 @@ -# Half-Life SDK for Xash3D [![Build Status](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-xash3d?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-xash3d) +# Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-xash3d?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-xash3d) -Half-Life SDK for Xash3D & GoldSource with some fixes. +Half-Life SDK for GoldSource & Xash3D with some bugfixes. -## How to build +# Obtaining source code -### CMake as most universal way +Either clone the repository via [git](`https://git-scm.com/downloads`) or just download ZIP via **Code** button on github. The first option is more preferable as it also allows you to search through the repo history, switch between branches and clone the vgui submodule. - mkdir build && cd build - cmake ../ - make +To clone the repository with git type in Git Bash (on Windows) or in terminal (on Unix-like operating systems): -Crosscompiling using mingw: - - mkdir build-mingw && cd build-mingw - TOOLCHAIN_PREFIX=i686-w64-mingw32 # check up the actual mingw prefix of your mingw installation - cmake ../ -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER="$TOOLCHAIN_PREFIX-gcc" -DCMAKE_CXX_COMPILER="$TOOLCHAIN_PREFIX-g++" +``` +git clone --recursive https://github.com/FWGS/hlsdk-xash3d +``` -You may enable or disable some build options by -Dkey=value. All available build options are defined in CMakeLists.txt at root directory. -See below if you want to build the GoldSource compatible libraries. +# Build Instructions -See below, if CMake is not suitable for you: +## Windows. Using Developer Command Propmt for Visual Studio -### Windows +### Prerequisites -#### Using msvc +Install and run [Visual Studio Installer](https://visualstudio.microsoft.com/downloads/). The installer allows you to choose specific components. Select `Desktop development with C++`. You can untick everything you don't need in Installation details, but you must keep `MSVC` and `C++ CMake tools for Windows` ticked. -We use compilers provided with Microsoft Visual Studio 6. There're `compile.bat` scripts in both `cl_dll` and `dlls` directories. -Before running any of those files you must define `MSVCDir` variable which is the path to your msvc installation. +### Building - set MSVCDir=C:\Program Files\Microsoft Visual Studio - compile.bat +Run `Developer command prompt for VS` via Windows `Start` menu. Inside the prompt navigate to the hlsdk directory, using `cd` command, e.g. +``` +cd C:\Users\username\projects\hlsdk-xash3d +``` -These scripts also can be ran via wine: +Note: if hlsdk-xash3d is unpacked on another disk, nagivate there first: +``` +D: +cd projects\hlsdk-xash3d +``` - MSVCDir="z:\home\$USER\.wine\drive_c\Program Files\Microsoft Visual Studio" wine cmd /c compile.bat +Сonfigure the project: +``` +cmake -A Win32 -B build -DCMAKE_INSTALL_PREFIX="dist" +``` +Once you configure the project you don't need to call `cmake` anymore unless you modify `CMakeLists.txt` files or want to reconfigure the project with different parameters. -The libraries built this way are always GoldSource compatible. +The next step is to compile the libraries: +``` +msbuild -verbosity:normal /property:Configuration=Release build/INSTALL.vcxproj +``` +`hl.dll` and `client.dll` will appear in the directory configured via **CMAKE_INSTALL_PREFIX** option (**dist** in this example). -#### Using mingw +If you have a mod and want to automatically install libraries to the mod directory, set **GAMEDIR** variable to the directory name and **CMAKE_INSTALL_PREFIX** to your Half-Life or Xash3D installation path: +``` +cmake -A Win32 -B build -DGAMEDIR=mod -DCMAKE_INSTALL_PREFIX="C:\Program Files (x86)\Steam\steamapps\common\Half-Life" +``` +Then call `msbuild` as described above. -TODO +#### Choosing Visual Studio version -### Unix-like +You can explicitly choose a Visual Studio version on the configuration step by specifying cmake generator: +``` +cmake -G "Visual Studio 16 2019" -A Win32 -B build -DCMAKE_INSTALL_PREFIX="dist" +``` -To use waf, you need to install python (2.7 minimum) +### Editing code in Visual Studio - (./waf configure -T release) - (./waf) +After the configuration step, `HLSDK-XASH3D.sln` should appear in the `build` directory. You can open this solution in Visual Studio and continue developing there. -### Android +## Windows. Using Microsoft Visual Studio 6 -Just typical `ndk-build`. -TODO: describe what it is. +Microsoft Visual Studio 6 is very old, but if you still have it installed, you can use it to build this hlsdk. There are no project files, but two `.bat` files, for server and client libraries. They require variable **MSVCDir** to be set to the installation path of Visual Studio: -### Building GoldSource-compatible libraries +``` +set MSVCDir=C:\Program Files\Microsoft Visual Studio +cd dlls && compile.bat && cd ../cl_dll && compile.bat +``` -To enable building the goldsource compatible client library add GOLDSOURCE_SUPPORT flag when calling cmake: +`hl.dll` and `client.dll` will appear in `dlls/` and `cl_dll/` diretories. The libraries built with msvc6 should be compatible with Windows XP. - cmake .. -DGOLDSOURCE_SUPPORT=ON +## Linux. Using Steam Runtime in chroot -or when using waf: +### Prerequisites - ./waf configure -T release --enable-goldsrc-support +The official way to build Steam compatible games for Linux is through steam-runtime. -Unlike original client by Valve the resulting client library will not depend on vgui or SDL2 just like the one that's used in FWGS Xash3d. +Install schroot. On Ubuntu or Debian: -Note for **Windows**: it's not possible to create GoldSource compatible libraries using mingw, only msvc builds will work. +``` +sudo apt install schroot +``` -Note for **Linux**: GoldSource requires libraries (both client and server) to be compiled with libstdc++ bundled with g++ of major version 4 (versions from 4.6 to 4.9 should work). -If your Linux distribution does not provide compatible g++ version you have several options. +Clone https://github.com/ValveSoftware/steam-runtime and follow instructions: [download](https://github.com/ValveSoftware/steam-runtime/blob/e014a74f60b45a861d38a867b1c81efe8484f77a/README.md#downloading-a-steam-runtime) and [setup](https://github.com/ValveSoftware/steam-runtime/blob/e014a74f60b45a861d38a867b1c81efe8484f77a/README.md#using-schroot) the chroot. -#### Method 1: Statically build with c++ library +``` +sudo ./setup_chroot.sh --i386 --tarball ./com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz +``` -This one is the most simple but has a drawback. +### Building - cmake ../ -DGOLDSOURCE_SUPPORT=ON -DCMAKE_C_FLAGS="-static-libstdc++ -static-libgcc" +Now you can use cmake and make prepending the commands with `schroot --chroot steamrt_scout_i386 --`: +``` +mkdir build-in-steamrt && cd build-in-steamrt +schroot --chroot steamrt_scout_i386 -- cmake .. +schroot --chroot steamrt_scout_i386 -- make +``` -The drawback is that the compiled libraries will be larger in size. +## Linux. Build without Steam Runtime -#### Method 2: Build in Steam Runtime chroot +### Prerequisites -This is the official way to build Steam compatible games for Linux. +Install C++ compilers, cmake and x86 development libraries for C, C++ and SDL2. On Ubuntu/Debian: +``` +sudo apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev:i386 +``` -Clone https://github.com/ValveSoftware/steam-runtime and follow instructions https://github.com/ValveSoftware/steam-runtime#building-in-the-runtime +### Building - sudo ./setup_chroot.sh --i386 +``` +mkdir build && cd build +cmake .. +make +``` -Then use cmake and make as usual, but prepend the commands with `schroot --chroot steamrt_scout_i386 --`: +Note that the libraries built this way might be not compatible with Steam Half-Life. If you have such issue you can configure it to build statically with c++ and gcc libraries: +``` +cmake .. -DCMAKE_C_FLAGS="-static-libstdc++ -static-libgcc" +``` +To ensure portability it's still better to build using Steam Runtime or another chroot of some older distro. - mkdir build-in-steamrt && cd build-in-steamrt - schroot --chroot steamrt_scout_i386 -- cmake ../ -DGOLDSOURCE_SUPPORT=ON - schroot --chroot steamrt_scout_i386 -- make +## Linux. Build in your own chroot -#### Method 3: Create your own chroot with older distro that includes g++ 4. +### Prerequisites -Use the most suitable way for you to create an old distro 32-bit chroot. E.g. on Debian (and similar) you can use debootstrap. +Use the most suitable way for you to create an old distro 32-bit chroot. E.g. on Ubuntu/Debian you can use debootstrap. - sudo debootstrap --arch=i386 jessie /var/chroot/jessie-debian-i386 # On Ubuntu type trusty instead of jessie - sudo chroot /var/chroot/jessie-debian-i386 +``` +sudo apt install debootstrap schroot +sudo mkdir -p /var/choots +sudo debootstrap --arch=i386 jessie /var/chroots/jessie-i386 # On Ubuntu type trusty instead of jessie +sudo chroot /var/chroots/jessie-i386 +``` -Inside chroot install cmake, make, g++ and libsdl2-dev. Then exit the chroot. +``` +# inside chroot +apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev +exit +``` -On the host system install schroot. Then create and adapt the following config in /etc/schroot/chroot.d/jessie.conf (you can choose a different name): +Create and adapt the following config in /etc/schroot/chroot.d/jessie.conf (you can choose a different name): ``` [jessie] type=directory description=Debian jessie i386 -directory=/var/chroot/debian-jessie-i386/ +directory=/var/chroots/jessie-i386/ users=yourusername -groups=yourusername +groups=adm root-groups=root preserve-environment=true personality=linux32 ``` -Insert your actual user name in place of `yourusername`. Then prepend any make or cmake call with `schroot -c jessie --`: +Insert your actual user name in place of `yourusername`. - mkdir build-in-chroot && cd build-in-chroot - schroot --chroot jessie -- cmake ../ -DGOLDSOURCE_SUPPORT=ON - schroot --chroot jessie -- make +### Building -#### Method 4: Install the needed g++ version yourself +Prepend any make or cmake call with `schroot -c jessie --`: +``` +mkdir build-in-chroot && cd build-in-chroot +schroot --chroot jessie -- cmake .. +schroot --chroot jessie -- make +``` -TODO: describe steps. +## Linux. Crosscompiling using mingw -#### Configuring Qt Creator to use toolchain from chroot +Note that GoldSource won't work with libraries compiled with mingw. -Create a file with the following contents anywhere: +TODO: do we need this section at all? Is Xash3D-FWGS distributed with support for game libraries built with mingw? -```sh -#!/bin/sh -schroot --chroot steamrt_scout_i386 -- cmake "$@" +### Prerequisites + +Install mingw. On Ubuntu/Debian: +``` +sudo apt-get install -y mingw-w64-i686-dev binutils-mingw-w64-i686 gcc-mingw-w64-i686 g++-mingw-w64-i686 +``` + +### Building + +``` +mkdir build-mingw && cd build-mingw +TOOLCHAIN_PREFIX=i686-w64-mingw32 # check up the actual mingw prefix of your mingw installation +cmake .. -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER="$TOOLCHAIN_PREFIX-gcc" -DCMAKE_CXX_COMPILER="$TOOLCHAIN_PREFIX-g++" ``` -Make it executable. -In Qt Creator go to `Tools` -> `Options` -> `Build & Run` -> `CMake`. Add a new cmake tool and specify the path of previously created file. -Go to `Kits` tab, clone your default configuration and choose your CMake tool there. -Choose the new kit when opening CMakeLists.txt. +## Android + +TODO + +## Other platforms + +Building on other Unix-like platforms (e.g. FreeBSD) is supported. + +### Prerequisites + +Install C and C++ compilers (like gcc or clang), cmake and make (or gmake) + +### Building + +``` +mkdir build && cd build +cmake .. +make +``` + +### Building with waf + +To use waf, you need to install python (2.7 minimum) + +``` +(./waf configure -T release) +(./waf) +``` + +## Build options + +Some useful build options that can be set during the cmake step. + +* **GOLDSOURCE_SUPPORT** - allows to turn off/on the support for GoldSource input. Set to **ON** by default on Windows and Linux, **OFF** on other platforms. +* **USE_VGUI** - whether to use VGUI library. **OFF** by default. You need to init `vgui_support` submodule in order to build with VGUI. + +This list is incomplete. Look at `CMakeLists.txt` to see all available options. + +Prepend option names with `-D` when passing to cmake. Boolean options can take values **OFF** and **ON**. Example: + +``` +cmake .. -DUSE_VGUI=ON -DGOLDSOURCE_SUPPORT=ON -DCROWBAR_IDLE_ANIM=ON -DCROWBAR_FIX_RAPID_CROWBAR=ON +``` From 33aa1b0a10e9d60159780e69f78825101289ea97 Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Sun, 10 Jul 2022 18:40:16 +0300 Subject: [PATCH 05/18] engine: add new undocumented function to server funcs --- engine/eiface.h | 3 +++ 1 file changed, 3 insertions(+) diff --git a/engine/eiface.h b/engine/eiface.h index f7cdb095..2863319e 100644 --- a/engine/eiface.h +++ b/engine/eiface.h @@ -268,6 +268,9 @@ typedef struct enginefuncs_s void (*pfnQueryClientCvarValue)( const edict_t *player, const char *cvarName ); void (*pfnQueryClientCvarValue2)( const edict_t *player, const char *cvarName, int requestID ); int (*CheckParm)( char *parm, char **ppnext ); + + // added in 8279 + edict_t* (*pfnPEntityOfEntIndexAllEntities)( int iEntIndex ); } enginefuncs_t; // ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 138 From 468780d9979d84ea020589d018e9075839e08e71 Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Sun, 10 Jul 2022 18:49:03 +0300 Subject: [PATCH 06/18] wscript: sync with cmake, enable goldsrc support by default --- wscript | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/wscript b/wscript index 336e8d34..46017809 100644 --- a/wscript +++ b/wscript @@ -28,8 +28,8 @@ def options(opt): grp.add_option('--enable-voicemgr', action = 'store_true', dest = 'VOICEMGR', default = False, help = 'enable voice manager [default: %default]') - grp.add_option('--enable-goldsrc-support', action = 'store_true', dest = 'GOLDSRC', default = False, - help = 'enable GoldSource engine support [default: %default]') + grp.add_option('--disable-goldsrc-support', action = 'store_false', dest = 'GOLDSRC', default = True, + help = 'disable GoldSource engine support [default: %default]') opt.load('compiler_optimizations subproject') From 5a68ce08bc16c3ad04bd068a501d07b3f540aca7 Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Mon, 11 Jul 2022 23:36:25 +0300 Subject: [PATCH 07/18] Add TRIPMINE_BEAM_DUPLICATION_FIX macros for fixing beam duplication on level transition (#272) --- CMakeLists.txt | 6 ++++++ dlls/tripmine.cpp | 5 +++++ 2 files changed, 11 insertions(+) diff --git a/CMakeLists.txt b/CMakeLists.txt index 75372379..ab6a1872 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -64,6 +64,7 @@ option(CROWBAR_IDLE_ANIM "Enable crowbar idle animation" OFF) option(CROWBAR_DELAY_FIX "Enable crowbar attack delay fix" OFF) option(CROWBAR_FIX_RAPID_CROWBAR "Enable rapid crowbar fix" OFF) option(GAUSS_OVERCHARGE_FIX "Enable gauss overcharge fix" OFF) +option(TRIPMINE_BEAM_DUPLICATION_FIX "Enable fix of tripmine beam duplication on level transition" OFF) option(OEM_BUILD "Enable OEM Build" OFF) option(HLDEMO_BUILD "Enable Demo Build" OFF) @@ -136,6 +137,11 @@ if(GAUSS_OVERCHARGE_FIX) add_definitions(-DGAUSS_OVERCHARGE_FIX) endif() +if(TRIPMINE_BEAM_DUPLICATION_FIX) + message(STATUS "Tripmine beam duplication fix enabled") + add_definitions(-DTRIPMINE_BEAM_DUPLICATION_FIX) +endif() + if(OEM_BUILD) message(STATUS "OEM build enabled") add_definitions(-DOEM_BUILD) diff --git a/dlls/tripmine.cpp b/dlls/tripmine.cpp index 7c41b3a6..e9e55b67 100644 --- a/dlls/tripmine.cpp +++ b/dlls/tripmine.cpp @@ -82,7 +82,9 @@ TYPEDESCRIPTION CTripmineGrenade::m_SaveData[] = DEFINE_FIELD( CTripmineGrenade, m_vecEnd, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_flBeamLength, FIELD_FLOAT ), DEFINE_FIELD( CTripmineGrenade, m_hOwner, FIELD_EHANDLE ), +#if !TRIPMINE_BEAM_DUPLICATION_FIX DEFINE_FIELD( CTripmineGrenade, m_pBeam, FIELD_CLASSPTR ), +#endif DEFINE_FIELD( CTripmineGrenade, m_posOwner, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_angleOwner, FIELD_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_pRealOwner, FIELD_EDICT ), @@ -256,6 +258,9 @@ void CTripmineGrenade::MakeBeam( void ) Vector vecTmpEnd = pev->origin + m_vecDir * 2048.0f * m_flBeamLength; m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 10 ); +#if TRIPMINE_BEAM_DUPLICATION_FIX + m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; +#endif m_pBeam->PointEntInit( vecTmpEnd, entindex() ); m_pBeam->SetColor( 0, 214, 198 ); m_pBeam->SetScrollRate( 255 ); From 1313bb1b66d77764569bda423fadc303d9dd494f Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Mon, 18 Jul 2022 16:13:44 +0300 Subject: [PATCH 08/18] Update build instructions. Rename cmake project from HLSDK-XASH3D to HLSDK-PORTABLE (#274) --- CMakeLists.txt | 2 +- README.md | 57 ++++++++++++++++++++++++++------------------------ appveyor.yml | 2 +- 3 files changed, 32 insertions(+), 29 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index ab6a1872..7342ec7f 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -33,7 +33,7 @@ include(CheckIncludeFile) include(CheckCSourceCompiles) include(VSForceXPToolchain) # Force XP toolchain for Visual Studio -project (HLSDK-XASH3D) +project (HLSDK-PORTABLE) #-------------- # USER DEFINES \ diff --git a/README.md b/README.md index 96b16e40..f9335307 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -# Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-xash3d?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-xash3d) +# Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-portable/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-portable/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-xash3d?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-xash3d) Half-Life SDK for GoldSource & Xash3D with some bugfixes. @@ -9,58 +9,65 @@ Either clone the repository via [git](`https://git-scm.com/downloads`) or just d To clone the repository with git type in Git Bash (on Windows) or in terminal (on Unix-like operating systems): ``` -git clone --recursive https://github.com/FWGS/hlsdk-xash3d +git clone --recursive https://github.com/FWGS/hlsdk-portable ``` # Build Instructions -## Windows. Using Developer Command Propmt for Visual Studio +## Windows ### Prerequisites -Install and run [Visual Studio Installer](https://visualstudio.microsoft.com/downloads/). The installer allows you to choose specific components. Select `Desktop development with C++`. You can untick everything you don't need in Installation details, but you must keep `MSVC` and `C++ CMake tools for Windows` ticked. +Install and run [Visual Studio Installer](https://visualstudio.microsoft.com/downloads/). The installer allows you to choose specific components. Select `Desktop development with C++`. You can untick everything you don't need in Installation details, but you must keep `MSVC` ticked. You may also keep `C++ CMake tools for Windows` ticked as you'll need **cmake**. Alternatively you can install **cmake** from the [cmake.org](https://cmake.org/download/) and during installation tick *Add to the PATH...*. -### Building +### Opening command prompt + +If **cmake** was installed with Visual Studio Installer, you'll need to run `Developer command prompt for VS` via Windows `Start` menu. If **cmake** was installed with cmake installer, you can run the regular Windows `cmd`. -Run `Developer command prompt for VS` via Windows `Start` menu. Inside the prompt navigate to the hlsdk directory, using `cd` command, e.g. +Inside the prompt navigate to the hlsdk directory, using `cd` command, e.g. ``` -cd C:\Users\username\projects\hlsdk-xash3d +cd C:\Users\username\projects\hlsdk-portable ``` -Note: if hlsdk-xash3d is unpacked on another disk, nagivate there first: +Note: if hlsdk-portable is unpacked on another disk, nagivate there first: ``` D: -cd projects\hlsdk-xash3d +cd projects\hlsdk-portable ``` +### Building + Сonfigure the project: ``` -cmake -A Win32 -B build -DCMAKE_INSTALL_PREFIX="dist" +cmake -A Win32 -B build ``` Once you configure the project you don't need to call `cmake` anymore unless you modify `CMakeLists.txt` files or want to reconfigure the project with different parameters. The next step is to compile the libraries: ``` -msbuild -verbosity:normal /property:Configuration=Release build/INSTALL.vcxproj +cmake --build build --config Release ``` -`hl.dll` and `client.dll` will appear in the directory configured via **CMAKE_INSTALL_PREFIX** option (**dist** in this example). +`hl.dll` and `client.dll` will appear in the `build/dlls/Release` and `build/cl_dll/Release` directories. If you have a mod and want to automatically install libraries to the mod directory, set **GAMEDIR** variable to the directory name and **CMAKE_INSTALL_PREFIX** to your Half-Life or Xash3D installation path: ``` cmake -A Win32 -B build -DGAMEDIR=mod -DCMAKE_INSTALL_PREFIX="C:\Program Files (x86)\Steam\steamapps\common\Half-Life" ``` -Then call `msbuild` as described above. +Then call `cmake` with `--target install` parameter: +``` +cmake --build build --config Release --target install +``` #### Choosing Visual Studio version You can explicitly choose a Visual Studio version on the configuration step by specifying cmake generator: ``` -cmake -G "Visual Studio 16 2019" -A Win32 -B build -DCMAKE_INSTALL_PREFIX="dist" +cmake -G "Visual Studio 16 2019" -A Win32 -B build ``` ### Editing code in Visual Studio -After the configuration step, `HLSDK-XASH3D.sln` should appear in the `build` directory. You can open this solution in Visual Studio and continue developing there. +After the configuration step, `HLSDK-PORTABLE.sln` should appear in the `build` directory. You can open this solution in Visual Studio and continue developing there. ## Windows. Using Microsoft Visual Studio 6 @@ -95,9 +102,8 @@ sudo ./setup_chroot.sh --i386 --tarball ./com.valvesoftware.SteamRuntime.Sdk-i38 Now you can use cmake and make prepending the commands with `schroot --chroot steamrt_scout_i386 --`: ``` -mkdir build-in-steamrt && cd build-in-steamrt -schroot --chroot steamrt_scout_i386 -- cmake .. -schroot --chroot steamrt_scout_i386 -- make +schroot --chroot steamrt_scout_i386 -- cmake -B build-in-steamrt -S . +schroot --chroot steamrt_scout_i386 -- cmake --build build-in-steamrt ``` ## Linux. Build without Steam Runtime @@ -112,9 +118,8 @@ sudo apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev:i38 ### Building ``` -mkdir build && cd build -cmake .. -make +cmake -B build -S . +cmake --build build ``` Note that the libraries built this way might be not compatible with Steam Half-Life. If you have such issue you can configure it to build statically with c++ and gcc libraries: @@ -162,9 +167,8 @@ Insert your actual user name in place of `yourusername`. Prepend any make or cmake call with `schroot -c jessie --`: ``` -mkdir build-in-chroot && cd build-in-chroot -schroot --chroot jessie -- cmake .. -schroot --chroot jessie -- make +schroot --chroot jessie -- cmake -B build-in-chroot -S . +schroot --chroot jessie -- cmake --build build-in-chroot ``` ## Linux. Crosscompiling using mingw @@ -203,9 +207,8 @@ Install C and C++ compilers (like gcc or clang), cmake and make (or gmake) ### Building ``` -mkdir build && cd build -cmake .. -make +cmake -B build -S . +cmake --build build ``` ### Building with waf diff --git a/appveyor.yml b/appveyor.yml index 75269482..044bb512 100644 --- a/appveyor.yml +++ b/appveyor.yml @@ -8,7 +8,7 @@ environment: # - os: Visual Studio 2017 # GENERATOR_NAME: "Visual Studio 15 2017" -clone_folder: c:\projects\xash\hlsdk-xash3d +clone_folder: c:\projects\xash\hlsdk-portable build: project: build/INSTALL.vcxproj From 763af2905467b6b2df87a393866340821d4074dc Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Mon, 18 Jul 2022 16:13:58 +0300 Subject: [PATCH 09/18] Add HANDGRENADE_DEPLOY_FIX macros for fixing the handgrenade deploy animation after finishing a throw (#275) --- CMakeLists.txt | 6 ++++++ dlls/handgrenade.cpp | 2 ++ 2 files changed, 8 insertions(+) diff --git a/CMakeLists.txt b/CMakeLists.txt index 7342ec7f..7d75ade3 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -65,6 +65,7 @@ option(CROWBAR_DELAY_FIX "Enable crowbar attack delay fix" OFF) option(CROWBAR_FIX_RAPID_CROWBAR "Enable rapid crowbar fix" OFF) option(GAUSS_OVERCHARGE_FIX "Enable gauss overcharge fix" OFF) option(TRIPMINE_BEAM_DUPLICATION_FIX "Enable fix of tripmine beam duplication on level transition" OFF) +option(HANDGRENADE_DEPLOY_FIX "Enable handgrenade deploy animation fix after finishing a throw" OFF) option(OEM_BUILD "Enable OEM Build" OFF) option(HLDEMO_BUILD "Enable Demo Build" OFF) @@ -142,6 +143,11 @@ if(TRIPMINE_BEAM_DUPLICATION_FIX) add_definitions(-DTRIPMINE_BEAM_DUPLICATION_FIX) endif() +if(HANDGRENADE_DEPLOY_FIX) + message(STATUS "Handgrenade deploy animation fix enabled") + add_definitions(-DHANDGRENADE_DEPLOY_FIX) +endif() + if(OEM_BUILD) message(STATUS "OEM build enabled") add_definitions(-DOEM_BUILD) diff --git a/dlls/handgrenade.cpp b/dlls/handgrenade.cpp index 0e9fde30..f9f360ec 100644 --- a/dlls/handgrenade.cpp +++ b/dlls/handgrenade.cpp @@ -173,7 +173,9 @@ void CHandGrenade::WeaponIdle( void ) // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); +#if !HANDGRENADE_DEPLOY_FIX m_flReleaseThrow = 0.0f; +#endif m_flStartThrow = 0.0f; m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; From 12a2aeb3c14cdd52fa954eadd8f4111e296796e3 Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Mon, 18 Jul 2022 22:31:56 +0300 Subject: [PATCH 10/18] Add WEAPONS_ANIMATION_TIMES_FIX macros for fixing some weapons animation times --- CMakeLists.txt | 6 ++++++ dlls/crowbar.cpp | 4 ++++ dlls/rpg.cpp | 5 ++++- dlls/satchel.cpp | 17 ++++++++++++++--- dlls/squeakgrenade.cpp | 9 ++++++++- 5 files changed, 36 insertions(+), 5 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 7d75ade3..86d0a981 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -66,6 +66,7 @@ option(CROWBAR_FIX_RAPID_CROWBAR "Enable rapid crowbar fix" OFF) option(GAUSS_OVERCHARGE_FIX "Enable gauss overcharge fix" OFF) option(TRIPMINE_BEAM_DUPLICATION_FIX "Enable fix of tripmine beam duplication on level transition" OFF) option(HANDGRENADE_DEPLOY_FIX "Enable handgrenade deploy animation fix after finishing a throw" OFF) +option(WEAPONS_ANIMATION_TIMES_FIX "Enable animation times fix for some weapons" OFF) option(OEM_BUILD "Enable OEM Build" OFF) option(HLDEMO_BUILD "Enable Demo Build" OFF) @@ -148,6 +149,11 @@ if(HANDGRENADE_DEPLOY_FIX) add_definitions(-DHANDGRENADE_DEPLOY_FIX) endif() +if(WEAPONS_ANIMATION_TIMES_FIX) + message(STATUS "Weapons animation times fix enabled") + add_definitions(-DWEAPONS_ANIMATION_TIMES_FIX) +endif() + if(OEM_BUILD) message(STATUS "OEM build enabled") add_definitions(-DOEM_BUILD) diff --git a/dlls/crowbar.cpp b/dlls/crowbar.cpp index f1b2393b..667ebd7e 100644 --- a/dlls/crowbar.cpp +++ b/dlls/crowbar.cpp @@ -366,7 +366,11 @@ void CCrowbar::WeaponIdle( void ) if( flRand > 0.5f ) { iAnim = CROWBAR_IDLE; +#if WEAPONS_ANIMATION_TIMES_FIX + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 25.0f; +#else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f; +#endif } else { diff --git a/dlls/rpg.cpp b/dlls/rpg.cpp index 65f1bd49..c81e6246 100644 --- a/dlls/rpg.cpp +++ b/dlls/rpg.cpp @@ -518,8 +518,11 @@ void CRpg::WeaponIdle( void ) iAnim = RPG_FIDGET_UL; else iAnim = RPG_FIDGET; - +#if WEAPONS_ANIMATION_TIMES_FIX + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.1f; +#else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f; +#endif } SendWeaponAnim( iAnim ); diff --git a/dlls/satchel.cpp b/dlls/satchel.cpp index 528a3ba8..625a88d1 100644 --- a/dlls/satchel.cpp +++ b/dlls/satchel.cpp @@ -293,14 +293,25 @@ BOOL CSatchel::CanDeploy( void ) BOOL CSatchel::Deploy() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; +#if !WEAPONS_ANIMATION_TIMES_FIX m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); +#endif + + BOOL result; if( m_chargeReady ) - return DefaultDeploy( "models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", SATCHEL_RADIO_DRAW, "hive" ); + result = DefaultDeploy( "models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", SATCHEL_RADIO_DRAW, "hive" ); else - return DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip" ); + result = DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip" ); - return TRUE; +#if WEAPONS_ANIMATION_TIMES_FIX + if ( result ) + { + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; + } +#endif + + return result; } void CSatchel::Holster( int skiplocal /* = 0 */ ) diff --git a/dlls/squeakgrenade.cpp b/dlls/squeakgrenade.cpp index 4bf2e3df..f332a5a8 100644 --- a/dlls/squeakgrenade.cpp +++ b/dlls/squeakgrenade.cpp @@ -465,7 +465,14 @@ BOOL CSqueak::Deploy() m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; - return DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" ); + const BOOL result = DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" ); +#if WEAPONS_ANIMATION_TIMES_FIX + if ( result ) + { + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.7f; + } +#endif + return result; } void CSqueak::Holster( int skiplocal /* = 0 */ ) From 058626fc18d76fa1e33685c22a15993b68ef79a3 Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Tue, 19 Jul 2022 12:29:32 +0300 Subject: [PATCH 11/18] Remove redundant assignment to m_flTimeWeaponIdle in CSatchel::Deploy --- dlls/satchel.cpp | 5 ----- 1 file changed, 5 deletions(-) diff --git a/dlls/satchel.cpp b/dlls/satchel.cpp index 625a88d1..38ebec08 100644 --- a/dlls/satchel.cpp +++ b/dlls/satchel.cpp @@ -293,10 +293,6 @@ BOOL CSatchel::CanDeploy( void ) BOOL CSatchel::Deploy() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; -#if !WEAPONS_ANIMATION_TIMES_FIX - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); -#endif - BOOL result; if( m_chargeReady ) @@ -310,7 +306,6 @@ BOOL CSatchel::Deploy() m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; } #endif - return result; } From 74f3ec7f61055e00b2f7602a8be849f4ce2aca0e Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Tue, 19 Jul 2022 12:32:51 +0300 Subject: [PATCH 12/18] Fix crowbar idle animation time regardless of WEAPONS_ANIMATION_TIMES_FIX macro --- dlls/crowbar.cpp | 4 ---- 1 file changed, 4 deletions(-) diff --git a/dlls/crowbar.cpp b/dlls/crowbar.cpp index 667ebd7e..5342e7c2 100644 --- a/dlls/crowbar.cpp +++ b/dlls/crowbar.cpp @@ -366,11 +366,7 @@ void CCrowbar::WeaponIdle( void ) if( flRand > 0.5f ) { iAnim = CROWBAR_IDLE; -#if WEAPONS_ANIMATION_TIMES_FIX m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 25.0f; -#else - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f; -#endif } else { From 88e13e8ce1c2ed8bdaed2c56bdac9d71b480a82e Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Tue, 19 Jul 2022 13:17:59 +0300 Subject: [PATCH 13/18] readme: update appveyor links AppVeyor didn't ack'ed that we changed repository name, so it was done manually. Thanks, @FreeSlave, for pointing me at this --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index f9335307..c71b303a 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -# Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-portable/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-portable/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-xash3d?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-xash3d) +# Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-portable/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-portable/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-portable?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-portable) Half-Life SDK for GoldSource & Xash3D with some bugfixes. From e51878c45b618f9b3920b46357545cbb47befeda Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Tue, 19 Jul 2022 14:35:27 +0300 Subject: [PATCH 14/18] Fix alien controllers facing in idle state (#282) --- dlls/controller.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/dlls/controller.cpp b/dlls/controller.cpp index 20c9a502..bfe3032e 100644 --- a/dlls/controller.cpp +++ b/dlls/controller.cpp @@ -669,8 +669,11 @@ void CController::RunTask( Task_t *pTask ) case TASK_WAIT: case TASK_WAIT_FACE_ENEMY: case TASK_WAIT_PVS: - MakeIdealYaw( m_vecEnemyLKP ); - ChangeYaw( pev->yaw_speed ); + if (m_hEnemy != 0) + { + MakeIdealYaw( m_vecEnemyLKP ); + ChangeYaw( pev->yaw_speed ); + } if( m_fSequenceFinished ) { From bed35fe8d1c9f90c21f751cb8a44526f01783a26 Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Tue, 19 Jul 2022 14:35:44 +0300 Subject: [PATCH 15/18] Remove mingw build instructions and remove building with mingw from github workflow (#283) --- .github/workflows/.github.yml | 7 ------- README.md | 21 --------------------- 2 files changed, 28 deletions(-) diff --git a/.github/workflows/.github.yml b/.github/workflows/.github.yml index 8a9d50a4..29c3bdaa 100644 --- a/.github/workflows/.github.yml +++ b/.github/workflows/.github.yml @@ -63,13 +63,6 @@ jobs: schroot --chroot steamrt_scout_i386 -- cmake --build build-vgui --target all schroot --chroot steamrt_scout_i386 -- cmake --build build-vgui --target install - - name: Build with mingw - if: startsWith(matrix.os, 'ubuntu') && startsWith(matrix.cc, 'gcc') - run: | - sudo apt-get install -y mingw-w64-i686-dev binutils-mingw-w64-i686 gcc-mingw-w64-i686 g++-mingw-w64-i686 - cmake -B build-mingw -S . -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER=i686-w64-mingw32-gcc -DCMAKE_CXX_COMPILER=i686-w64-mingw32-g++ - cmake --build build-mingw --target all - - name: Add msbuild to PATH if: startsWith(matrix.os, 'windows') uses: microsoft/setup-msbuild@v1.0.2 diff --git a/README.md b/README.md index c71b303a..06d18e4e 100644 --- a/README.md +++ b/README.md @@ -171,27 +171,6 @@ schroot --chroot jessie -- cmake -B build-in-chroot -S . schroot --chroot jessie -- cmake --build build-in-chroot ``` -## Linux. Crosscompiling using mingw - -Note that GoldSource won't work with libraries compiled with mingw. - -TODO: do we need this section at all? Is Xash3D-FWGS distributed with support for game libraries built with mingw? - -### Prerequisites - -Install mingw. On Ubuntu/Debian: -``` -sudo apt-get install -y mingw-w64-i686-dev binutils-mingw-w64-i686 gcc-mingw-w64-i686 g++-mingw-w64-i686 -``` - -### Building - -``` -mkdir build-mingw && cd build-mingw -TOOLCHAIN_PREFIX=i686-w64-mingw32 # check up the actual mingw prefix of your mingw installation -cmake .. -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER="$TOOLCHAIN_PREFIX-gcc" -DCMAKE_CXX_COMPILER="$TOOLCHAIN_PREFIX-g++" -``` - ## Android TODO From 66482655943ac8967b5ca9adce3ed59aa3954ed2 Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Tue, 19 Jul 2022 15:29:44 +0300 Subject: [PATCH 16/18] compile.bat in release mode. Remove BOM from tripmine.cpp (#284) --- cl_dll/compile.bat | 5 ++--- dlls/compile.bat | 5 ++--- dlls/tripmine.cpp | 2 +- 3 files changed, 5 insertions(+), 7 deletions(-) diff --git a/cl_dll/compile.bat b/cl_dll/compile.bat index 18b45459..7442b89a 100644 --- a/cl_dll/compile.bat +++ b/cl_dll/compile.bat @@ -71,12 +71,11 @@ set SOURCES=../dlls/crossbow.cpp ^ view.cpp ^ scoreboard.cpp ^ MOTD.cpp -set DEFINES=/DCLIENT_DLL /DCLIENT_WEAPONS /Dsnprintf=_snprintf /DNO_VOICEGAMEMGR /DGOLDSOURCE_SUPPORT +set DEFINES=/DCLIENT_DLL /DCLIENT_WEAPONS /Dsnprintf=_snprintf /DNO_VOICEGAMEMGR /DGOLDSOURCE_SUPPORT /DNDEBUG set LIBS=user32.lib Winmm.lib set OUTNAME=client.dll -set DEBUG=/debug -cl %DEFINES% %LIBS% %SOURCES% %INCLUDES% -o %OUTNAME% /link /dll /out:%OUTNAME% %DEBUG% +cl %DEFINES% %LIBS% %SOURCES% %INCLUDES% -o %OUTNAME% /link /dll /out:%OUTNAME% /release echo -- Compile done. Cleaning... diff --git a/dlls/compile.bat b/dlls/compile.bat index f97806a5..4eba92c7 100644 --- a/dlls/compile.bat +++ b/dlls/compile.bat @@ -108,12 +108,11 @@ set SOURCES=agrunt.cpp ^ xen.cpp ^ zombie.cpp ^ ../pm_shared/pm_debug.c ../pm_shared/pm_math.c ../pm_shared/pm_shared.c -set DEFINES=/DCLIENT_WEAPONS /Dsnprintf=_snprintf /DNO_VOICEGAMEMGR +set DEFINES=/DCLIENT_WEAPONS /Dsnprintf=_snprintf /DNO_VOICEGAMEMGR /DNDEBUG set LIBS=user32.lib set OUTNAME=hl.dll -set DEBUG=/debug -cl %DEFINES% %LIBS% %SOURCES% %INCLUDES% -o %OUTNAME% /link /dll /out:%OUTNAME% %DEBUG% /def:".\hl.def" +cl %DEFINES% %LIBS% %SOURCES% %INCLUDES% -o %OUTNAME% /link /dll /out:%OUTNAME% /release /def:".\hl.def" echo -- Compile done. Cleaning... diff --git a/dlls/tripmine.cpp b/dlls/tripmine.cpp index e9e55b67..3a46c6a5 100644 --- a/dlls/tripmine.cpp +++ b/dlls/tripmine.cpp @@ -1,4 +1,4 @@ -/*** +/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * From 695e2e060bfea4ac9ad96aab91762c0296edaee0 Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Wed, 20 Jul 2022 08:23:52 +0300 Subject: [PATCH 17/18] Rename false_vgui to fake_vgui (#286) --- cl_dll/CMakeLists.txt | 2 +- utils/{false_vgui => fake_vgui}/include/VGUI.h | 0 utils/{false_vgui => fake_vgui}/include/VGUI_App.h | 0 utils/{false_vgui => fake_vgui}/include/VGUI_Color.h | 0 utils/{false_vgui => fake_vgui}/include/VGUI_Cursor.h | 0 utils/{false_vgui => fake_vgui}/include/VGUI_Dar.h | 0 utils/{false_vgui => fake_vgui}/include/VGUI_KeyCode.h | 0 utils/{false_vgui => fake_vgui}/include/VGUI_MouseCode.h | 0 utils/{false_vgui => fake_vgui}/include/VGUI_Panel.h | 0 utils/{false_vgui => fake_vgui}/include/VGUI_Scheme.h | 0 10 files changed, 1 insertion(+), 1 deletion(-) rename utils/{false_vgui => fake_vgui}/include/VGUI.h (100%) rename utils/{false_vgui => fake_vgui}/include/VGUI_App.h (100%) rename utils/{false_vgui => fake_vgui}/include/VGUI_Color.h (100%) rename utils/{false_vgui => fake_vgui}/include/VGUI_Cursor.h (100%) rename utils/{false_vgui => fake_vgui}/include/VGUI_Dar.h (100%) rename utils/{false_vgui => fake_vgui}/include/VGUI_KeyCode.h (100%) rename utils/{false_vgui => fake_vgui}/include/VGUI_MouseCode.h (100%) rename utils/{false_vgui => fake_vgui}/include/VGUI_Panel.h (100%) rename utils/{false_vgui => fake_vgui}/include/VGUI_Scheme.h (100%) diff --git a/cl_dll/CMakeLists.txt b/cl_dll/CMakeLists.txt index 4c4474ea..bd97f73c 100644 --- a/cl_dll/CMakeLists.txt +++ b/cl_dll/CMakeLists.txt @@ -159,7 +159,7 @@ if (USE_VGUI) link_directories(${CMAKE_SOURCE_DIR}/vgui_support/vgui-dev/lib) include_directories(../vgui_support/vgui-dev/include) else() - include_directories(../utils/false_vgui/include) + include_directories(../utils/fake_vgui/include) endif() if(USE_VOICEMGR) diff --git a/utils/false_vgui/include/VGUI.h b/utils/fake_vgui/include/VGUI.h similarity index 100% rename from utils/false_vgui/include/VGUI.h rename to utils/fake_vgui/include/VGUI.h diff --git a/utils/false_vgui/include/VGUI_App.h b/utils/fake_vgui/include/VGUI_App.h similarity index 100% rename from utils/false_vgui/include/VGUI_App.h rename to utils/fake_vgui/include/VGUI_App.h diff --git a/utils/false_vgui/include/VGUI_Color.h b/utils/fake_vgui/include/VGUI_Color.h similarity index 100% rename from utils/false_vgui/include/VGUI_Color.h rename to utils/fake_vgui/include/VGUI_Color.h diff --git a/utils/false_vgui/include/VGUI_Cursor.h b/utils/fake_vgui/include/VGUI_Cursor.h similarity index 100% rename from utils/false_vgui/include/VGUI_Cursor.h rename to utils/fake_vgui/include/VGUI_Cursor.h diff --git a/utils/false_vgui/include/VGUI_Dar.h b/utils/fake_vgui/include/VGUI_Dar.h similarity index 100% rename from utils/false_vgui/include/VGUI_Dar.h rename to utils/fake_vgui/include/VGUI_Dar.h diff --git a/utils/false_vgui/include/VGUI_KeyCode.h b/utils/fake_vgui/include/VGUI_KeyCode.h similarity index 100% rename from utils/false_vgui/include/VGUI_KeyCode.h rename to utils/fake_vgui/include/VGUI_KeyCode.h diff --git a/utils/false_vgui/include/VGUI_MouseCode.h b/utils/fake_vgui/include/VGUI_MouseCode.h similarity index 100% rename from utils/false_vgui/include/VGUI_MouseCode.h rename to utils/fake_vgui/include/VGUI_MouseCode.h diff --git a/utils/false_vgui/include/VGUI_Panel.h b/utils/fake_vgui/include/VGUI_Panel.h similarity index 100% rename from utils/false_vgui/include/VGUI_Panel.h rename to utils/fake_vgui/include/VGUI_Panel.h diff --git a/utils/false_vgui/include/VGUI_Scheme.h b/utils/fake_vgui/include/VGUI_Scheme.h similarity index 100% rename from utils/false_vgui/include/VGUI_Scheme.h rename to utils/fake_vgui/include/VGUI_Scheme.h From c1f0f25f1be481d99c98b2892085d0bb517b498e Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Wed, 20 Jul 2022 08:24:03 +0300 Subject: [PATCH 18/18] Rename .github.yml to build.yml (#285) --- .github/workflows/{.github.yml => build.yml} | 0 README.md | 2 +- 2 files changed, 1 insertion(+), 1 deletion(-) rename .github/workflows/{.github.yml => build.yml} (100%) diff --git a/.github/workflows/.github.yml b/.github/workflows/build.yml similarity index 100% rename from .github/workflows/.github.yml rename to .github/workflows/build.yml diff --git a/README.md b/README.md index 06d18e4e..310194e7 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -# Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-portable/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-portable/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-portable?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-portable) +# Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-portable/actions/workflows/build.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-portable/actions/workflows/build.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-portable?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-portable) Half-Life SDK for GoldSource & Xash3D with some bugfixes.