mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 13:14:51 +00:00
Merge branch 'master' into half-screwed
This commit is contained in:
commit
7a54c48568
@ -49,44 +49,32 @@ 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
|
||||
|
||||
- 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
|
||||
- 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
|
113
.github/workflows/manual.yml
vendored
Normal file
113
.github/workflows/manual.yml
vendored
Normal file
@ -0,0 +1,113 @@
|
||||
name: manual build
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
buildtype:
|
||||
type: choice
|
||||
description: Build Type
|
||||
options:
|
||||
- Release
|
||||
- Debug
|
||||
usevgui:
|
||||
type: choice
|
||||
description: Use VGUI
|
||||
options:
|
||||
- 'OFF'
|
||||
- 'ON'
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ${{ matrix.os }}
|
||||
strategy:
|
||||
matrix:
|
||||
include:
|
||||
- os: ubuntu-latest
|
||||
cc: gcc
|
||||
cxx: g++
|
||||
- os: windows-2019
|
||||
cc: cl
|
||||
cxx: cl
|
||||
env:
|
||||
CC: ${{ matrix.cc }}
|
||||
CXX: ${{ matrix.cxx }}
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v2
|
||||
with:
|
||||
submodules: recursive
|
||||
|
||||
- name: Checkout steam-runtime
|
||||
if: startsWith(matrix.os, 'ubuntu')
|
||||
uses: actions/checkout@v2
|
||||
with:
|
||||
repository: ValveSoftware/steam-runtime
|
||||
path: steam-runtime
|
||||
- name: Cache steam-runtime
|
||||
if: startsWith(matrix.os, 'ubuntu')
|
||||
id: cache-steam-runtime
|
||||
uses: actions/cache@v2
|
||||
with:
|
||||
path: com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz
|
||||
key: ${{ runner.os }}-steam-runtime
|
||||
- name: Download steam-runtime
|
||||
if: startsWith(matrix.os, 'ubuntu') && steps.cache-steam-runtime.outputs.cache-hit != 'true'
|
||||
run: wget --no-verbose https://repo.steampowered.com/steamrt-images-scout/snapshots/0.20210610.0/com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz
|
||||
- name: Install steam runtime
|
||||
if: startsWith(matrix.os, 'ubuntu')
|
||||
run: |
|
||||
sudo apt update
|
||||
./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: Copy vgui.so
|
||||
if: ${{ startsWith(matrix.os, 'ubuntu') && github.event.inputs.usevgui == 'ON' }}
|
||||
run: |
|
||||
mkdir -p build/cl_dll
|
||||
cp vgui_support/vgui-dev/lib/vgui.so build/cl_dll
|
||||
- name: Build on Linux
|
||||
if: startsWith(matrix.os, 'ubuntu')
|
||||
run: |
|
||||
schroot --chroot steamrt_scout_i386 -- cmake -B build -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DCMAKE_BUILD_TYPE=${{ github.event.inputs.buildtype }} -DCMAKE_INSTALL_PREFIX="$PWD/dist" -DUSE_VGUI=${{ github.event.inputs.usevgui }}
|
||||
schroot --chroot steamrt_scout_i386 -- cmake --build build --target all
|
||||
schroot --chroot steamrt_scout_i386 -- cmake --build build --target install
|
||||
|
||||
- name: Add msbuild to PATH
|
||||
if: startsWith(matrix.os, 'windows')
|
||||
uses: microsoft/setup-msbuild@v1.0.2
|
||||
- name: Build on Windows
|
||||
if: startsWith(matrix.os, 'windows')
|
||||
run: |
|
||||
cmake -G "Visual Studio 16 2019" -A Win32 -B build -DCMAKE_INSTALL_PREFIX="dist" -DUSE_VGUI=${{ github.event.inputs.usevgui }}
|
||||
msbuild -verbosity:normal /property:Configuration=${{ github.event.inputs.buildtype }} build/INSTALL.vcxproj
|
||||
|
||||
- name: Extract branch name
|
||||
shell: bash
|
||||
run: echo "##[set-output name=branch;]$(echo ${GITHUB_REF#refs/heads/} | tr '/' '_')"
|
||||
id: extract_branch
|
||||
- name: Extract gamedir
|
||||
shell: bash
|
||||
run: echo "##[set-output name=gamedir;]$(grep build/CMakeCache.txt -Ee 'GAMEDIR:STRING=[a-z]+' | cut -d '=' -f 2)"
|
||||
id: extract_gamedir
|
||||
- name: Copy pdbs to dist dir
|
||||
if: ${{ startsWith(matrix.os, 'windows') && github.event.inputs.buildtype == 'Debug' }}
|
||||
run: |
|
||||
copy build/cl_dll/Debug/client.pdb dist/${{ steps.extract_gamedir.outputs.gamedir }}/cl_dlls/
|
||||
copy build/dlls/Debug/hl.pdb dist/${{ steps.extract_gamedir.outputs.gamedir }}/dlls/
|
||||
- name: Delete .lib files from dist
|
||||
if: startsWith(matrix.os, 'windows')
|
||||
run: |
|
||||
Remove-Item -Force -Path dist/${{ steps.extract_gamedir.outputs.gamedir }}/cl_dlls/client.lib
|
||||
Remove-Item -Force -Path dist/${{ steps.extract_gamedir.outputs.gamedir }}/dlls/hl.lib
|
||||
- name: Upload linux artifact
|
||||
if: startsWith(matrix.os, 'ubuntu')
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: hlsdk-${{ steps.extract_branch.outputs.branch }}-linux
|
||||
path: dist/${{ steps.extract_gamedir.outputs.gamedir }}
|
||||
- name: Upload windows artifact
|
||||
if: startsWith(matrix.os, 'windows')
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: hlsdk-${{ steps.extract_branch.outputs.branch }}-windows
|
||||
path: dist/${{ steps.extract_gamedir.outputs.gamedir }}
|
||||
|
@ -33,7 +33,7 @@ include(CheckIncludeFile)
|
||||
include(CheckCSourceCompiles)
|
||||
include(VSForceXPToolchain) # Force XP toolchain for Visual Studio
|
||||
|
||||
project (HLSDK-XASH3D)
|
||||
project (HLSDK-PORTABLE)
|
||||
|
||||
#--------------
|
||||
# USER DEFINES \
|
||||
@ -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)
|
||||
@ -63,6 +64,9 @@ 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(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)
|
||||
|
||||
@ -135,6 +139,21 @@ 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(HANDGRENADE_DEPLOY_FIX)
|
||||
message(STATUS "Handgrenade deploy animation fix enabled")
|
||||
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)
|
||||
|
281
README.md
281
README.md
@ -1,140 +1,261 @@
|
||||
# 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-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 Xash3D & GoldSource with some fixes.
|
||||
Half-Life SDK for GoldSource & Xash3D with some bugfixes.
|
||||
|
||||
## How to build
|
||||
<details><summary>Changelog</summary>
|
||||
<p>
|
||||
|
||||
### CMake as most universal way
|
||||
- Fixed an occasional bug when houndeyes stuck unable to do anything. Technical detail: now monster's `Activity` is set before the call to `SetYawSpeed`. [Patch](https://github.com/FWGS/hlsdk-portable/commit/467899b99aa225a95d90222137f18c141c929c86)
|
||||
- Monsters now play idle sounds as it's supposed by the code. Technical detail: the problem was a check for a wrong variable. [Patch](https://github.com/FWGS/hlsdk-portable/commit/9fc712da019a1ca646171e912209a993e7c43976)
|
||||
- Fixed a bug that caused talk monsters (scientists and security guards) to face a wrong direction during scripted sequence sometimes. [Patch](https://github.com/FWGS/hlsdk-portable/commit/3e2808de62e479e83068c075cb88b4f177f9acc7)
|
||||
- Fixed squad member removal. This bug affected houndeye attacks as their attack depends on percieved number of squad members. [Patch](https://github.com/FWGS/hlsdk-portable/commit/b4502f71336a08f3f2c72b7b061b2838a149a11b)
|
||||
- Scientists now react to smells. [Patch](https://github.com/FWGS/hlsdk-portable/commit/2de4e7ab003d5b1674d12525f5aefb1e57a49fa3)
|
||||
- Tau-cannon (gauss) plays idle animations.
|
||||
- Tau-cannon (gauss) beam color depends on the charge as it was before the prediction code was introduced in Half-Life. [Patch](https://github.com/FWGS/hlsdk-portable/commit/0a29ec49c8183ebb8da22a6d2ef395eae9c3dffe)
|
||||
- Brought back gluon flare in singleplayer.
|
||||
- Hand grenades don't stay primed after holster, preventing detonation after weapon switch. [Patch](https://github.com/FWGS/hlsdk-portable/commit/6e1059026faa90c5bfe5e3b3f4f58fde398d4524)
|
||||
- Fixed flashlight battery appearing as depleted on restore.
|
||||
- Fixed a potential overflow when reading sentences.txt. [Patch](https://github.com/FWGS/hlsdk-xash3d/commit/cb51d2aa179f1eb622e08c1c07b053ccd49e40a5)
|
||||
- Fixed beam attachment invalidated on restore (that led to visual bugs). [Patch](https://github.com/FWGS/hlsdk-xash3d/commit/74b5543c83c5cdcb88e9254bacab08bc63c4c896)
|
||||
- Fixed alien controllers facing wrong direction in non-combat state. [Patch](https://github.com/FWGS/hlsdk-portable/commit/e51878c45b618f9b3920b46357545cbb47befeda)
|
||||
- Fixed weapon deploy animations not playing sometimes on fast switching between weapons. [Patch](https://github.com/FWGS/hlsdk-portable/commit/ed676a5413c2d26b2982e5b014e0731f0eda6a0d) [Patch2](https://github.com/FWGS/hlsdk-portable/commit/4053dca7a9cf999391cbd77224144da207e4540b)
|
||||
- Fixed tripmine sometimes having wrong body on pickup [Patch](https://github.com/FWGS/hlsdk-portable/commit/abf08e4520e3b6cd12a40f269f4a256cf8496227)
|
||||
|
||||
mkdir build && cd build
|
||||
cmake ../
|
||||
make
|
||||
Bugfix-related macros that can be enabled during the compilation:
|
||||
|
||||
Crosscompiling using mingw:
|
||||
- **CROWBAR_DELAY_FIX** fixes a bug when crowbar has a longer delay after the first hit.
|
||||
- **CROWBAR_FIX_RAPID_CROWBAR** fixes a "rapid crowbar" bug when hitting corpses of killed monsters.
|
||||
- **GAUSS_OVERCHARGE_FIX** fixes tau-cannon (gauss) charge sound not stopping after the overcharge.
|
||||
- **CROWBAR_IDLE_ANIM** makes crowbar play idle animations.
|
||||
- **TRIPMINE_BEAM_DUPLICATION_FIX** fixes tripmine's beam duplication on level transition.
|
||||
- **HANDGRENADE_DEPLOY_FIX** makes handgrenade play draw animation after finishing a throw.
|
||||
- **WEAPONS_ANIMATION_TIMES_FIX** fixes deploy and idle animation times of some weapons.
|
||||
|
||||
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++"
|
||||
Bugfix-related server cvars:
|
||||
|
||||
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.
|
||||
- **satchelfix**: if set to 1, doors won't get blocked by satchels. Fixes an infamous exploit on `crossfire` map.
|
||||
- **explosionfix**: if set to 1, explosion damage won't propagate through thin bruses.
|
||||
- **selfgauss**: if set to 0, players won't hurt themselves with secondary attack when shooting thick brushes.
|
||||
|
||||
See below, if CMake is not suitable for you:
|
||||
*Note*: the macros and cvars were adjusted in [hlfixed](https://github.com/FWGS/hlsdk-portable/tree/hlfixed) branch. The bugfix macros are kept turned off in master branch to maintain the compatibility with vanilla servers and clients.
|
||||
|
||||
### Windows
|
||||
Other server cvars:
|
||||
|
||||
#### Using msvc
|
||||
- **mp_bhopcap**: if set to 1, enable bunny-hop.
|
||||
- **chargerfix**: if set to 1, wall-mounted health and battery chargers will play reject sounds if player has the full health or armor.
|
||||
- **corpsephysics**: if set to 1, corpses of killed monsters will fly a bit from an impact. It's a cut feature from Half-Life.
|
||||
|
||||
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.
|
||||
</p>
|
||||
</details>
|
||||
|
||||
set MSVCDir=C:\Program Files\Microsoft Visual Studio
|
||||
compile.bat
|
||||
# Obtaining source code
|
||||
|
||||
These scripts also can be ran via wine:
|
||||
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.
|
||||
|
||||
MSVCDir="z:\home\$USER\.wine\drive_c\Program Files\Microsoft Visual Studio" wine cmd /c compile.bat
|
||||
To clone the repository with git type in Git Bash (on Windows) or in terminal (on Unix-like operating systems):
|
||||
|
||||
The libraries built this way are always GoldSource compatible.
|
||||
```
|
||||
git clone --recursive https://github.com/FWGS/hlsdk-portable
|
||||
```
|
||||
|
||||
#### Using mingw
|
||||
# Build Instructions
|
||||
|
||||
TODO
|
||||
## Windows
|
||||
|
||||
### Unix-like
|
||||
### Prerequisites
|
||||
|
||||
To use waf, you need to install python (2.7 minimum)
|
||||
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...*.
|
||||
|
||||
(./waf configure -T release)
|
||||
(./waf)
|
||||
### Opening command prompt
|
||||
|
||||
### Android
|
||||
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`.
|
||||
|
||||
Just typical `ndk-build`.
|
||||
TODO: describe what it is.
|
||||
Inside the prompt navigate to the hlsdk directory, using `cd` command, e.g.
|
||||
```
|
||||
cd C:\Users\username\projects\hlsdk-portable
|
||||
```
|
||||
|
||||
### Building GoldSource-compatible libraries
|
||||
Note: if hlsdk-portable is unpacked on another disk, nagivate there first:
|
||||
```
|
||||
D:
|
||||
cd projects\hlsdk-portable
|
||||
```
|
||||
|
||||
To enable building the goldsource compatible client library add GOLDSOURCE_SUPPORT flag when calling cmake:
|
||||
### Building
|
||||
|
||||
cmake .. -DGOLDSOURCE_SUPPORT=ON
|
||||
Сonfigure the project:
|
||||
```
|
||||
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.
|
||||
|
||||
or when using waf:
|
||||
The next step is to compile the libraries:
|
||||
```
|
||||
cmake --build build --config Release
|
||||
```
|
||||
`hl.dll` and `client.dll` will appear in the `build/dlls/Release` and `build/cl_dll/Release` directories.
|
||||
|
||||
./waf configure -T release --enable-goldsrc-support
|
||||
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 `cmake` with `--target install` parameter:
|
||||
```
|
||||
cmake --build build --config Release --target install
|
||||
```
|
||||
|
||||
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.
|
||||
#### Choosing Visual Studio version
|
||||
|
||||
Note for **Windows**: it's not possible to create GoldSource compatible libraries using mingw, only msvc builds will work.
|
||||
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
|
||||
```
|
||||
|
||||
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.
|
||||
### Editing code in Visual Studio
|
||||
|
||||
#### Method 1: Statically build with c++ library
|
||||
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.
|
||||
|
||||
This one is the most simple but has a drawback.
|
||||
## Windows. Using Microsoft Visual Studio 6
|
||||
|
||||
cmake ../ -DGOLDSOURCE_SUPPORT=ON -DCMAKE_C_FLAGS="-static-libstdc++ -static-libgcc"
|
||||
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:
|
||||
|
||||
The drawback is that the compiled libraries will be larger in size.
|
||||
```
|
||||
set MSVCDir=C:\Program Files\Microsoft Visual Studio
|
||||
cd dlls && compile.bat && cd ../cl_dll && compile.bat
|
||||
```
|
||||
|
||||
#### Method 2: Build in Steam Runtime chroot
|
||||
`hl.dll` and `client.dll` will appear in `dlls/` and `cl_dll/` diretories. The libraries built with msvc6 should be compatible with Windows XP.
|
||||
|
||||
This is the official way to build Steam compatible games for Linux.
|
||||
## Linux. Using Steam Runtime in chroot
|
||||
|
||||
Clone https://github.com/ValveSoftware/steam-runtime and follow instructions https://github.com/ValveSoftware/steam-runtime#building-in-the-runtime
|
||||
### Prerequisites
|
||||
|
||||
sudo ./setup_chroot.sh --i386
|
||||
The official way to build Steam compatible games for Linux is through steam-runtime.
|
||||
|
||||
Then use cmake and make as usual, but prepend the commands with `schroot --chroot steamrt_scout_i386 --`:
|
||||
Install schroot. On Ubuntu or Debian:
|
||||
|
||||
mkdir build-in-steamrt && cd build-in-steamrt
|
||||
schroot --chroot steamrt_scout_i386 -- cmake ../ -DGOLDSOURCE_SUPPORT=ON
|
||||
schroot --chroot steamrt_scout_i386 -- make
|
||||
```
|
||||
sudo apt install schroot
|
||||
```
|
||||
|
||||
#### Method 3: Create your own chroot with older distro that includes g++ 4.
|
||||
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.
|
||||
|
||||
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.
|
||||
```
|
||||
sudo ./setup_chroot.sh --i386 --tarball ./com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz
|
||||
```
|
||||
|
||||
sudo debootstrap --arch=i386 jessie /var/chroot/jessie-debian-i386 # On Ubuntu type trusty instead of jessie
|
||||
sudo chroot /var/chroot/jessie-debian-i386
|
||||
### Building
|
||||
|
||||
Inside chroot install cmake, make, g++ and libsdl2-dev. Then exit the chroot.
|
||||
Now you can use cmake and make prepending the commands with `schroot --chroot steamrt_scout_i386 --`:
|
||||
```
|
||||
schroot --chroot steamrt_scout_i386 -- cmake -B build-in-steamrt -S .
|
||||
schroot --chroot steamrt_scout_i386 -- cmake --build build-in-steamrt
|
||||
```
|
||||
|
||||
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):
|
||||
## Linux. Build without Steam Runtime
|
||||
|
||||
### Prerequisites
|
||||
|
||||
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
|
||||
```
|
||||
|
||||
### Building
|
||||
|
||||
```
|
||||
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:
|
||||
```
|
||||
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.
|
||||
|
||||
## Linux. Build in your own chroot
|
||||
|
||||
### Prerequisites
|
||||
|
||||
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 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
|
||||
apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev
|
||||
exit
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
TODO: describe steps.
|
||||
|
||||
#### Configuring Qt Creator to use toolchain from chroot
|
||||
|
||||
Create a file with the following contents anywhere:
|
||||
|
||||
```sh
|
||||
#!/bin/sh
|
||||
schroot --chroot steamrt_scout_i386 -- cmake "$@"
|
||||
Prepend any make or cmake call with `schroot -c jessie --`:
|
||||
```
|
||||
schroot --chroot jessie -- cmake -B build-in-chroot -S .
|
||||
schroot --chroot jessie -- cmake --build build-in-chroot
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
```
|
||||
cmake -B build -S .
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
### 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
|
||||
```
|
||||
|
@ -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
|
||||
@ -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
|
||||
|
@ -182,7 +182,7 @@ 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)
|
||||
|
@ -137,7 +137,7 @@ void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short event
|
||||
|
||||
// Weapon prediction events are assumed to occur at the player's origin
|
||||
org = g_finalstate->playerstate.origin;
|
||||
ang = v_angles;
|
||||
ang = v_client_aimangles;
|
||||
gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, org, ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
|
||||
}
|
||||
|
||||
|
@ -39,6 +39,7 @@ extern cvar_t *cl_lw;
|
||||
|
||||
extern int g_runfuncs;
|
||||
extern vec3_t v_angles;
|
||||
extern vec3_t v_client_aimangles;
|
||||
extern float g_lastFOV;
|
||||
extern struct local_state_s *g_finalstate;
|
||||
#endif
|
||||
|
@ -7,7 +7,7 @@ set PATH=%MSVCDir%\VC98\Bin;%MSVCDir%\Common\MSDev98\Bin\;%PATH%
|
||||
echo -- Compiler is MSVC6
|
||||
|
||||
set XASH3DSRC=..\..\Xash3D_original
|
||||
set INCLUDES=-I../common -I../engine -I../pm_shared -I../game_shared -I../public -I../external -I../dlls -I../utils/false_vgui/include
|
||||
set INCLUDES=-I../common -I../engine -I../pm_shared -I../game_shared -I../public -I../external -I../dlls -I../utils/fake_vgui/include
|
||||
set SOURCES=../dlls/crossbow.cpp ^
|
||||
../dlls/crowbar.cpp ^
|
||||
../dlls/egon.cpp ^
|
||||
@ -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...
|
||||
|
||||
|
@ -222,7 +222,7 @@ void DLLEXPORT HUD_TxferPredictionData( struct entity_state_s *ps, const struct
|
||||
VectorCopy( ppcd->vuser3, pcd->vuser3 );
|
||||
VectorCopy( ppcd->vuser4, pcd->vuser4 );
|
||||
|
||||
memcpy( wd, pwd, 32 * sizeof(weapon_data_t) );
|
||||
memcpy( wd, pwd, MAX_WEAPONS * sizeof(weapon_data_t) );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -524,7 +524,7 @@ static void EV_FireGlock_Impl( event_args_t *args )
|
||||
if( EV_IsLocal( idx ) )
|
||||
{
|
||||
EV_MuzzleFlash();
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 2 );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 0 );
|
||||
|
||||
V_PunchAxis( 0, -2.0 );
|
||||
}
|
||||
@ -587,7 +587,7 @@ void EV_FireShotGunDouble( event_args_t *args )
|
||||
{
|
||||
// Add muzzle flash to current weapon model
|
||||
EV_MuzzleFlash();
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE2, 2 );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE2, 0 );
|
||||
V_PunchAxis( 0, -10.0 );
|
||||
}
|
||||
|
||||
@ -641,7 +641,7 @@ void EV_FireShotGunSingle( event_args_t *args )
|
||||
{
|
||||
// Add muzzle flash to current weapon model
|
||||
EV_MuzzleFlash();
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE, 2 );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE, 0 );
|
||||
|
||||
V_PunchAxis( 0, -5.0 );
|
||||
}
|
||||
@ -698,7 +698,7 @@ void EV_FireMP5( event_args_t *args )
|
||||
{
|
||||
// Add muzzle flash to current weapon model
|
||||
EV_MuzzleFlash();
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
|
||||
|
||||
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
|
||||
}
|
||||
@ -735,7 +735,7 @@ void EV_FireMP52( event_args_t *args )
|
||||
|
||||
if( EV_IsLocal( idx ) )
|
||||
{
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 2 );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 0 );
|
||||
V_PunchAxis( 0, -10 );
|
||||
}
|
||||
|
||||
@ -852,13 +852,13 @@ void EV_Crowbar( event_args_t *args )
|
||||
switch( (g_iSwing++) % 3 )
|
||||
{
|
||||
case 0:
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 1 );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 0 );
|
||||
break;
|
||||
case 1:
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK2MISS, 1 );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK2MISS, 0 );
|
||||
break;
|
||||
case 2:
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK3MISS, 1 );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK3MISS, 0 );
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -951,8 +951,7 @@ void EV_FireRpg( event_args_t *args )
|
||||
//Only play the weapon anims if I shot it.
|
||||
if( EV_IsLocal( idx ) )
|
||||
{
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 1 );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 0 );
|
||||
V_PunchAxis( 0, -5.0 );
|
||||
}
|
||||
}
|
||||
@ -984,7 +983,7 @@ void EV_SodaDrink( event_args_t *args )
|
||||
if( EV_IsLocal( idx ) )
|
||||
{
|
||||
V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 1 ) );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( SODA_DRINK, 1 );
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( SODA_DRINK, 0 );
|
||||
}
|
||||
|
||||
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
|
||||
@ -1026,6 +1025,7 @@ void EV_TripmineFire( event_args_t *args )
|
||||
pmtrace_t tr;
|
||||
|
||||
idx = args->entindex;
|
||||
const bool last = args->bparam1 != 0;
|
||||
VectorCopy( args->origin, vecSrc );
|
||||
VectorCopy( args->angles, angles );
|
||||
|
||||
@ -1048,7 +1048,7 @@ void EV_TripmineFire( event_args_t *args )
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecSrc + forward * 128.0f, PM_NORMAL, -1, &tr );
|
||||
|
||||
//Hit something solid
|
||||
if( tr.fraction < 1.0f )
|
||||
if( tr.fraction < 1.0f && !last )
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( TRIPMINE_DRAW, 0 );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_PopPMStates();
|
||||
|
@ -41,7 +41,7 @@ extern globalvars_t *gpGlobals;
|
||||
extern int g_iUser1;
|
||||
|
||||
// Pool of client side entities/entvars_t
|
||||
static entvars_t ev[32];
|
||||
static entvars_t ev[MAX_WEAPONS];
|
||||
static int num_ents = 0;
|
||||
|
||||
// The entity we'll use to represent the local client
|
||||
@ -50,7 +50,7 @@ static CBasePlayer player;
|
||||
// Local version of game .dll global variables ( time, etc. )
|
||||
static globalvars_t Globals;
|
||||
|
||||
static CBasePlayerWeapon *g_pWpns[32];
|
||||
static CBasePlayerWeapon *g_pWpns[MAX_WEAPONS];
|
||||
|
||||
float g_flApplyVel = 0.0;
|
||||
int g_irunninggausspred = 0;
|
||||
@ -807,7 +807,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
|
||||
if( !pWeapon )
|
||||
return;
|
||||
|
||||
for( i = 0; i < 32; i++ )
|
||||
for( i = 0; i < MAX_WEAPONS; i++ )
|
||||
{
|
||||
pCurrent = g_pWpns[i];
|
||||
if( !pCurrent )
|
||||
@ -962,17 +962,13 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
|
||||
// over the wire ( fixes some animation glitches )
|
||||
if( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
|
||||
{
|
||||
int body = 2;
|
||||
|
||||
//Pop the model to body 0.
|
||||
if( pWeapon == &g_Tripmine )
|
||||
body = 0;
|
||||
int body = 0;
|
||||
|
||||
// Force a fixed anim down to viewmodel
|
||||
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
|
||||
}
|
||||
|
||||
for( i = 0; i < 32; i++ )
|
||||
for( i = 0; i < MAX_WEAPONS; i++ )
|
||||
{
|
||||
pCurrent = g_pWpns[i];
|
||||
|
||||
|
@ -1,4 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "build.h"
|
||||
|
||||
#if !defined(INPUT_MOUSE_H)
|
||||
#define INPUT_MOUSE_H
|
||||
#include "cl_dll.h"
|
||||
@ -45,7 +48,7 @@ protected:
|
||||
};
|
||||
|
||||
// No need for goldsource input support on the platforms that are not supported by GoldSource.
|
||||
#if GOLDSOURCE_SUPPORT && (_WIN32 || __linux__ || __APPLE__) && (__i386 || _M_IX86)
|
||||
#if GOLDSOURCE_SUPPORT && ( XASH_WIN32 || ( XASH_LINUX && !XASH_ANDROID ) || XASH_APPLE ) && XASH_X86
|
||||
#define SUPPORT_GOLDSOURCE_INPUT 1
|
||||
|
||||
#if _WIN32
|
||||
|
@ -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();
|
||||
|
||||
|
@ -88,6 +88,7 @@ float v_cameraFocusAngle = 35.0f;
|
||||
int v_cameraMode = CAM_MODE_FOCUS;
|
||||
qboolean v_resetCamera = 1;
|
||||
|
||||
vec3_t v_client_aimangles;
|
||||
vec3_t g_ev_punchangle;
|
||||
|
||||
cvar_t *scr_ofsx;
|
||||
@ -732,6 +733,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
|
||||
|
||||
// Store off v_angles before munging for third person
|
||||
v_angles = pparams->viewangles;
|
||||
v_client_aimangles = pparams->cl_viewangles;
|
||||
v_lastAngles = pparams->viewangles;
|
||||
//v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles !
|
||||
if( CL_IsThirdPerson() )
|
||||
|
@ -96,7 +96,7 @@ def build(bld):
|
||||
'../pm_shared',
|
||||
'../game_shared',
|
||||
'../public',
|
||||
'../utils/false_vgui/include'
|
||||
'../utils/fake_vgui/include'
|
||||
]
|
||||
|
||||
defines = ['CLIENT_DLL']
|
||||
|
@ -639,7 +639,7 @@ void CBaseButton::ButtonSpark( void )
|
||||
SetThink( &CBaseButton::ButtonSpark );
|
||||
pev->nextthink = pev->ltime + 0.1f + RANDOM_FLOAT( 0.0f, 1.5f );// spark again at random interval
|
||||
|
||||
DoSpark( pev, pev->mins );
|
||||
DoSpark( pev, pev->absmin );
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -976,7 +976,7 @@ void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
|
||||
continue;
|
||||
|
||||
// Clients aren't necessarily initialized until ClientPutInServer()
|
||||
if( i < clientMax || !pEdictList[i].pvPrivateData )
|
||||
if( (i > 0 && i <= clientMax) || !pEdictList[i].pvPrivateData )
|
||||
continue;
|
||||
|
||||
pClass = CBaseEntity::Instance( &pEdictList[i] );
|
||||
@ -2354,6 +2354,7 @@ void RegisterEncoders( void )
|
||||
|
||||
int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
||||
{
|
||||
memset( info, 0, MAX_WEAPONS * sizeof(weapon_data_t) );
|
||||
#if CLIENT_WEAPONS
|
||||
int i;
|
||||
weapon_data_t *item;
|
||||
@ -2361,8 +2362,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
||||
CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev );
|
||||
CBasePlayerWeapon *gun;
|
||||
|
||||
memset( info, 0, 32 * sizeof(weapon_data_t) );
|
||||
|
||||
if( !pl )
|
||||
return 1;
|
||||
|
||||
@ -2383,7 +2382,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
||||
// Get The ID.
|
||||
gun->GetItemInfo( &II );
|
||||
|
||||
if( II.iId >= 0 && II.iId < 32 )
|
||||
if( II.iId >= 0 && II.iId < MAX_WEAPONS )
|
||||
{
|
||||
item = &info[II.iId];
|
||||
|
||||
@ -2409,8 +2408,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
memset( info, 0, 32 * sizeof(weapon_data_t) );
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
|
@ -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...
|
||||
|
||||
|
@ -669,8 +669,11 @@ void CController::RunTask( Task_t *pTask )
|
||||
case TASK_WAIT:
|
||||
case TASK_WAIT_FACE_ENEMY:
|
||||
case TASK_WAIT_PVS:
|
||||
if (m_hEnemy != 0)
|
||||
{
|
||||
MakeIdealYaw( m_vecEnemyLKP );
|
||||
ChangeYaw( pev->yaw_speed );
|
||||
}
|
||||
|
||||
if( m_fSequenceFinished )
|
||||
{
|
||||
|
@ -371,7 +371,7 @@ void CCrowbar::WeaponIdle( void )
|
||||
if( flRand > 0.5f )
|
||||
{
|
||||
iAnim = CROWBAR_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 25.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -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;
|
||||
|
@ -3244,7 +3244,9 @@ void CBasePlayer::SelectItem( const char *pstr )
|
||||
|
||||
if( m_pActiveItem )
|
||||
{
|
||||
m_pActiveItem->pev->oldbuttons = 1;
|
||||
m_pActiveItem->Deploy();
|
||||
m_pActiveItem->pev->oldbuttons = 0;
|
||||
m_pActiveItem->UpdateItemInfo();
|
||||
}
|
||||
}
|
||||
@ -3270,7 +3272,11 @@ void CBasePlayer::SelectLastItem( void )
|
||||
CBasePlayerItem *pTemp = m_pActiveItem;
|
||||
m_pActiveItem = m_pLastItem;
|
||||
m_pLastItem = pTemp;
|
||||
|
||||
m_pActiveItem->pev->oldbuttons = 1;
|
||||
m_pActiveItem->Deploy();
|
||||
m_pActiveItem->pev->oldbuttons = 0;
|
||||
|
||||
m_pActiveItem->UpdateItemInfo();
|
||||
}
|
||||
|
||||
@ -4812,7 +4818,10 @@ BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon )
|
||||
}
|
||||
|
||||
m_pActiveItem = pWeapon;
|
||||
|
||||
pWeapon->pev->oldbuttons = 1;
|
||||
pWeapon->Deploy();
|
||||
pWeapon->pev->oldbuttons = 0;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
@ -539,8 +539,11 @@ 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 );
|
||||
|
@ -293,14 +293,20 @@ BOOL CSatchel::CanDeploy( void )
|
||||
BOOL CSatchel::Deploy()
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f );
|
||||
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 */ )
|
||||
|
@ -649,6 +649,13 @@ void CScientist::HandleAnimEvent( MonsterEvent_t *pEvent )
|
||||
//=========================================================
|
||||
void CScientist::Spawn( void )
|
||||
{
|
||||
// We need to set it before precache so the right voice will be chosen
|
||||
if( pev->body == -1 )
|
||||
{
|
||||
// -1 chooses a random head
|
||||
pev->body = RANDOM_LONG( 0, NUM_SCIENTIST_HEADS - 1 );// pick a head, any head
|
||||
}
|
||||
|
||||
Precache();
|
||||
|
||||
SET_MODEL( ENT( pev ), "models/scientist.mdl" );
|
||||
@ -669,12 +676,6 @@ void CScientist::Spawn( void )
|
||||
// White hands
|
||||
pev->skin = 0;
|
||||
|
||||
if( pev->body == -1 )
|
||||
{
|
||||
// -1 chooses a random head
|
||||
pev->body = RANDOM_LONG( 0, NUM_SCIENTIST_HEADS - 1 );// pick a head, any head
|
||||
}
|
||||
|
||||
// Luther is black, make his hands black
|
||||
if( pev->body == HEAD_LUTHER )
|
||||
pev->skin = 1;
|
||||
@ -732,7 +733,7 @@ void CScientist::TalkInit()
|
||||
m_szGrp[TLK_MORTAL] = "SC_MORTAL";
|
||||
|
||||
// get voice for head
|
||||
switch( pev->body % 3 )
|
||||
switch( pev->body % NUM_SCIENTIST_HEADS )
|
||||
{
|
||||
default:
|
||||
case HEAD_GLASSES:
|
||||
|
@ -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 */ )
|
||||
|
@ -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( 255, 0, 0 ); // I made this red for the hell of it, make it go cycle rainbow -- GOAHEAD
|
||||
m_pBeam->SetScrollRate( 255 );
|
||||
@ -361,7 +366,12 @@ void CTripmine::Spawn()
|
||||
m_iId = WEAPON_TRIPMINE;
|
||||
SET_MODEL( ENT( pev ), "models/v_tripmine.mdl" );
|
||||
pev->frame = 0;
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
pev->body = 0;
|
||||
#else
|
||||
pev->body = 3;
|
||||
#endif
|
||||
pev->sequence = TRIPMINE_GROUND;
|
||||
// ResetSequenceInfo();
|
||||
pev->framerate = 0;
|
||||
@ -446,7 +456,7 @@ void CTripmine::PrimaryAttack( void )
|
||||
#else
|
||||
flags = 0;
|
||||
#endif
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usTripFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 );
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usTripFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 1, 0 );
|
||||
|
||||
if( tr.flFraction < 1.0f )
|
||||
{
|
||||
@ -485,6 +495,8 @@ void CTripmine::PrimaryAttack( void )
|
||||
|
||||
void CTripmine::WeaponIdle( void )
|
||||
{
|
||||
pev->body = 0;
|
||||
|
||||
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
||||
return;
|
||||
|
||||
|
@ -870,7 +870,7 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer )
|
||||
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body )
|
||||
{
|
||||
if( UseDecrement() )
|
||||
skiplocal = 1;
|
||||
skiplocal = !pev->oldbuttons;
|
||||
else
|
||||
skiplocal = 0;
|
||||
|
||||
|
@ -105,8 +105,6 @@ public:
|
||||
|
||||
#define WEAPON_SUIT 31 // ?????
|
||||
|
||||
#define MAX_WEAPONS 32
|
||||
|
||||
#define MAX_NORMAL_BATTERY 100
|
||||
|
||||
// weapon weight factors (for auto-switching) (-1 = noswitch)
|
||||
|
@ -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
|
||||
|
||||
|
@ -120,6 +120,20 @@ static char grgchTextureType[CTEXTURESMAX];
|
||||
|
||||
int g_onladder = 0;
|
||||
|
||||
static void PM_InitTrace( trace_t *trace, const vec3_t end )
|
||||
{
|
||||
memset( trace, 0, sizeof( *trace ));
|
||||
VectorCopy( end, trace->endpos );
|
||||
trace->allsolid = true;
|
||||
trace->fraction = 1.0f;
|
||||
}
|
||||
|
||||
static void PM_TraceModel( physent_t *pe, float *start, float *end, trace_t *trace )
|
||||
{
|
||||
PM_InitTrace( trace, end );
|
||||
pmove->PM_TraceModel(pe, start, end, trace);
|
||||
}
|
||||
|
||||
void PM_SwapTextures( int i, int j )
|
||||
{
|
||||
char chTemp;
|
||||
@ -2108,7 +2122,7 @@ void PM_LadderMove( physent_t *pLadder )
|
||||
onFloor = false;
|
||||
|
||||
pmove->gravity = 0;
|
||||
pmove->PM_TraceModel( pLadder, pmove->origin, ladderCenter, &trace );
|
||||
PM_TraceModel(pLadder, pmove->origin, ladderCenter, &trace);
|
||||
if( trace.fraction != 1.0f )
|
||||
{
|
||||
float forward = 0, right = 0;
|
||||
|
@ -20,12 +20,12 @@ import os
|
||||
import sys
|
||||
|
||||
ANDROID_NDK_ENVVARS = ['ANDROID_NDK_HOME', 'ANDROID_NDK']
|
||||
ANDROID_NDK_SUPPORTED = [10, 19, 20, 23]
|
||||
ANDROID_NDK_SUPPORTED = [10, 19, 20, 23, 25]
|
||||
ANDROID_NDK_HARDFP_MAX = 11 # latest version that supports hardfp
|
||||
ANDROID_NDK_GCC_MAX = 17 # latest NDK that ships with GCC
|
||||
ANDROID_NDK_UNIFIED_SYSROOT_MIN = 15
|
||||
ANDROID_NDK_SYSROOT_FLAG_MAX = 19 # latest NDK that need --sysroot flag
|
||||
ANDROID_NDK_API_MIN = { 10: 3, 19: 16, 20: 16, 23: 16 } # minimal API level ndk revision supports
|
||||
ANDROID_NDK_API_MIN = { 10: 3, 19: 16, 20: 16, 23: 16, 25: 19 } # minimal API level ndk revision supports
|
||||
|
||||
ANDROID_STPCPY_API_MIN = 21 # stpcpy() introduced in SDK 21
|
||||
ANDROID_64BIT_API_MIN = 21 # minimal API level that supports 64-bit targets
|
||||
|
4
wscript
4
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')
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user