diff --git a/.github/workflows/.github.yml b/.github/workflows/build.yml similarity index 75% rename from .github/workflows/.github.yml rename to .github/workflows/build.yml index 2795f59e..29c3bdaa 100644 --- a/.github/workflows/.github.yml +++ b/.github/workflows/build.yml @@ -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 diff --git a/.github/workflows/manual.yml b/.github/workflows/manual.yml new file mode 100644 index 00000000..19cf0201 --- /dev/null +++ b/.github/workflows/manual.yml @@ -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 }} + diff --git a/CMakeLists.txt b/CMakeLists.txt index f9b777ec..b86fb2fb 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 \ @@ -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) diff --git a/README.md b/README.md index 32d4fc05..c07deea0 100644 --- a/README.md +++ b/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 +
Changelog +

-### 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. +

+
- 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...*. + +### 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`. + +Inside the prompt navigate to the hlsdk directory, using `cd` command, e.g. +``` +cd C:\Users\username\projects\hlsdk-portable +``` + +Note: if hlsdk-portable is unpacked on another disk, nagivate there first: +``` +D: +cd projects\hlsdk-portable +``` + +### Building + +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. + +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) - (./waf) +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 +``` -### Android +#### Choosing Visual Studio version -Just typical `ndk-build`. -TODO: describe what it is. +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 +``` -### Building GoldSource-compatible libraries +### Editing code in Visual Studio -To enable building the goldsource compatible client library add GOLDSOURCE_SUPPORT flag when calling cmake: +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. - cmake .. -DGOLDSOURCE_SUPPORT=ON +## Windows. Using Microsoft Visual Studio 6 -or when using waf: +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: - ./waf configure -T release --enable-goldsrc-support +``` +set MSVCDir=C:\Program Files\Microsoft Visual Studio +cd dlls && compile.bat && cd ../cl_dll && compile.bat +``` + +`hl.dll` and `client.dll` will appear in `dlls/` and `cl_dll/` diretories. The libraries built with msvc6 should be compatible with Windows XP. + +## Linux. Using Steam Runtime in chroot + +### Prerequisites -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. +The official way to build Steam compatible games for Linux is through steam-runtime. -Note for **Windows**: it's not possible to create GoldSource compatible libraries using mingw, only msvc builds will work. +Install schroot. On Ubuntu or Debian: -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. +``` +sudo apt install schroot +``` -#### Method 1: Statically build with c++ library +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. + +``` +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 --`: +``` +schroot --chroot steamrt_scout_i386 -- cmake -B build-in-steamrt -S . +schroot --chroot steamrt_scout_i386 -- cmake --build build-in-steamrt +``` -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 +``` +cmake -B build -S . +cmake --build build +``` -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`. + +### Building + +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 +``` + +## Android + +TODO - mkdir build-in-chroot && cd build-in-chroot - schroot --chroot jessie -- cmake ../ -DGOLDSOURCE_SUPPORT=ON - schroot --chroot jessie -- make +## Other platforms -#### Method 4: Install the needed g++ version yourself +Building on other Unix-like platforms (e.g. FreeBSD) is supported. -TODO: describe steps. +### Prerequisites -#### Configuring Qt Creator to use toolchain from chroot +Install C and C++ compilers (like gcc or clang), cmake and make (or gmake) -Create a file with the following contents anywhere: +### Building -```sh -#!/bin/sh -schroot --chroot steamrt_scout_i386 -- cmake "$@" ``` +cmake -B build -S . +cmake --build build +``` + +### Building with waf -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. +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 +``` diff --git a/appveyor.yml b/appveyor.yml index 6616ee57..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 @@ -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 diff --git a/cl_dll/CMakeLists.txt b/cl_dll/CMakeLists.txt index 9e822718..416c0652 100644 --- a/cl_dll/CMakeLists.txt +++ b/cl_dll/CMakeLists.txt @@ -160,7 +160,7 @@ 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/cl_dll/com_weapons.cpp b/cl_dll/com_weapons.cpp index 4b9ae338..854f8689 100644 --- a/cl_dll/com_weapons.cpp +++ b/cl_dll/com_weapons.cpp @@ -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 ); } diff --git a/cl_dll/com_weapons.h b/cl_dll/com_weapons.h index 89fb3cfe..349a848d 100644 --- a/cl_dll/com_weapons.h +++ b/cl_dll/com_weapons.h @@ -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 diff --git a/cl_dll/compile.bat b/cl_dll/compile.bat index 18b45459..cc4ed5ac 100644 --- a/cl_dll/compile.bat +++ b/cl_dll/compile.bat @@ -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... diff --git a/cl_dll/entity.cpp b/cl_dll/entity.cpp index ba524f6a..36705466 100644 --- a/cl_dll/entity.cpp +++ b/cl_dll/entity.cpp @@ -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) ); } /* diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index 27420456..32d85b71 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -488,7 +488,7 @@ 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 ); } @@ -551,7 +551,7 @@ 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 ); } @@ -605,7 +605,7 @@ 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 ); } @@ -662,7 +662,7 @@ 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 ) ); } @@ -699,7 +699,7 @@ 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 ); } @@ -864,7 +864,7 @@ void EV_FireGauss( event_args_t *args ) if( EV_IsLocal( idx ) ) { V_PunchAxis( 0.0f, -2.0f ); - gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 0 ); if( m_fPrimaryFire == false ) g_flApplyVel = flDamage; @@ -1131,13 +1131,13 @@ 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; } } @@ -1205,9 +1205,9 @@ void EV_FireCrossbow2( event_args_t *args ) if( EV_IsLocal( idx ) ) { if( args->iparam1 ) - gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 ); else - gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 ); } // Store off the old count @@ -1434,7 +1434,7 @@ void EV_EgonFire( event_args_t *args ) //Only play the weapon anims if I shot it. if( EV_IsLocal( idx ) ) - gEngfuncs.pEventAPI->EV_WeaponAnimation( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 0 ); if( iStartup == 1 && EV_IsLocal( idx ) && !( pBeam || pBeam2 || pFlare ) && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction. { @@ -1576,7 +1576,7 @@ void EV_HornetGunFire( event_args_t *args ) if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 2 ) ); - gEngfuncs.pEventAPI->EV_WeaponAnimation( HGUN_SHOOT, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( HGUN_SHOOT, 0 ); } switch( gEngfuncs.pfnRandomLong( 0, 2 ) ) @@ -1621,6 +1621,7 @@ 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 ); @@ -1643,7 +1644,7 @@ 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(); diff --git a/cl_dll/hl/hl_weapons.cpp b/cl_dll/hl/hl_weapons.cpp index b982fa7f..4f119f02 100644 --- a/cl_dll/hl/hl_weapons.cpp +++ b/cl_dll/hl/hl_weapons.cpp @@ -36,7 +36,7 @@ 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 @@ -45,7 +45,7 @@ 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; @@ -752,7 +752,7 @@ 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 ) @@ -907,11 +907,7 @@ 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; //Show laser sight/scope combo if( pWeapon == &g_Python && bIsMultiplayer() ) @@ -921,7 +917,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm HUD_SendWeaponAnim( to->client.weaponanim, body, 1 ); } - for( i = 0; i < 32; i++ ) + for( i = 0; i < MAX_WEAPONS; i++ ) { pCurrent = g_pWpns[i]; diff --git a/cl_dll/input_mouse.h b/cl_dll/input_mouse.h index 0ecd8147..814e239f 100644 --- a/cl_dll/input_mouse.h +++ b/cl_dll/input_mouse.h @@ -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 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(); diff --git a/cl_dll/view.cpp b/cl_dll/view.cpp index fdbee778..6c9a1582 100644 --- a/cl_dll/view.cpp +++ b/cl_dll/view.cpp @@ -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; @@ -724,6 +725,7 @@ 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() ) diff --git a/cl_dll/wscript b/cl_dll/wscript index 07dabf08..b516fe5f 100644 --- a/cl_dll/wscript +++ b/cl_dll/wscript @@ -96,7 +96,7 @@ def build(bld): '../pm_shared', '../game_shared', '../public', - '../utils/false_vgui/include' + '../utils/fake_vgui/include' ] defines = ['CLIENT_DLL'] diff --git a/dlls/buttons.cpp b/dlls/buttons.cpp index 7ca7c2fd..9c7d5d39 100644 --- a/dlls/buttons.cpp +++ b/dlls/buttons.cpp @@ -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 ); } // diff --git a/dlls/client.cpp b/dlls/client.cpp index 07b5b56e..f41d8059 100644 --- a/dlls/client.cpp +++ b/dlls/client.cpp @@ -741,7 +741,7 @@ 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] ); @@ -1634,6 +1634,7 @@ 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; @@ -1641,8 +1642,6 @@ 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; @@ -1663,7 +1662,7 @@ 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]; @@ -1689,8 +1688,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) } } } -#else - memset( info, 0, 32 * sizeof(weapon_data_t) ); #endif return 1; } 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/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 ) { diff --git a/dlls/crowbar.cpp b/dlls/crowbar.cpp index f1b2393b..5342e7c2 100644 --- a/dlls/crowbar.cpp +++ b/dlls/crowbar.cpp @@ -366,7 +366,7 @@ 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 { diff --git a/dlls/handgrenade.cpp b/dlls/handgrenade.cpp index 82bf4b76..7a0c1a40 100644 --- a/dlls/handgrenade.cpp +++ b/dlls/handgrenade.cpp @@ -163,7 +163,9 @@ 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; diff --git a/dlls/player.cpp b/dlls/player.cpp index 1ca8982e..165b5994 100644 --- a/dlls/player.cpp +++ b/dlls/player.cpp @@ -3111,7 +3111,9 @@ 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(); } } @@ -3137,7 +3139,11 @@ 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(); } @@ -4608,7 +4614,10 @@ BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon ) } m_pActiveItem = pWeapon; + + pWeapon->pev->oldbuttons = 1; pWeapon->Deploy(); + pWeapon->pev->oldbuttons = 0; return TRUE; } diff --git a/dlls/satchel.cpp b/dlls/satchel.cpp index 528a3ba8..38ebec08 100644 --- a/dlls/satchel.cpp +++ b/dlls/satchel.cpp @@ -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 */ ) diff --git a/dlls/scientist.cpp b/dlls/scientist.cpp index 902f0141..b68e11cd 100644 --- a/dlls/scientist.cpp +++ b/dlls/scientist.cpp @@ -581,6 +581,13 @@ 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" ); @@ -601,12 +608,6 @@ 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; @@ -664,7 +665,7 @@ 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: 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 */ ) diff --git a/dlls/tripmine.cpp b/dlls/tripmine.cpp index 9da8b90e..859e3548 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 ); @@ -359,7 +364,12 @@ 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; @@ -444,7 +454,7 @@ 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 ) { @@ -483,6 +493,8 @@ void CTripmine::PrimaryAttack( void ) void CTripmine::WeaponIdle( void ) { + pev->body = 0; + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index 07afa0b9..423aff45 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -821,7 +821,7 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) { if( UseDecrement() ) - skiplocal = 1; + skiplocal = !pev->oldbuttons; else skiplocal = 0; diff --git a/dlls/weapons.h b/dlls/weapons.h index 9f7bf6ae..9f4d5412 100644 --- a/dlls/weapons.h +++ b/dlls/weapons.h @@ -83,8 +83,6 @@ public: #define WEAPON_SUIT 31 // ????? -#define MAX_WEAPONS 32 - #define MAX_NORMAL_BATTERY 100 // weapon weight factors (for auto-switching) (-1 = noswitch) 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 diff --git a/pm_shared/pm_shared.c b/pm_shared/pm_shared.c index e16072de..d5ad05d5 100644 --- a/pm_shared/pm_shared.c +++ b/pm_shared/pm_shared.c @@ -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; diff --git a/scripts/waifulib/xcompile.py b/scripts/waifulib/xcompile.py index 0abf53f1..b9ce398f 100644 --- a/scripts/waifulib/xcompile.py +++ b/scripts/waifulib/xcompile.py @@ -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 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 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')