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Merge branch 'master' into bshift
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commit
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22
README.md
22
README.md
@ -12,7 +12,7 @@ Half-Life SDK for GoldSource & Xash3D with some bugfixes.
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- Scientists now react to smells. [Patch](https://github.com/FWGS/hlsdk-portable/commit/2de4e7ab003d5b1674d12525f5aefb1e57a49fa3)
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- Scientists now react to smells. [Patch](https://github.com/FWGS/hlsdk-portable/commit/2de4e7ab003d5b1674d12525f5aefb1e57a49fa3)
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- Tau-cannon (gauss) plays idle animations.
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- Tau-cannon (gauss) plays idle animations.
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- 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)
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- 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)
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- Brought back gluon flare in singleplayer.
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- Brought back gluon flare in singleplayer. [Patch](https://github.com/FWGS/hlsdk-portable/commit/9d7ab6acf46a8b71ef119d9c252767865522d21d)
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- Hand grenades don't stay primed after holster, preventing detonation after weapon switch. [Patch](https://github.com/FWGS/hlsdk-portable/commit/6e1059026faa90c5bfe5e3b3f4f58fde398d4524)
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- Hand grenades don't stay primed after holster, preventing detonation after weapon switch. [Patch](https://github.com/FWGS/hlsdk-portable/commit/6e1059026faa90c5bfe5e3b3f4f58fde398d4524)
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- Fixed flashlight battery appearing as depleted on restore.
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- Fixed flashlight battery appearing as depleted on restore.
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- Fixed a potential overflow when reading sentences.txt. [Patch](https://github.com/FWGS/hlsdk-xash3d/commit/cb51d2aa179f1eb622e08c1c07b053ccd49e40a5)
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- Fixed a potential overflow when reading sentences.txt. [Patch](https://github.com/FWGS/hlsdk-xash3d/commit/cb51d2aa179f1eb622e08c1c07b053ccd49e40a5)
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@ -37,7 +37,7 @@ Bugfix-related server cvars:
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- **explosionfix**: if set to 1, explosion damage won't propagate through thin bruses.
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- **explosionfix**: if set to 1, explosion damage won't propagate through thin bruses.
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- **selfgauss**: if set to 0, players won't hurt themselves with secondary attack when shooting thick brushes.
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- **selfgauss**: if set to 0, players won't hurt themselves with secondary attack when shooting thick brushes.
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*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.
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*Note*: the macros and cvars were adjusted in [hlfixed](https://github.com/FWGS/hlsdk-portable/tree/hlfixed) branch (for further information read [this](https://github.com/FWGS/hlsdk-portable/wiki/HL-Fixed)). The bugfix macros are kept turned off in `master` branch to maintain the compatibility with vanilla servers and clients.
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Other server cvars:
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Other server cvars:
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@ -48,6 +48,22 @@ Other server cvars:
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</p>
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</p>
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</details>
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</details>
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<details><summary>Support for mods</summary>
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<p>
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This repository contains (re-)implementations of some mods as separate branches derived from `master`. The list of supported mods can be found [here](https://github.com/FWGS/hlsdk-portable/wiki/Mods). Note that some branches are unstable and incomplete.
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To get the mod branch locally run the following git command:
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```
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git fetch origin asheep:asheep
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```
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This is considering that you have set **FWGS/hlsdk-portable** as an `origin` remote and want to fetch `asheep` branch.
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</p>
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</details>
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# Obtaining source code
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# Obtaining source code
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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.
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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.
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@ -87,7 +103,7 @@ cd projects\hlsdk-portable
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```
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```
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cmake -A Win32 -B build
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cmake -A Win32 -B build
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```
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```
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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.
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Note that you must repeat the configuration step if you modify `CMakeLists.txt` files or want to reconfigure the project with different parameters.
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The next step is to compile the libraries:
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The next step is to compile the libraries:
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```
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```
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@ -29,7 +29,7 @@ Sets the location of the input for chat text
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==========================
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==========================
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*/
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*/
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void DLLEXPORT HUD_ChatInputPosition( int *x, int *y )
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extern "C" void DLLEXPORT HUD_ChatInputPosition( int *x, int *y )
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{
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{
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// RecClChatInputPosition( x, y );
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// RecClChatInputPosition( x, y );
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@ -626,12 +626,14 @@ void CFuncTank::AdjustAnglesForBarrel( Vector &angles, float distance )
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if( m_barrelPos.y )
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if( m_barrelPos.y )
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{
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{
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r2 = m_barrelPos.y * m_barrelPos.y;
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r2 = m_barrelPos.y * m_barrelPos.y;
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angles.y += ( 180.0f / M_PI_F ) * atan2( m_barrelPos.y, sqrt( d2 - r2 ) );
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if( d2 > r2 )
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angles.y += ( 180.0f / M_PI_F ) * atan2( m_barrelPos.y, sqrt( d2 - r2 ) );
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}
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}
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if( m_barrelPos.z )
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if( m_barrelPos.z )
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{
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{
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r2 = m_barrelPos.z * m_barrelPos.z;
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r2 = m_barrelPos.z * m_barrelPos.z;
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angles.x += ( 180.0f / M_PI_F ) * atan2( -m_barrelPos.z, sqrt( d2 - r2 ) );
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if( d2 > r2 )
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angles.x += ( 180.0f / M_PI_F ) * atan2( -m_barrelPos.z, sqrt( d2 - r2 ) );
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}
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}
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}
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}
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}
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}
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