diff --git a/README.md b/README.md index 310194e7..c07deea0 100644 --- a/README.md +++ b/README.md @@ -2,6 +2,52 @@ Half-Life SDK for GoldSource & Xash3D with some bugfixes. +
Changelog +

+ +- 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) + +Bugfix-related macros that can be enabled during the compilation: + +- **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. + +Bugfix-related server cvars: + +- **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. + +*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. + +Other server cvars: + +- **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. + +

+
+ # Obtaining source code 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. diff --git a/dlls/player.cpp b/dlls/player.cpp index f113fdff..6091017c 100644 --- a/dlls/player.cpp +++ b/dlls/player.cpp @@ -3095,15 +3095,9 @@ void CBasePlayer::SelectItem( const char *pstr ) if( m_pActiveItem ) { - CBasePlayerWeapon* weapon = (CBasePlayerWeapon*)(m_pActiveItem->GetWeaponPtr()); - if (weapon) - weapon->m_ForceSendAnimations = true; - + m_pActiveItem->pev->oldbuttons = 1; m_pActiveItem->Deploy(); - - if (weapon) - weapon->m_ForceSendAnimations = false; - + m_pActiveItem->pev->oldbuttons = 0; m_pActiveItem->UpdateItemInfo(); } } @@ -3130,14 +3124,9 @@ void CBasePlayer::SelectLastItem( void ) m_pActiveItem = m_pLastItem; m_pLastItem = pTemp; - CBasePlayerWeapon* weapon = (CBasePlayerWeapon*)(m_pActiveItem->GetWeaponPtr()); - if (weapon) - weapon->m_ForceSendAnimations = true; - + m_pActiveItem->pev->oldbuttons = 1; m_pActiveItem->Deploy(); - - if (weapon) - weapon->m_ForceSendAnimations = false; + m_pActiveItem->pev->oldbuttons = 0; m_pActiveItem->UpdateItemInfo(); } @@ -4632,14 +4621,9 @@ BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon ) m_pActiveItem = pWeapon; - CBasePlayerWeapon* weapon = (CBasePlayerWeapon*)(pWeapon->GetWeaponPtr()); - if (weapon) - weapon->m_ForceSendAnimations = true; - + pWeapon->pev->oldbuttons = 1; pWeapon->Deploy(); - - if (weapon) - weapon->m_ForceSendAnimations = false; + pWeapon->pev->oldbuttons = 0; return TRUE; } diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index 64941e8f..b91c723c 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -831,7 +831,7 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) { if( UseDecrement() ) - skiplocal = !m_ForceSendAnimations; + skiplocal = !pev->oldbuttons; else skiplocal = 0; diff --git a/dlls/weapons.h b/dlls/weapons.h index 0d957ad5..46c852ea 100644 --- a/dlls/weapons.h +++ b/dlls/weapons.h @@ -359,9 +359,6 @@ public: // hle time creep vars float m_flPrevPrimaryAttack; float m_flLastFireTime; - - //Hack so deploy animations work when weapon prediction is enabled. - bool m_ForceSendAnimations; }; class CBasePlayerAmmo : public CBaseEntity