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Merge branch 'master' into residual_point

residual_point
Andrey Akhmichin 2 years ago
parent
commit
e435912d3f
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  1. 28
      .github/workflows/build.yml
  2. 113
      .github/workflows/manual.yml
  3. 25
      CMakeLists.txt
  4. 273
      README.md
  5. 4
      appveyor.yml
  6. 2
      cl_dll/CMakeLists.txt
  7. 2
      cl_dll/com_weapons.cpp
  8. 1
      cl_dll/com_weapons.h
  9. 7
      cl_dll/compile.bat
  10. 2
      cl_dll/entity.cpp
  11. 35
      cl_dll/ev_hldm.cpp
  12. 14
      cl_dll/hl/hl_weapons.cpp
  13. 5
      cl_dll/input_mouse.h
  14. 2
      cl_dll/message.cpp
  15. 2
      cl_dll/view.cpp
  16. 2
      cl_dll/wscript
  17. 2
      dlls/buttons.cpp
  18. 9
      dlls/client.cpp
  19. 5
      dlls/compile.bat
  20. 3
      dlls/controller.cpp
  21. 2
      dlls/crowbar.cpp
  22. 2
      dlls/handgrenade.cpp
  23. 9
      dlls/player.cpp
  24. 5
      dlls/rpg.cpp
  25. 14
      dlls/satchel.cpp
  26. 30
      dlls/scientist.cpp
  27. 9
      dlls/squeakgrenade.cpp
  28. 14
      dlls/tripmine.cpp
  29. 2
      dlls/weapons.cpp
  30. 2
      dlls/weapons.h
  31. 3
      engine/eiface.h
  32. 16
      pm_shared/pm_shared.c
  33. 4
      scripts/waifulib/xcompile.py
  34. 0
      utils/fake_vgui/include/VGUI.h
  35. 0
      utils/fake_vgui/include/VGUI_App.h
  36. 0
      utils/fake_vgui/include/VGUI_Color.h
  37. 0
      utils/fake_vgui/include/VGUI_Cursor.h
  38. 0
      utils/fake_vgui/include/VGUI_Dar.h
  39. 0
      utils/fake_vgui/include/VGUI_KeyCode.h
  40. 0
      utils/fake_vgui/include/VGUI_MouseCode.h
  41. 0
      utils/fake_vgui/include/VGUI_Panel.h
  42. 0
      utils/fake_vgui/include/VGUI_Scheme.h
  43. 4
      wscript

28
.github/workflows/.github.yml → .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 ./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 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') if: startsWith(matrix.os, 'ubuntu')
run: | run: |
schroot --chroot steamrt_scout_i386 -- cmake -B build-fwgs -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" schroot --chroot steamrt_scout_i386 -- cmake -B build -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DCMAKE_INSTALL_PREFIX="$PWD/dist"
schroot --chroot steamrt_scout_i386 -- cmake --build build-fwgs --target all
- name: Build with goldsource input
if: startsWith(matrix.os, 'ubuntu')
run: |
schroot --chroot steamrt_scout_i386 -- cmake -B build -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DGOLDSOURCE_SUPPORT=ON -DCMAKE_INSTALL_PREFIX="$PWD/dist"
schroot --chroot steamrt_scout_i386 -- cmake --build build --target all schroot --chroot steamrt_scout_i386 -- cmake --build build --target all
schroot --chroot steamrt_scout_i386 -- cmake --build build --target install 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') if: startsWith(matrix.os, 'ubuntu') && startsWith(matrix.cc, 'gcc')
run: | 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 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 all
schroot --chroot steamrt_scout_i386 -- cmake --build build-vgui --target install 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 - name: Add msbuild to PATH
if: startsWith(matrix.os, 'windows') if: startsWith(matrix.os, 'windows')
uses: microsoft/setup-msbuild@v1.0.2 uses: microsoft/setup-msbuild@v1.0.2
- name: Build with msvc - name: Build on Windows
if: startsWith(matrix.os, 'windows') if: startsWith(matrix.os, 'windows')
run: | 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 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') if: startsWith(matrix.os, 'windows')
run: | 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 msbuild -verbosity:normal /property:Configuration=Release build/INSTALL.vcxproj
- name: Extract branch name - name: Extract branch name

113
.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 }}

25
CMakeLists.txt

@ -33,7 +33,7 @@ include(CheckIncludeFile)
include(CheckCSourceCompiles) include(CheckCSourceCompiles)
include(VSForceXPToolchain) # Force XP toolchain for Visual Studio include(VSForceXPToolchain) # Force XP toolchain for Visual Studio
project (HLSDK-XASH3D) project (HLSDK-PORTABLE)
#-------------- #--------------
# USER DEFINES \ # 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(USE_VOICEMGR "Enable VOICE MANAGER." OFF)
option(BUILD_CLIENT "Build client dll" ON) option(BUILD_CLIENT "Build client dll" ON)
option(BUILD_SERVER "Build server 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 if (CMAKE_SIZEOF_VOID_P EQUAL 4 OR
((WIN32 OR ${CMAKE_SYSTEM_NAME} STREQUAL "Linux") ((WIN32 OR ${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
@ -53,16 +52,21 @@ if (CMAKE_SIZEOF_VOID_P EQUAL 4 OR
OR CMAKE_SYSTEM_PROCESSOR STREQUAL "x86_64" OR CMAKE_SYSTEM_PROCESSOR STREQUAL "x86_64"
OR CMAKE_SYSTEM_PROCESSOR STREQUAL "amd64"))) OR CMAKE_SYSTEM_PROCESSOR STREQUAL "amd64")))
option(64BIT "Disable auto -m32 appending to compiler flags" OFF) option(64BIT "Disable auto -m32 appending to compiler flags" OFF)
option(GOLDSOURCE_SUPPORT "Build goldsource compatible client library" ON)
else() else()
option(64BIT "Disable auto -m32 appending to compiler flags" ON) option(64BIT "Disable auto -m32 appending to compiler flags" ON)
option(GOLDSOURCE_SUPPORT "Build goldsource compatible client library" OFF)
endif() endif()
option(BARNACLE_FIX_VISIBILITY "Enable barnacle tongue length fix" ON) option(BARNACLE_FIX_VISIBILITY "Enable barnacle tongue length fix" OFF)
option(CLIENT_WEAPONS "Enable client local weapons prediction" ON) option(CLIENT_WEAPONS "Enable client local weapons prediction" ON)
option(CROWBAR_IDLE_ANIM "Enable crowbar idle animation" ON) option(CROWBAR_IDLE_ANIM "Enable crowbar idle animation" ON)
option(CROWBAR_DELAY_FIX "Enable crowbar attack delay fix" ON) option(CROWBAR_DELAY_FIX "Enable crowbar attack delay fix" ON)
option(CROWBAR_FIX_RAPID_CROWBAR "Enable rapid crowbar fix" ON) option(CROWBAR_FIX_RAPID_CROWBAR "Enable rapid crowbar fix" ON)
option(GAUSS_OVERCHARGE_FIX "Enable gauss overcharge fix" ON) option(GAUSS_OVERCHARGE_FIX "Enable gauss overcharge fix" ON)
option(TRIPMINE_BEAM_DUPLICATION_FIX "Enable fix of tripmine beam duplication on level transition" ON)
option(HANDGRENADE_DEPLOY_FIX "Enable handgrenade deploy animation fix after finishing a throw" ON)
option(WEAPONS_ANIMATION_TIMES_FIX "Enable animation times fix for some weapons" ON)
option(OEM_BUILD "Enable OEM Build" OFF) option(OEM_BUILD "Enable OEM Build" OFF)
option(HLDEMO_BUILD "Enable Demo Build" OFF) option(HLDEMO_BUILD "Enable Demo Build" OFF)
option(RLIFE "Compile as Residual Life" ON) option(RLIFE "Compile as Residual Life" ON)
@ -145,6 +149,21 @@ if(GAUSS_OVERCHARGE_FIX)
add_definitions(-DGAUSS_OVERCHARGE_FIX) add_definitions(-DGAUSS_OVERCHARGE_FIX)
endif() 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) if(OEM_BUILD)
message(STATUS "OEM build enabled") message(STATUS "OEM build enabled")
add_definitions(-DOEM_BUILD) add_definitions(-DOEM_BUILD)

273
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 Bugfix-related macros that can be enabled during the compilation:
cmake ../
make
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 Bugfix-related server cvars:
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++"
You may enable or disable some build options by -Dkey=value. All available build options are defined in CMakeLists.txt at root directory. - **satchelfix**: if set to 1, doors won't get blocked by satchels. Fixes an infamous exploit on `crossfire` map.
See below if you want to build the GoldSource compatible libraries. - **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. </p>
Before running any of those files you must define `MSVCDir` variable which is the path to your msvc installation. </details>
set MSVCDir=C:\Program Files\Microsoft Visual Studio # Obtaining source code
compile.bat
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) 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:
(./waf) ```
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`. You can explicitly choose a Visual Studio version on the configuration step by specifying cmake generator:
TODO: describe what it is. ```
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 ## Linux. Build in your own chroot
schroot --chroot steamrt_scout_i386 -- cmake ../ -DGOLDSOURCE_SUPPORT=ON
schroot --chroot steamrt_scout_i386 -- make
#### 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] [jessie]
type=directory type=directory
description=Debian jessie i386 description=Debian jessie i386
directory=/var/chroot/debian-jessie-i386/ directory=/var/chroots/jessie-i386/
users=yourusername users=yourusername
groups=yourusername groups=adm
root-groups=root root-groups=root
preserve-environment=true preserve-environment=true
personality=linux32 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 ## Other platforms
schroot --chroot jessie -- cmake ../ -DGOLDSOURCE_SUPPORT=ON
schroot --chroot jessie -- make
#### 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. To use waf, you need to install python (2.7 minimum)
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. (./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
```

4
appveyor.yml

@ -8,7 +8,7 @@ environment:
# - os: Visual Studio 2017 # - os: Visual Studio 2017
# GENERATOR_NAME: "Visual Studio 15 2017" # GENERATOR_NAME: "Visual Studio 15 2017"
clone_folder: c:\projects\xash\hlsdk-xash3d clone_folder: c:\projects\xash\hlsdk-portable
build: build:
project: build/INSTALL.vcxproj project: build/INSTALL.vcxproj
@ -20,7 +20,7 @@ configuration:
before_build: before_build:
- git submodule update --init --recursive - 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: artifacts:
- path: dist - path: dist

2
cl_dll/CMakeLists.txt

@ -159,7 +159,7 @@ if (USE_VGUI)
link_directories(${CMAKE_SOURCE_DIR}/vgui_support/vgui-dev/lib) link_directories(${CMAKE_SOURCE_DIR}/vgui_support/vgui-dev/lib)
include_directories(../vgui_support/vgui-dev/include) include_directories(../vgui_support/vgui-dev/include)
else() else()
include_directories(../utils/false_vgui/include) include_directories(../utils/fake_vgui/include)
endif() endif()
if(USE_VOICEMGR) if(USE_VOICEMGR)

2
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 // Weapon prediction events are assumed to occur at the player's origin
org = g_finalstate->playerstate.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 ); gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, org, ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
} }

1
cl_dll/com_weapons.h

@ -39,6 +39,7 @@ extern cvar_t *cl_lw;
extern int g_runfuncs; extern int g_runfuncs;
extern vec3_t v_angles; extern vec3_t v_angles;
extern vec3_t v_client_aimangles;
extern float g_lastFOV; extern float g_lastFOV;
extern struct local_state_s *g_finalstate; extern struct local_state_s *g_finalstate;
#endif #endif

7
cl_dll/compile.bat

@ -7,7 +7,7 @@ set PATH=%MSVCDir%\VC98\Bin;%MSVCDir%\Common\MSDev98\Bin\;%PATH%
echo -- Compiler is MSVC6 echo -- Compiler is MSVC6
set XASH3DSRC=..\..\Xash3D_original 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 ^ set SOURCES=../dlls/crossbow.cpp ^
../dlls/crowbar.cpp ^ ../dlls/crowbar.cpp ^
../dlls/egon.cpp ^ ../dlls/egon.cpp ^
@ -71,12 +71,11 @@ set SOURCES=../dlls/crossbow.cpp ^
view.cpp ^ view.cpp ^
scoreboard.cpp ^ scoreboard.cpp ^
MOTD.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 LIBS=user32.lib Winmm.lib
set OUTNAME=client.dll 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... echo -- Compile done. Cleaning...

2
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->vuser3, pcd->vuser3 );
VectorCopy( ppcd->vuser4, pcd->vuser4 ); VectorCopy( ppcd->vuser4, pcd->vuser4 );
memcpy( wd, pwd, 32 * sizeof(weapon_data_t) ); memcpy( wd, pwd, MAX_WEAPONS * sizeof(weapon_data_t) );
} }
/* /*

35
cl_dll/ev_hldm.cpp

@ -486,7 +486,7 @@ static void EV_FireGlock_Impl( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
EV_MuzzleFlash(); 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 ); V_PunchAxis( 0, -2.0 );
} }
@ -549,7 +549,7 @@ void EV_FireShotGunDouble( event_args_t *args )
{ {
// Add muzzle flash to current weapon model // Add muzzle flash to current weapon model
EV_MuzzleFlash(); EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE2, 2 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE2, 0 );
V_PunchAxis( 0, -10.0 ); V_PunchAxis( 0, -10.0 );
} }
@ -603,7 +603,7 @@ void EV_FireShotGunSingle( event_args_t *args )
{ {
// Add muzzle flash to current weapon model // Add muzzle flash to current weapon model
EV_MuzzleFlash(); EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE, 2 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE, 0 );
V_PunchAxis( 0, -5.0 ); V_PunchAxis( 0, -5.0 );
} }
@ -660,7 +660,7 @@ void EV_FireMP5( event_args_t *args )
{ {
// Add muzzle flash to current weapon model // Add muzzle flash to current weapon model
EV_MuzzleFlash(); 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 ) ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
} }
@ -697,7 +697,7 @@ void EV_FireMP52( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 2 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 0 );
V_PunchAxis( 0, -10 ); V_PunchAxis( 0, -10 );
} }
@ -862,7 +862,7 @@ void EV_FireGauss( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
V_PunchAxis( 0.0f, -2.0f ); V_PunchAxis( 0.0f, -2.0f );
gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 0 );
if( m_fPrimaryFire == false ) if( m_fPrimaryFire == false )
g_flApplyVel = flDamage; g_flApplyVel = flDamage;
@ -1129,13 +1129,13 @@ void EV_Crowbar( event_args_t *args )
switch( (g_iSwing++) % 3 ) switch( (g_iSwing++) % 3 )
{ {
case 0: case 0:
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 0 );
break; break;
case 1: case 1:
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK2MISS, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK2MISS, 0 );
break; break;
case 2: case 2:
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK3MISS, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK3MISS, 0 );
break; break;
} }
} }
@ -1203,9 +1203,9 @@ void EV_FireCrossbow2( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
if( args->iparam1 ) if( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 );
else else
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 );
} }
// Store off the old count // Store off the old count
@ -1279,9 +1279,9 @@ void EV_FireCrossbow( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
if( args->iparam1 ) if( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 );
else else
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 );
V_PunchAxis( 0.0f, -2.0f ); V_PunchAxis( 0.0f, -2.0f );
} }
@ -1321,7 +1321,7 @@ void EV_FireRpg( event_args_t *args )
//Only play the weapon anims if I shot it. //Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 0 );
V_PunchAxis( 0, -5.0 ); V_PunchAxis( 0, -5.0 );
} }
@ -1422,7 +1422,7 @@ void EV_EgonFire( event_args_t *args )
//Only play the weapon anims if I shot it. //Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) ) 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. 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.
{ {
@ -1564,7 +1564,7 @@ void EV_HornetGunFire( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 2 ) ); 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 ) ) switch( gEngfuncs.pfnRandomLong( 0, 2 ) )
@ -1609,6 +1609,7 @@ void EV_TripmineFire( event_args_t *args )
pmtrace_t tr; pmtrace_t tr;
idx = args->entindex; idx = args->entindex;
const bool last = args->bparam1 != 0;
VectorCopy( args->origin, vecSrc ); VectorCopy( args->origin, vecSrc );
VectorCopy( args->angles, angles ); VectorCopy( args->angles, angles );
@ -1631,7 +1632,7 @@ void EV_TripmineFire( event_args_t *args )
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecSrc + forward * 128.0f, PM_NORMAL, -1, &tr ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecSrc + forward * 128.0f, PM_NORMAL, -1, &tr );
//Hit something solid //Hit something solid
if( tr.fraction < 1.0f ) if( tr.fraction < 1.0f && !last )
gEngfuncs.pEventAPI->EV_WeaponAnimation ( TRIPMINE_DRAW, 0 ); gEngfuncs.pEventAPI->EV_WeaponAnimation ( TRIPMINE_DRAW, 0 );
gEngfuncs.pEventAPI->EV_PopPMStates(); gEngfuncs.pEventAPI->EV_PopPMStates();

14
cl_dll/hl/hl_weapons.cpp

@ -36,7 +36,7 @@ extern globalvars_t *gpGlobals;
extern int g_iUser1; extern int g_iUser1;
// Pool of client side entities/entvars_t // Pool of client side entities/entvars_t
static entvars_t ev[32]; static entvars_t ev[MAX_WEAPONS];
static int num_ents = 0; static int num_ents = 0;
// The entity we'll use to represent the local client // 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. ) // Local version of game .dll global variables ( time, etc. )
static globalvars_t Globals; static globalvars_t Globals;
static CBasePlayerWeapon *g_pWpns[32]; static CBasePlayerWeapon *g_pWpns[MAX_WEAPONS];
float g_flApplyVel = 0.0; float g_flApplyVel = 0.0;
int g_irunninggausspred = 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 ) if( !pWeapon )
return; return;
for( i = 0; i < 32; i++ ) for( i = 0; i < MAX_WEAPONS; i++ )
{ {
pCurrent = g_pWpns[i]; pCurrent = g_pWpns[i];
if( !pCurrent ) 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 ) // over the wire ( fixes some animation glitches )
if( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) ) if( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
{ {
int body = 2; int body = 0;
//Pop the model to body 0.
if( pWeapon == &g_Tripmine )
body = 0;
//Show laser sight/scope combo //Show laser sight/scope combo
if( pWeapon == &g_Python && bIsMultiplayer() ) 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 ); HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
} }
for( i = 0; i < 32; i++ ) for( i = 0; i < MAX_WEAPONS; i++ )
{ {
pCurrent = g_pWpns[i]; pCurrent = g_pWpns[i];

5
cl_dll/input_mouse.h

@ -1,4 +1,7 @@
#pragma once #pragma once
#include "build.h"
#if !defined(INPUT_MOUSE_H) #if !defined(INPUT_MOUSE_H)
#define INPUT_MOUSE_H #define INPUT_MOUSE_H
#include "cl_dll.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. // 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 #define SUPPORT_GOLDSOURCE_INPUT 1
#if _WIN32 #if _WIN32

2
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++ ) 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]; int next = m_parms.x + gHUD.m_scrinfo.charWidths[m_parms.text];
MessageScanNextChar(); MessageScanNextChar();

2
cl_dll/view.cpp

@ -88,6 +88,7 @@ float v_cameraFocusAngle = 35.0f;
int v_cameraMode = CAM_MODE_FOCUS; int v_cameraMode = CAM_MODE_FOCUS;
qboolean v_resetCamera = 1; qboolean v_resetCamera = 1;
vec3_t v_client_aimangles;
vec3_t g_ev_punchangle; vec3_t g_ev_punchangle;
cvar_t *scr_ofsx; 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 // Store off v_angles before munging for third person
v_angles = pparams->viewangles; v_angles = pparams->viewangles;
v_client_aimangles = pparams->cl_viewangles;
v_lastAngles = pparams->viewangles; v_lastAngles = pparams->viewangles;
//v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles ! //v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles !
if( CL_IsThirdPerson() ) if( CL_IsThirdPerson() )

2
cl_dll/wscript

@ -96,7 +96,7 @@ def build(bld):
'../pm_shared', '../pm_shared',
'../game_shared', '../game_shared',
'../public', '../public',
'../utils/false_vgui/include' '../utils/fake_vgui/include'
] ]
defines = ['CLIENT_DLL'] defines = ['CLIENT_DLL']

2
dlls/buttons.cpp

@ -639,7 +639,7 @@ void CBaseButton::ButtonSpark( void )
SetThink( &CBaseButton::ButtonSpark ); SetThink( &CBaseButton::ButtonSpark );
pev->nextthink = pev->ltime + 0.1f + RANDOM_FLOAT( 0.0f, 1.5f );// spark again at random interval 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 );
} }
// //

9
dlls/client.cpp

@ -734,7 +734,7 @@ void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
continue; continue;
// Clients aren't necessarily initialized until ClientPutInServer() // Clients aren't necessarily initialized until ClientPutInServer()
if( i < clientMax || !pEdictList[i].pvPrivateData ) if( (i > 0 && i <= clientMax) || !pEdictList[i].pvPrivateData )
continue; continue;
pClass = CBaseEntity::Instance( &pEdictList[i] ); pClass = CBaseEntity::Instance( &pEdictList[i] );
@ -1627,6 +1627,7 @@ void RegisterEncoders( void )
int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
{ {
memset( info, 0, MAX_WEAPONS * sizeof(weapon_data_t) );
#if CLIENT_WEAPONS #if CLIENT_WEAPONS
int i; int i;
weapon_data_t *item; weapon_data_t *item;
@ -1634,8 +1635,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev ); CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev );
CBasePlayerWeapon *gun; CBasePlayerWeapon *gun;
memset( info, 0, 32 * sizeof(weapon_data_t) );
if( !pl ) if( !pl )
return 1; return 1;
@ -1656,7 +1655,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
// Get The ID. // Get The ID.
gun->GetItemInfo( &II ); gun->GetItemInfo( &II );
if( II.iId >= 0 && II.iId < 32 ) if( II.iId >= 0 && II.iId < MAX_WEAPONS )
{ {
item = &info[II.iId]; item = &info[II.iId];
@ -1682,8 +1681,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
} }
} }
} }
#else
memset( info, 0, 32 * sizeof(weapon_data_t) );
#endif #endif
return 1; return 1;
} }

5
dlls/compile.bat

@ -108,12 +108,11 @@ set SOURCES=agrunt.cpp ^
xen.cpp ^ xen.cpp ^
zombie.cpp ^ zombie.cpp ^
../pm_shared/pm_debug.c ../pm_shared/pm_math.c ../pm_shared/pm_shared.c ../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 LIBS=user32.lib
set OUTNAME=hl.dll 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... echo -- Compile done. Cleaning...

3
dlls/controller.cpp

@ -669,8 +669,11 @@ void CController::RunTask( Task_t *pTask )
case TASK_WAIT: case TASK_WAIT:
case TASK_WAIT_FACE_ENEMY: case TASK_WAIT_FACE_ENEMY:
case TASK_WAIT_PVS: case TASK_WAIT_PVS:
if (m_hEnemy != 0)
{
MakeIdealYaw( m_vecEnemyLKP ); MakeIdealYaw( m_vecEnemyLKP );
ChangeYaw( pev->yaw_speed ); ChangeYaw( pev->yaw_speed );
}
if( m_fSequenceFinished ) if( m_fSequenceFinished )
{ {

2
dlls/crowbar.cpp

@ -366,7 +366,7 @@ void CCrowbar::WeaponIdle( void )
if( flRand > 0.5f ) if( flRand > 0.5f )
{ {
iAnim = CROWBAR_IDLE; iAnim = CROWBAR_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 25.0f;
} }
else else
{ {

2
dlls/handgrenade.cpp

@ -173,7 +173,9 @@ void CHandGrenade::WeaponIdle( void )
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#if !HANDGRENADE_DEPLOY_FIX
m_flReleaseThrow = 0.0f; m_flReleaseThrow = 0.0f;
#endif
m_flStartThrow = 0.0f; m_flStartThrow = 0.0f;
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;

9
dlls/player.cpp

@ -3095,7 +3095,9 @@ void CBasePlayer::SelectItem( const char *pstr )
if( m_pActiveItem ) if( m_pActiveItem )
{ {
m_pActiveItem->pev->oldbuttons = 1;
m_pActiveItem->Deploy(); m_pActiveItem->Deploy();
m_pActiveItem->pev->oldbuttons = 0;
m_pActiveItem->UpdateItemInfo(); m_pActiveItem->UpdateItemInfo();
} }
} }
@ -3121,7 +3123,11 @@ void CBasePlayer::SelectLastItem( void )
CBasePlayerItem *pTemp = m_pActiveItem; CBasePlayerItem *pTemp = m_pActiveItem;
m_pActiveItem = m_pLastItem; m_pActiveItem = m_pLastItem;
m_pLastItem = pTemp; m_pLastItem = pTemp;
m_pActiveItem->pev->oldbuttons = 1;
m_pActiveItem->Deploy(); m_pActiveItem->Deploy();
m_pActiveItem->pev->oldbuttons = 0;
m_pActiveItem->UpdateItemInfo(); m_pActiveItem->UpdateItemInfo();
} }
@ -4592,7 +4598,10 @@ BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon )
} }
m_pActiveItem = pWeapon; m_pActiveItem = pWeapon;
pWeapon->pev->oldbuttons = 1;
pWeapon->Deploy(); pWeapon->Deploy();
pWeapon->pev->oldbuttons = 0;
return TRUE; return TRUE;
} }

5
dlls/rpg.cpp

@ -518,8 +518,11 @@ void CRpg::WeaponIdle( void )
iAnim = RPG_FIDGET_UL; iAnim = RPG_FIDGET_UL;
else else
iAnim = RPG_FIDGET; iAnim = RPG_FIDGET;
#if WEAPONS_ANIMATION_TIMES_FIX
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.1f;
#else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
#endif
} }
SendWeaponAnim( iAnim ); SendWeaponAnim( iAnim );

14
dlls/satchel.cpp

@ -293,14 +293,20 @@ BOOL CSatchel::CanDeploy( void )
BOOL CSatchel::Deploy() BOOL CSatchel::Deploy()
{ {
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; 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 ) 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 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 */ ) void CSatchel::Holster( int skiplocal /* = 0 */ )

30
dlls/scientist.cpp

@ -647,7 +647,6 @@ void CScientist::HandleAnimEvent( MonsterEvent_t *pEvent )
void CScientist::Spawn( void ) void CScientist::Spawn( void )
{ {
int numHeads; int numHeads;
Precache();
if( FClassnameIs( pev, "monster_cleansuit_scientist" ) ) if( FClassnameIs( pev, "monster_cleansuit_scientist" ) )
{ {
@ -660,6 +659,21 @@ void CScientist::Spawn( void )
numHeads = NUM_SCIENTIST_HEADS; numHeads = NUM_SCIENTIST_HEADS;
} }
if( pev->body == -1 )
{
// -1 chooses a random head
pev->body = RANDOM_LONG( 0, numHeads - 1 );// pick a head, any h
}
if( !FClassnameIs( pev, "monster_cleansuit_scientist" ) )
{
// Luther is black, but scientist model in RP does not have blac
if( pev->body == HEAD_LUTHER )
pev->body = HEAD_4;
}
Precache();
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX; pev->solid = SOLID_SLIDEBOX;
@ -677,18 +691,6 @@ void CScientist::Spawn( void )
// White hands // White hands
pev->skin = 0; pev->skin = 0;
if( pev->body == -1 )
{
// -1 chooses a random head
pev->body = RANDOM_LONG( 0, numHeads - 1 );// pick a head, any head
}
if( !FClassnameIs( pev, "monster_cleansuit_scientist" ) )
{
// Luther is black, but scientist model in RP does not have black hands skin, use another head instead.
if( pev->body == HEAD_LUTHER )
pev->body = HEAD_4;
}
MonsterInit(); MonsterInit();
SetUse( &CTalkMonster::FollowerUse ); SetUse( &CTalkMonster::FollowerUse );
} }
@ -747,7 +749,7 @@ void CScientist::TalkInit()
m_szGrp[TLK_MORTAL] = "SC_MORTAL"; m_szGrp[TLK_MORTAL] = "SC_MORTAL";
// get voice for head // get voice for head
switch( pev->body % ( numHeads - 1 ) ) switch( pev->body % numHeads )
{ {
default: default:
case HEAD_GLASSES: case HEAD_GLASSES:

9
dlls/squeakgrenade.cpp

@ -467,7 +467,14 @@ BOOL CSqueak::Deploy()
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; 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 */ ) void CSqueak::Holster( int skiplocal /* = 0 */ )

14
dlls/tripmine.cpp

@ -82,7 +82,9 @@ TYPEDESCRIPTION CTripmineGrenade::m_SaveData[] =
DEFINE_FIELD( CTripmineGrenade, m_vecEnd, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_vecEnd, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( CTripmineGrenade, m_flBeamLength, FIELD_FLOAT ), DEFINE_FIELD( CTripmineGrenade, m_flBeamLength, FIELD_FLOAT ),
DEFINE_FIELD( CTripmineGrenade, m_hOwner, FIELD_EHANDLE ), DEFINE_FIELD( CTripmineGrenade, m_hOwner, FIELD_EHANDLE ),
#if !TRIPMINE_BEAM_DUPLICATION_FIX
DEFINE_FIELD( CTripmineGrenade, m_pBeam, FIELD_CLASSPTR ), DEFINE_FIELD( CTripmineGrenade, m_pBeam, FIELD_CLASSPTR ),
#endif
DEFINE_FIELD( CTripmineGrenade, m_posOwner, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_posOwner, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( CTripmineGrenade, m_angleOwner, FIELD_VECTOR ), DEFINE_FIELD( CTripmineGrenade, m_angleOwner, FIELD_VECTOR ),
DEFINE_FIELD( CTripmineGrenade, m_pRealOwner, FIELD_EDICT ), 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; Vector vecTmpEnd = pev->origin + m_vecDir * 2048.0f * m_flBeamLength;
m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 10 ); 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->PointEntInit( vecTmpEnd, entindex() );
m_pBeam->SetColor( 0, 214, 198 ); m_pBeam->SetColor( 0, 214, 198 );
m_pBeam->SetScrollRate( 255 ); m_pBeam->SetScrollRate( 255 );
@ -359,7 +364,12 @@ void CTripmine::Spawn()
m_iId = WEAPON_TRIPMINE; m_iId = WEAPON_TRIPMINE;
SET_MODEL( ENT( pev ), "models/v_tripmine.mdl" ); SET_MODEL( ENT( pev ), "models/v_tripmine.mdl" );
pev->frame = 0; pev->frame = 0;
#ifdef CLIENT_DLL
pev->body = 0;
#else
pev->body = 3; pev->body = 3;
#endif
pev->sequence = TRIPMINE_GROUND; pev->sequence = TRIPMINE_GROUND;
// ResetSequenceInfo(); // ResetSequenceInfo();
pev->framerate = 0; pev->framerate = 0;
@ -444,7 +454,7 @@ void CTripmine::PrimaryAttack( void )
#else #else
flags = 0; flags = 0;
#endif #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 ) if( tr.flFraction < 1.0f )
{ {
@ -483,6 +493,8 @@ void CTripmine::PrimaryAttack( void )
void CTripmine::WeaponIdle( void ) void CTripmine::WeaponIdle( void )
{ {
pev->body = 0;
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return; return;

2
dlls/weapons.cpp

@ -825,7 +825,7 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer )
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body )
{ {
if( UseDecrement() ) if( UseDecrement() )
skiplocal = 1; skiplocal = !pev->oldbuttons;
else else
skiplocal = 0; skiplocal = 0;

2
dlls/weapons.h

@ -83,8 +83,6 @@ public:
#define WEAPON_SUIT 31 // ????? #define WEAPON_SUIT 31 // ?????
#define MAX_WEAPONS 32
#define MAX_NORMAL_BATTERY 100 #define MAX_NORMAL_BATTERY 100
// weapon weight factors (for auto-switching) (-1 = noswitch) // weapon weight factors (for auto-switching) (-1 = noswitch)

3
engine/eiface.h

@ -268,6 +268,9 @@ typedef struct enginefuncs_s
void (*pfnQueryClientCvarValue)( const edict_t *player, const char *cvarName ); void (*pfnQueryClientCvarValue)( const edict_t *player, const char *cvarName );
void (*pfnQueryClientCvarValue2)( const edict_t *player, const char *cvarName, int requestID ); void (*pfnQueryClientCvarValue2)( const edict_t *player, const char *cvarName, int requestID );
int (*CheckParm)( char *parm, char **ppnext ); int (*CheckParm)( char *parm, char **ppnext );
// added in 8279
edict_t* (*pfnPEntityOfEntIndexAllEntities)( int iEntIndex );
} enginefuncs_t; } enginefuncs_t;
// ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 138 // ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 138

16
pm_shared/pm_shared.c

@ -120,6 +120,20 @@ static char grgchTextureType[CTEXTURESMAX];
int g_onladder = 0; 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 ) void PM_SwapTextures( int i, int j )
{ {
char chTemp; char chTemp;
@ -2108,7 +2122,7 @@ void PM_LadderMove( physent_t *pLadder )
onFloor = false; onFloor = false;
pmove->gravity = 0; pmove->gravity = 0;
pmove->PM_TraceModel( pLadder, pmove->origin, ladderCenter, &trace ); PM_TraceModel(pLadder, pmove->origin, ladderCenter, &trace);
if( trace.fraction != 1.0f ) if( trace.fraction != 1.0f )
{ {
float forward = 0, right = 0; float forward = 0, right = 0;

4
scripts/waifulib/xcompile.py

@ -20,12 +20,12 @@ import os
import sys import sys
ANDROID_NDK_ENVVARS = ['ANDROID_NDK_HOME', 'ANDROID_NDK'] 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_HARDFP_MAX = 11 # latest version that supports hardfp
ANDROID_NDK_GCC_MAX = 17 # latest NDK that ships with GCC ANDROID_NDK_GCC_MAX = 17 # latest NDK that ships with GCC
ANDROID_NDK_UNIFIED_SYSROOT_MIN = 15 ANDROID_NDK_UNIFIED_SYSROOT_MIN = 15
ANDROID_NDK_SYSROOT_FLAG_MAX = 19 # latest NDK that need --sysroot flag 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_STPCPY_API_MIN = 21 # stpcpy() introduced in SDK 21
ANDROID_64BIT_API_MIN = 21 # minimal API level that supports 64-bit targets ANDROID_64BIT_API_MIN = 21 # minimal API level that supports 64-bit targets

0
utils/false_vgui/include/VGUI.h → utils/fake_vgui/include/VGUI.h

0
utils/false_vgui/include/VGUI_App.h → utils/fake_vgui/include/VGUI_App.h

0
utils/false_vgui/include/VGUI_Color.h → utils/fake_vgui/include/VGUI_Color.h

0
utils/false_vgui/include/VGUI_Cursor.h → utils/fake_vgui/include/VGUI_Cursor.h

0
utils/false_vgui/include/VGUI_Dar.h → utils/fake_vgui/include/VGUI_Dar.h

0
utils/false_vgui/include/VGUI_KeyCode.h → utils/fake_vgui/include/VGUI_KeyCode.h

0
utils/false_vgui/include/VGUI_MouseCode.h → utils/fake_vgui/include/VGUI_MouseCode.h

0
utils/false_vgui/include/VGUI_Panel.h → utils/fake_vgui/include/VGUI_Panel.h

0
utils/false_vgui/include/VGUI_Scheme.h → utils/fake_vgui/include/VGUI_Scheme.h

4
wscript

@ -28,8 +28,8 @@ def options(opt):
grp.add_option('--enable-voicemgr', action = 'store_true', dest = 'VOICEMGR', default = False, grp.add_option('--enable-voicemgr', action = 'store_true', dest = 'VOICEMGR', default = False,
help = 'enable voice manager [default: %default]') help = 'enable voice manager [default: %default]')
grp.add_option('--enable-goldsrc-support', action = 'store_true', dest = 'GOLDSRC', default = False, grp.add_option('--disable-goldsrc-support', action = 'store_false', dest = 'GOLDSRC', default = True,
help = 'enable GoldSource engine support [default: %default]') help = 'disable GoldSource engine support [default: %default]')
opt.load('compiler_optimizations subproject') opt.load('compiler_optimizations subproject')

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