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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: @@ -49,44 +49,32 @@ jobs:
./steam-runtime/setup_chroot.sh --i386 --tarball ./com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz
sudo sed -i 's/groups=sudo/groups=adm/g' /etc/schroot/chroot.d/steamrt_scout_i386.conf
- name: Build with xash3d-fwgs input
- name: Build on Linux
if: startsWith(matrix.os, 'ubuntu')
run: |
schroot --chroot steamrt_scout_i386 -- cmake -B build-fwgs -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined"
schroot --chroot steamrt_scout_i386 -- cmake --build build-fwgs --target all
- name: Build with goldsource input
if: startsWith(matrix.os, 'ubuntu')
run: |
schroot --chroot steamrt_scout_i386 -- cmake -B build -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DGOLDSOURCE_SUPPORT=ON -DCMAKE_INSTALL_PREFIX="$PWD/dist"
schroot --chroot steamrt_scout_i386 -- cmake -B build -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DCMAKE_INSTALL_PREFIX="$PWD/dist"
schroot --chroot steamrt_scout_i386 -- cmake --build build --target all
schroot --chroot steamrt_scout_i386 -- cmake --build build --target install
- name: Build with goldsource input and vgui
- name: Build on Linux with vgui
if: startsWith(matrix.os, 'ubuntu') && startsWith(matrix.cc, 'gcc')
run: |
schroot --chroot steamrt_scout_i386 -- cmake -B build-vgui -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DGOLDSOURCE_SUPPORT=ON -DUSE_VGUI=ON -DCMAKE_INSTALL_PREFIX="$PWD/dist-vgui"
schroot --chroot steamrt_scout_i386 -- cmake -B build-vgui -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DUSE_VGUI=ON -DCMAKE_INSTALL_PREFIX="$PWD/dist-vgui"
cp vgui_support/vgui-dev/lib/vgui.so build-vgui/cl_dll
schroot --chroot steamrt_scout_i386 -- cmake --build build-vgui --target all
schroot --chroot steamrt_scout_i386 -- cmake --build build-vgui --target install
- name: Build with mingw
if: startsWith(matrix.os, 'ubuntu') && startsWith(matrix.cc, 'gcc')
run: |
sudo apt-get install -y mingw-w64-i686-dev binutils-mingw-w64-i686 gcc-mingw-w64-i686 g++-mingw-w64-i686
cmake -B build-mingw -S . -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER=i686-w64-mingw32-gcc -DCMAKE_CXX_COMPILER=i686-w64-mingw32-g++
cmake --build build-mingw --target all
- name: Add msbuild to PATH
if: startsWith(matrix.os, 'windows')
uses: microsoft/setup-msbuild@v1.0.2
- name: Build with msvc
- name: Build on Windows
if: startsWith(matrix.os, 'windows')
run: |
cmake -G "Visual Studio 16 2019" -A Win32 -B build -DGOLDSOURCE_SUPPORT=ON -DCMAKE_INSTALL_PREFIX="dist"
cmake -G "Visual Studio 16 2019" -A Win32 -B build -DCMAKE_INSTALL_PREFIX="dist"
msbuild -verbosity:normal /property:Configuration=Release build/INSTALL.vcxproj
- name: Build with msvc and vgui
- name: Build on Windows with vgui
if: startsWith(matrix.os, 'windows')
run: |
cmake -G "Visual Studio 16 2019" -A Win32 -B build -DGOLDSOURCE_SUPPORT=ON -DUSE_VGUI=ON -DCMAKE_INSTALL_PREFIX="dist-vgui"
cmake -G "Visual Studio 16 2019" -A Win32 -B build -DUSE_VGUI=ON -DCMAKE_INSTALL_PREFIX="dist-vgui"
msbuild -verbosity:normal /property:Configuration=Release build/INSTALL.vcxproj
- name: Extract branch name

113
.github/workflows/manual.yml

@ -0,0 +1,113 @@ @@ -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) @@ -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 @@ -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")
@ -53,16 +52,21 @@ if (CMAKE_SIZEOF_VOID_P EQUAL 4 OR @@ -53,16 +52,21 @@ 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" ON)
option(BARNACLE_FIX_VISIBILITY "Enable barnacle tongue length fix" OFF)
option(CLIENT_WEAPONS "Enable client local weapons prediction" ON)
option(CROWBAR_IDLE_ANIM "Enable crowbar idle animation" ON)
option(CROWBAR_DELAY_FIX "Enable crowbar attack delay fix" ON)
option(CROWBAR_FIX_RAPID_CROWBAR "Enable rapid crowbar 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(HLDEMO_BUILD "Enable Demo Build" OFF)
option(RLIFE "Compile as Residual Life" ON)
@ -145,6 +149,21 @@ if(GAUSS_OVERCHARGE_FIX) @@ -145,6 +149,21 @@ 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)

273
README.md

@ -1,140 +1,261 @@ @@ -1,140 +1,261 @@
# Half-Life SDK for Xash3D [![Build Status](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-xash3d?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-xash3d)
# Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-portable/actions/workflows/build.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-portable/actions/workflows/build.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-portable?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-portable)
Half-Life SDK for Xash3D & GoldSource with some fixes.
Half-Life SDK for GoldSource & Xash3D with some bugfixes.
## How to build
<details><summary>Changelog</summary>
<p>
### CMake as most universal way
- Fixed an occasional bug when houndeyes stuck unable to do anything. Technical detail: now monster's `Activity` is set before the call to `SetYawSpeed`. [Patch](https://github.com/FWGS/hlsdk-portable/commit/467899b99aa225a95d90222137f18c141c929c86)
- Monsters now play idle sounds as it's supposed by the code. Technical detail: the problem was a check for a wrong variable. [Patch](https://github.com/FWGS/hlsdk-portable/commit/9fc712da019a1ca646171e912209a993e7c43976)
- Fixed a bug that caused talk monsters (scientists and security guards) to face a wrong direction during scripted sequence sometimes. [Patch](https://github.com/FWGS/hlsdk-portable/commit/3e2808de62e479e83068c075cb88b4f177f9acc7)
- Fixed squad member removal. This bug affected houndeye attacks as their attack depends on percieved number of squad members. [Patch](https://github.com/FWGS/hlsdk-portable/commit/b4502f71336a08f3f2c72b7b061b2838a149a11b)
- Scientists now react to smells. [Patch](https://github.com/FWGS/hlsdk-portable/commit/2de4e7ab003d5b1674d12525f5aefb1e57a49fa3)
- Tau-cannon (gauss) plays idle animations.
- Tau-cannon (gauss) beam color depends on the charge as it was before the prediction code was introduced in Half-Life. [Patch](https://github.com/FWGS/hlsdk-portable/commit/0a29ec49c8183ebb8da22a6d2ef395eae9c3dffe)
- Brought back gluon flare in singleplayer.
- Hand grenades don't stay primed after holster, preventing detonation after weapon switch. [Patch](https://github.com/FWGS/hlsdk-portable/commit/6e1059026faa90c5bfe5e3b3f4f58fde398d4524)
- Fixed flashlight battery appearing as depleted on restore.
- Fixed a potential overflow when reading sentences.txt. [Patch](https://github.com/FWGS/hlsdk-xash3d/commit/cb51d2aa179f1eb622e08c1c07b053ccd49e40a5)
- Fixed beam attachment invalidated on restore (that led to visual bugs). [Patch](https://github.com/FWGS/hlsdk-xash3d/commit/74b5543c83c5cdcb88e9254bacab08bc63c4c896)
- Fixed alien controllers facing wrong direction in non-combat state. [Patch](https://github.com/FWGS/hlsdk-portable/commit/e51878c45b618f9b3920b46357545cbb47befeda)
- Fixed weapon deploy animations not playing sometimes on fast switching between weapons. [Patch](https://github.com/FWGS/hlsdk-portable/commit/ed676a5413c2d26b2982e5b014e0731f0eda6a0d) [Patch2](https://github.com/FWGS/hlsdk-portable/commit/4053dca7a9cf999391cbd77224144da207e4540b)
- Fixed tripmine sometimes having wrong body on pickup [Patch](https://github.com/FWGS/hlsdk-portable/commit/abf08e4520e3b6cd12a40f269f4a256cf8496227)
mkdir build && cd build
cmake ../
make
Bugfix-related macros that can be enabled during the compilation:
Crosscompiling using mingw:
- **CROWBAR_DELAY_FIX** fixes a bug when crowbar has a longer delay after the first hit.
- **CROWBAR_FIX_RAPID_CROWBAR** fixes a "rapid crowbar" bug when hitting corpses of killed monsters.
- **GAUSS_OVERCHARGE_FIX** fixes tau-cannon (gauss) charge sound not stopping after the overcharge.
- **CROWBAR_IDLE_ANIM** makes crowbar play idle animations.
- **TRIPMINE_BEAM_DUPLICATION_FIX** fixes tripmine's beam duplication on level transition.
- **HANDGRENADE_DEPLOY_FIX** makes handgrenade play draw animation after finishing a throw.
- **WEAPONS_ANIMATION_TIMES_FIX** fixes deploy and idle animation times of some weapons.
mkdir build-mingw && cd build-mingw
TOOLCHAIN_PREFIX=i686-w64-mingw32 # check up the actual mingw prefix of your mingw installation
cmake ../ -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER="$TOOLCHAIN_PREFIX-gcc" -DCMAKE_CXX_COMPILER="$TOOLCHAIN_PREFIX-g++"
Bugfix-related server cvars:
You may enable or disable some build options by -Dkey=value. All available build options are defined in CMakeLists.txt at root directory.
See below if you want to build the GoldSource compatible libraries.
- **satchelfix**: if set to 1, doors won't get blocked by satchels. Fixes an infamous exploit on `crossfire` map.
- **explosionfix**: if set to 1, explosion damage won't propagate through thin bruses.
- **selfgauss**: if set to 0, players won't hurt themselves with secondary attack when shooting thick brushes.
See below, if CMake is not suitable for you:
*Note*: the macros and cvars were adjusted in [hlfixed](https://github.com/FWGS/hlsdk-portable/tree/hlfixed) branch. The bugfix macros are kept turned off in master branch to maintain the compatibility with vanilla servers and clients.
### Windows
Other server cvars:
#### Using msvc
- **mp_bhopcap**: if set to 1, enable bunny-hop.
- **chargerfix**: if set to 1, wall-mounted health and battery chargers will play reject sounds if player has the full health or armor.
- **corpsephysics**: if set to 1, corpses of killed monsters will fly a bit from an impact. It's a cut feature from Half-Life.
We use compilers provided with Microsoft Visual Studio 6. There're `compile.bat` scripts in both `cl_dll` and `dlls` directories.
Before running any of those files you must define `MSVCDir` variable which is the path to your msvc installation.
</p>
</details>
set MSVCDir=C:\Program Files\Microsoft Visual Studio
compile.bat
# Obtaining source code
These scripts also can be ran via wine:
Either clone the repository via [git](`https://git-scm.com/downloads`) or just download ZIP via **Code** button on github. The first option is more preferable as it also allows you to search through the repo history, switch between branches and clone the vgui submodule.
MSVCDir="z:\home\$USER\.wine\drive_c\Program Files\Microsoft Visual Studio" wine cmd /c compile.bat
To clone the repository with git type in Git Bash (on Windows) or in terminal (on Unix-like operating systems):
The libraries built this way are always GoldSource compatible.
```
git clone --recursive https://github.com/FWGS/hlsdk-portable
```
#### Using mingw
# Build Instructions
TODO
## Windows
### Unix-like
### Prerequisites
To use waf, you need to install python (2.7 minimum)
Install and run [Visual Studio Installer](https://visualstudio.microsoft.com/downloads/). The installer allows you to choose specific components. Select `Desktop development with C++`. You can untick everything you don't need in Installation details, but you must keep `MSVC` ticked. You may also keep `C++ CMake tools for Windows` ticked as you'll need **cmake**. Alternatively you can install **cmake** from the [cmake.org](https://cmake.org/download/) and during installation tick *Add to the PATH...*.
(./waf configure -T release)
(./waf)
### Opening command prompt
### Android
If **cmake** was installed with Visual Studio Installer, you'll need to run `Developer command prompt for VS` via Windows `Start` menu. If **cmake** was installed with cmake installer, you can run the regular Windows `cmd`.
Just typical `ndk-build`.
TODO: describe what it is.
Inside the prompt navigate to the hlsdk directory, using `cd` command, e.g.
```
cd C:\Users\username\projects\hlsdk-portable
```
### Building GoldSource-compatible libraries
Note: if hlsdk-portable is unpacked on another disk, nagivate there first:
```
D:
cd projects\hlsdk-portable
```
To enable building the goldsource compatible client library add GOLDSOURCE_SUPPORT flag when calling cmake:
### Building
cmake .. -DGOLDSOURCE_SUPPORT=ON
Сonfigure the project:
```
cmake -A Win32 -B build
```
Once you configure the project you don't need to call `cmake` anymore unless you modify `CMakeLists.txt` files or want to reconfigure the project with different parameters.
or when using waf:
The next step is to compile the libraries:
```
cmake --build build --config Release
```
`hl.dll` and `client.dll` will appear in the `build/dlls/Release` and `build/cl_dll/Release` directories.
./waf configure -T release --enable-goldsrc-support
If you have a mod and want to automatically install libraries to the mod directory, set **GAMEDIR** variable to the directory name and **CMAKE_INSTALL_PREFIX** to your Half-Life or Xash3D installation path:
```
cmake -A Win32 -B build -DGAMEDIR=mod -DCMAKE_INSTALL_PREFIX="C:\Program Files (x86)\Steam\steamapps\common\Half-Life"
```
Then call `cmake` with `--target install` parameter:
```
cmake --build build --config Release --target install
```
Unlike original client by Valve the resulting client library will not depend on vgui or SDL2 just like the one that's used in FWGS Xash3d.
#### Choosing Visual Studio version
Note for **Windows**: it's not possible to create GoldSource compatible libraries using mingw, only msvc builds will work.
You can explicitly choose a Visual Studio version on the configuration step by specifying cmake generator:
```
cmake -G "Visual Studio 16 2019" -A Win32 -B build
```
### Editing code in Visual Studio
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.
## Windows. Using Microsoft Visual Studio 6
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:
```
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
The official way to build Steam compatible games for Linux is through steam-runtime.
Install schroot. On Ubuntu or Debian:
```
sudo apt install schroot
```
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.
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.
#### Method 1: Statically build with c++ library
```
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`.
mkdir build-in-chroot && cd build-in-chroot
schroot --chroot jessie -- cmake ../ -DGOLDSOURCE_SUPPORT=ON
schroot --chroot jessie -- make
### Building
#### Method 4: Install the needed g++ version yourself
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
TODO: describe steps.
## Other platforms
#### Configuring Qt Creator to use toolchain from chroot
Building on other Unix-like platforms (e.g. FreeBSD) is supported.
Create a file with the following contents anywhere:
### Prerequisites
```sh
#!/bin/sh
schroot --chroot steamrt_scout_i386 -- cmake "$@"
Install C and C++ compilers (like gcc or clang), cmake and make (or gmake)
### Building
```
cmake -B build -S .
cmake --build build
```
### Building with waf
To use waf, you need to install python (2.7 minimum)
```
(./waf configure -T release)
(./waf)
```
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.
## 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: @@ -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: @@ -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

2
cl_dll/CMakeLists.txt

@ -159,7 +159,7 @@ if (USE_VGUI) @@ -159,7 +159,7 @@ 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)

2
cl_dll/com_weapons.cpp

@ -137,7 +137,7 @@ void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short event @@ -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 );
}

1
cl_dll/com_weapons.h

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

7
cl_dll/compile.bat

@ -7,7 +7,7 @@ set PATH=%MSVCDir%\VC98\Bin;%MSVCDir%\Common\MSDev98\Bin\;%PATH% @@ -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 ^ @@ -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...

2
cl_dll/entity.cpp

@ -222,7 +222,7 @@ void DLLEXPORT HUD_TxferPredictionData( struct entity_state_s *ps, const struct @@ -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) );
}
/*

35
cl_dll/ev_hldm.cpp

@ -486,7 +486,7 @@ static void EV_FireGlock_Impl( event_args_t *args ) @@ -486,7 +486,7 @@ 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 );
}
@ -549,7 +549,7 @@ void EV_FireShotGunDouble( event_args_t *args ) @@ -549,7 +549,7 @@ 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 );
}
@ -603,7 +603,7 @@ void EV_FireShotGunSingle( event_args_t *args ) @@ -603,7 +603,7 @@ 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 );
}
@ -660,7 +660,7 @@ void EV_FireMP5( event_args_t *args ) @@ -660,7 +660,7 @@ 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 ) );
}
@ -697,7 +697,7 @@ void EV_FireMP52( event_args_t *args ) @@ -697,7 +697,7 @@ 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 );
}
@ -862,7 +862,7 @@ void EV_FireGauss( event_args_t *args ) @@ -862,7 +862,7 @@ 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;
@ -1129,13 +1129,13 @@ void EV_Crowbar( event_args_t *args ) @@ -1129,13 +1129,13 @@ 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;
}
}
@ -1203,9 +1203,9 @@ void EV_FireCrossbow2( event_args_t *args ) @@ -1203,9 +1203,9 @@ 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
@ -1279,9 +1279,9 @@ void EV_FireCrossbow( event_args_t *args ) @@ -1279,9 +1279,9 @@ void EV_FireCrossbow( 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 );
V_PunchAxis( 0.0f, -2.0f );
}
@ -1321,7 +1321,7 @@ void EV_FireRpg( event_args_t *args ) @@ -1321,7 +1321,7 @@ void EV_FireRpg( event_args_t *args )
//Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 0 );
V_PunchAxis( 0, -5.0 );
}
@ -1422,7 +1422,7 @@ void EV_EgonFire( event_args_t *args ) @@ -1422,7 +1422,7 @@ 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.
{
@ -1564,7 +1564,7 @@ void EV_HornetGunFire( event_args_t *args ) @@ -1564,7 +1564,7 @@ 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 ) )
@ -1609,6 +1609,7 @@ void EV_TripmineFire( event_args_t *args ) @@ -1609,6 +1609,7 @@ 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 );
@ -1631,7 +1632,7 @@ void EV_TripmineFire( event_args_t *args ) @@ -1631,7 +1632,7 @@ 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();

14
cl_dll/hl/hl_weapons.cpp

@ -36,7 +36,7 @@ extern globalvars_t *gpGlobals; @@ -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; @@ -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 @@ -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 @@ -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 @@ -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];

5
cl_dll/input_mouse.h

@ -1,4 +1,7 @@ @@ -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: @@ -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

2
cl_dll/message.cpp

@ -294,7 +294,7 @@ void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time ) @@ -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();

2
cl_dll/view.cpp

@ -88,6 +88,7 @@ float v_cameraFocusAngle = 35.0f; @@ -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 ) @@ -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() )

2
cl_dll/wscript

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

2
dlls/buttons.cpp

@ -639,7 +639,7 @@ void CBaseButton::ButtonSpark( void ) @@ -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 );
}
//

9
dlls/client.cpp

@ -734,7 +734,7 @@ void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) @@ -734,7 +734,7 @@ 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] );
@ -1627,6 +1627,7 @@ void RegisterEncoders( void ) @@ -1627,6 +1627,7 @@ 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;
@ -1634,8 +1635,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) @@ -1634,8 +1635,6 @@ 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;
@ -1656,7 +1655,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) @@ -1656,7 +1655,7 @@ 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];
@ -1682,8 +1681,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) @@ -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
return 1;
}

5
dlls/compile.bat

@ -108,12 +108,11 @@ set SOURCES=agrunt.cpp ^ @@ -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...

3
dlls/controller.cpp

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

2
dlls/crowbar.cpp

@ -366,7 +366,7 @@ void CCrowbar::WeaponIdle( void ) @@ -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
{

2
dlls/handgrenade.cpp

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

9
dlls/player.cpp

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

5
dlls/rpg.cpp

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

14
dlls/satchel.cpp

@ -293,14 +293,20 @@ BOOL CSatchel::CanDeploy( void ) @@ -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 */ )

30
dlls/scientist.cpp

@ -647,7 +647,6 @@ void CScientist::HandleAnimEvent( MonsterEvent_t *pEvent ) @@ -647,7 +647,6 @@ void CScientist::HandleAnimEvent( MonsterEvent_t *pEvent )
void CScientist::Spawn( void )
{
int numHeads;
Precache();
if( FClassnameIs( pev, "monster_cleansuit_scientist" ) )
{
@ -660,6 +659,21 @@ void CScientist::Spawn( void ) @@ -660,6 +659,21 @@ void CScientist::Spawn( void )
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 );
pev->solid = SOLID_SLIDEBOX;
@ -677,18 +691,6 @@ void CScientist::Spawn( void ) @@ -677,18 +691,6 @@ void CScientist::Spawn( void )
// White hands
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();
SetUse( &CTalkMonster::FollowerUse );
}
@ -747,7 +749,7 @@ void CScientist::TalkInit() @@ -747,7 +749,7 @@ void CScientist::TalkInit()
m_szGrp[TLK_MORTAL] = "SC_MORTAL";
// get voice for head
switch( pev->body % ( numHeads - 1 ) )
switch( pev->body % numHeads )
{
default:
case HEAD_GLASSES:

9
dlls/squeakgrenade.cpp

@ -467,7 +467,14 @@ BOOL CSqueak::Deploy() @@ -467,7 +467,14 @@ 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 */ )

14
dlls/tripmine.cpp

@ -82,7 +82,9 @@ TYPEDESCRIPTION CTripmineGrenade::m_SaveData[] = @@ -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 ) @@ -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() @@ -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 ) @@ -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 ) @@ -483,6 +493,8 @@ void CTripmine::PrimaryAttack( void )
void CTripmine::WeaponIdle( void )
{
pev->body = 0;
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;

2
dlls/weapons.cpp

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

2
dlls/weapons.h

@ -83,8 +83,6 @@ public: @@ -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)

3
engine/eiface.h

@ -268,6 +268,9 @@ typedef struct enginefuncs_s @@ -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

16
pm_shared/pm_shared.c

@ -120,6 +120,20 @@ static char grgchTextureType[CTEXTURESMAX]; @@ -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 ) @@ -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;

4
scripts/waifulib/xcompile.py

@ -20,12 +20,12 @@ import os @@ -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

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): @@ -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')

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