Browse Source

Fix compilation under MSVC(VS2019)

windows
JusicP 2 years ago
parent
commit
5e27785d40
  1. 22
      .gitignore
  2. 2
      bitmap/bitmap.vpc
  3. 1
      creategameprojects.bat
  4. 2
      datacache/datacache.vpc
  5. 3
      dedicated/dedicated.vpc
  6. BIN
      devtools/bin/vpc.exe
  7. BIN
      dx9sdk/lib/DxErr8.lib
  8. BIN
      dx9sdk/lib/DxErr9.lib
  9. BIN
      dx9sdk/lib/XInput.lib
  10. BIN
      dx9sdk/lib/amstrmid.lib
  11. BIN
      dx9sdk/lib/d3d8.lib
  12. BIN
      dx9sdk/lib/d3d9.lib
  13. BIN
      dx9sdk/lib/d3dx.lib
  14. BIN
      dx9sdk/lib/d3dx8.lib
  15. BIN
      dx9sdk/lib/d3dx8d.lib
  16. BIN
      dx9sdk/lib/d3dx8dt.lib
  17. BIN
      dx9sdk/lib/d3dx9.lib
  18. BIN
      dx9sdk/lib/d3dx9d.lib
  19. BIN
      dx9sdk/lib/d3dx9dt.lib
  20. BIN
      dx9sdk/lib/d3dxd.lib
  21. BIN
      dx9sdk/lib/d3dxof.lib
  22. BIN
      dx9sdk/lib/ddraw.lib
  23. BIN
      dx9sdk/lib/dinput.lib
  24. BIN
      dx9sdk/lib/dinput8.lib
  25. BIN
      dx9sdk/lib/dmoguids.lib
  26. BIN
      dx9sdk/lib/dplayx.lib
  27. BIN
      dx9sdk/lib/dsetup.lib
  28. BIN
      dx9sdk/lib/dsound.lib
  29. BIN
      dx9sdk/lib/dxguid.lib
  30. BIN
      dx9sdk/lib/dxtrans.lib
  31. BIN
      dx9sdk/lib/encapi.lib
  32. BIN
      dx9sdk/lib/ksproxy.lib
  33. BIN
      dx9sdk/lib/ksuser.lib
  34. BIN
      dx9sdk/lib/msdmo.lib
  35. BIN
      dx9sdk/lib/quartz.lib
  36. BIN
      dx9sdk/lib/strmiids.lib
  37. 2
      engine/audio/private/snd_dev_direct.cpp
  38. 2
      engine/engine.vpc
  39. 12
      engine/voice_codecs/minimp3/vaudio_minimp3.vpc
  40. 2
      filesystem/filesystem_stdio.vpc
  41. 2
      filesystem/filesystem_steam.vpc
  42. 2
      game/client/c_baseentity.cpp
  43. 3
      game/client/client_base.vpc
  44. 1
      game/client/client_hl2.vpc
  45. 1
      game/client/client_tf.vpc
  46. 2
      game/client/hud_pdump.cpp
  47. 2
      game/client/interpolatedvar.h
  48. 2
      game/client/particlemgr.h
  49. 2
      game/client/physics_main_client.cpp
  50. 9
      game/client/touch.cpp
  51. 2
      game/server/physics_main.cpp
  52. 3
      game/server/server_base.vpc
  53. 1
      game/server/server_tf.vpc
  54. 2
      gameui/GameUI.vpc
  55. 5
      inputsystem/inputsystem.vpc
  56. 2
      launcher/launcher.cpp
  57. 2
      launcher/launcher.vpc
  58. 8
      launcher_main/launcher_main.vpc
  59. BIN
      lib/public/SDL2.lib
  60. BIN
      lib/public/appframework.lib
  61. BIN
      lib/public/ati_compress_mt_vc10.lib
  62. BIN
      lib/public/bitmap.lib
  63. BIN
      lib/public/choreoobjects.lib
  64. BIN
      lib/public/datamodel.lib
  65. BIN
      lib/public/dmxloader.lib
  66. BIN
      lib/public/libz.lib
  67. BIN
      lib/public/mathlib.lib
  68. BIN
      lib/public/matsys_controls.lib
  69. BIN
      lib/public/nvtc.lib
  70. BIN
      lib/public/openvr_api.lib
  71. BIN
      lib/public/particles.lib
  72. BIN
      lib/public/shaderlib.lib
  73. BIN
      lib/public/socketlib.lib
  74. BIN
      lib/public/steam_api.lib
  75. BIN
      lib/public/tier0.lib
  76. BIN
      lib/public/tier1.lib
  77. BIN
      lib/public/tier2.lib
  78. BIN
      lib/public/tier3.lib
  79. BIN
      lib/public/vgui_controls.lib
  80. BIN
      lib/public/vgui_surfacelib.lib
  81. BIN
      lib/public/vpklib.lib
  82. BIN
      lib/public/vstdlib.lib
  83. BIN
      lib/public/vtf.lib
  84. 2
      materialsystem/mat_stub.h
  85. 2
      materialsystem/materialsystem.vpc
  86. 2
      materialsystem/shaderapidx9/shaderapidx10.vpc
  87. 2
      materialsystem/shaderapidx9/shaderapidx8.cpp
  88. 2
      materialsystem/shaderapidx9/shaderapidx9.vpc
  89. 2
      materialsystem/stdshaders/stdshader_dbg.vpc
  90. 2
      materialsystem/stdshaders/stdshader_dx6.vpc
  91. 2
      materialsystem/stdshaders/stdshader_dx7.vpc
  92. 2
      materialsystem/stdshaders/stdshader_dx8.vpc
  93. 2
      materialsystem/stdshaders/stdshader_dx9.vpc
  94. 2
      networksystem/networksystem.vpc
  95. 4
      public/Color.h
  96. 2
      public/tier0/memalloc.h
  97. 8
      public/tier0/memoverride.cpp
  98. 2
      replay/replay.vpc
  99. 2
      scenefilecache/scenefilecache.vpc
  100. 2
      serverbrowser/CustomGames.cpp
  101. Some files were not shown because too many files have changed in this diff Show More

22
.gitignore vendored

@ -1,6 +1,7 @@ @@ -1,6 +1,7 @@
*.mak
*.mak.vpc_crc
*.vpc_crc
*.vpc.*
*.project
*obj_*
build/
@ -8,3 +9,24 @@ build/ @@ -8,3 +9,24 @@ build/
.lock-waf*
__pycache__
*.pyc
.vs/
Debug/
Debug_*/
Release/
Release_*/
*.tlog/
*.obj
*.pch
*.log
*.idb
*.pdb
*.rc
*.bin
*.vcxproj*
*.sln
*.dll*
*.exp
*.ilk
ValveETWProviderEvents.h
game/client/*/client.lib
game/server/*/server.lib

2
bitmap/bitmap.vpc

@ -15,6 +15,8 @@ $Configuration @@ -15,6 +15,8 @@ $Configuration
$AdditionalIncludeDirectories "$BASE;$SRCDIR\dx9sdk\include" [$WINDOWS]
$AdditionalIncludeDirectories "$BASE;$SRCDIR\x360xdk\include\win32\vs2005" [$WINDOWS]
$AdditionalIncludeDirectories "$BASE;$SRCDIR\thirdparty\stb"
$PreprocessorDefinitions "$BASE;NO_X360_XDK;" [!$X360]
}
}

1
creategameprojects.bat

@ -0,0 +1 @@ @@ -0,0 +1 @@
devtools\bin\vpc.exe /2019 +game /hl2 /mksln game.sln

2
datacache/datacache.vpc vendored

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

3
dedicated/dedicated.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\source_cryptlib_include.vpc"
@ -142,6 +142,7 @@ $Project "Dedicated" @@ -142,6 +142,7 @@ $Project "Dedicated"
$Lib tier2
$Lib tier3
$Lib vgui_controls [$WIN32]
$Lib vpklib
$LibExternal "$SRCDIR/thirdparty/libedit-3.1/src/.libs/libedit" [$LINUXALL]
$ImpLibExternal steam_api
$ImpLib SDL2 [$SDL]

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2
engine/audio/private/snd_dev_direct.cpp

@ -46,6 +46,8 @@ typedef enum {SIS_SUCCESS, SIS_FAILURE, SIS_NOTAVAIL} sndinitstat; @@ -46,6 +46,8 @@ typedef enum {SIS_SUCCESS, SIS_FAILURE, SIS_NOTAVAIL} sndinitstat;
// hack - need to include latest dsound.h
#undef DSSPEAKER_5POINT1
#undef DSSPEAKER_7POINT1
#undef DSSPEAKER_7POINT1_SURROUND
#undef DSSPEAKER_5POINT1_SURROUND
#define DSSPEAKER_5POINT1 6
#define DSSPEAKER_7POINT1 7
#define DSSPEAKER_7POINT1_SURROUND 8

2
engine/engine.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\source_replay.vpc"

12
engine/voice_codecs/minimp3/vaudio_minimp3.vpc

@ -6,17 +6,17 @@ @@ -6,17 +6,17 @@
$Macro SRCDIR "..\..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE,$SRCDIR\thirdparty\minimp3\,..\..\..\public,..\..\..\public\tier1,..\..,..\..\..\common,..\..\audio\public"
$PreprocessorDefinitions "$BASE;"
}
$Compiler
{
$AdditionalIncludeDirectories "$BASE,$SRCDIR\thirdparty\minimp3\,..\..\..\public,..\..\..\public\tier1,..\..,..\..\..\common,..\..\audio\public"
$DisableSpecificWarnings "$BASE;4706"
}
}
$Project "vaudio_minimp3"

2
filesystem/filesystem_stdio.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\source_cryptlib_include.vpc"

2
filesystem/filesystem_steam.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

2
game/client/c_baseentity.cpp

@ -4761,7 +4761,7 @@ C_BaseEntity *C_BaseEntity::Instance( int iEnt ) @@ -4761,7 +4761,7 @@ C_BaseEntity *C_BaseEntity::Instance( int iEnt )
#ifdef WIN32
#pragma warning( push )
#include <typeinfo.h>
#include <typeinfo>
#pragma warning( pop )
#endif

3
game/client/client_base.vpc

@ -16,7 +16,6 @@ $MacroRequired "GAMENAME" @@ -16,7 +16,6 @@ $MacroRequired "GAMENAME"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\protobuf_builder.vpc"
$Include "$SRCDIR\vpc_scripts\source_replay.vpc" [$TF]
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration "Debug"
{
@ -506,6 +505,8 @@ $Project @@ -506,6 +505,8 @@ $Project
$File "$SRCDIR\public\haptics\haptic_msgs.cpp" [!$X360]
$File "$SRCDIR\public\haptics\haptic_utils.cpp" [$WIN32&&!$X360]
$File "$SRCDIR\game\client\touch.cpp"
$Folder "Sixense"
{
$File "sixense\in_sixense.cpp"

1
game/client/client_hl2.vpc

@ -9,7 +9,6 @@ $Macro GAMENAME "hl2" [!$SOURCESDK] @@ -9,7 +9,6 @@ $Macro GAMENAME "hl2" [!$SOURCESDK]
$Macro GAMENAME "mod_hl2" [$SOURCESDK]
$Include "$SRCDIR\game\client\client_base.vpc"
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration
{

1
game/client/client_tf.vpc

@ -15,6 +15,7 @@ $include "$SRCDIR\game\shared\tf\tf_gcmessages_include.vpc" @@ -15,6 +15,7 @@ $include "$SRCDIR\game\shared\tf\tf_gcmessages_include.vpc"
$Include "$SRCDIR\game\client\client_econ_base.vpc"
$Include "$SRCDIR\vpc_scripts\source_saxxyawards.vpc"
$Include "$SRCDIR\utils\itemtest_lib\itemtest_lib_support.vpc" [$WORKSHOP_IMPORT_ENABLE]
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration
{

2
game/client/hud_pdump.cpp

@ -22,7 +22,7 @@ static CPDumpPanel *g_pPDumpPanel = NULL; @@ -22,7 +22,7 @@ static CPDumpPanel *g_pPDumpPanel = NULL;
// retaining our own warning setup...ywb
#ifdef WIN32
#pragma warning( push )
#include <typeinfo.h>
#include <typeinfo>
#pragma warning( pop )
#endif

2
game/client/interpolatedvar.h

@ -283,7 +283,7 @@ struct CInterpolatedVarEntryBase<Type, false> @@ -283,7 +283,7 @@ struct CInterpolatedVarEntryBase<Type, false>
{
Assert(maxCount==1);
}
Type *NewEntry( Type *pValue, int maxCount, float time )
Type *NewEntry( const Type *pValue, int maxCount, float time )
{
Assert(maxCount==1);
changetime = time;

2
game/client/particlemgr.h

@ -120,7 +120,7 @@ entities. Each one is useful under different conditions. @@ -120,7 +120,7 @@ entities. Each one is useful under different conditions.
#include "utllinkedlist.h"
#include "utldict.h"
#ifdef WIN32
#include <typeinfo.h>
#include <typeinfo>
#else
#include <typeinfo>
#endif

2
game/client/physics_main_client.cpp

@ -7,7 +7,7 @@ @@ -7,7 +7,7 @@
#include "cbase.h"
#include "c_baseentity.h"
#ifdef WIN32
#include <typeinfo.h>
#include <typeinfo>
#endif
#include "tier0/vprof.h"

9
game/client/touch.cpp

@ -1,5 +1,5 @@ @@ -1,5 +1,5 @@
#include "cbase.h"
#include "convar.h"
#include <dlfcn.h>
#include <string.h>
#include "vgui/IInputInternal.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
@ -234,24 +234,26 @@ CON_COMMAND( touch_toggleselection, "toggle visibility on selected button in edi @@ -234,24 +234,26 @@ CON_COMMAND( touch_toggleselection, "toggle visibility on selected button in edi
void CTouchControls::Init()
{
m_bHaveAssets = true;
#ifndef _WIN32
if( getAssets() == 0 )
{
m_bHaveAssets = false;
base_textureID = vgui::surface()->CreateNewTextureID(true);
vgui::surface()->DrawSetTextureRGBA( base_textureID, base_img_rgba, 120, 96, 0, true );
}
#endif
int w,h;
engine->GetScreenSize( w, h );
screen_w = w; screen_h = h;
Msg("grid_x: %f, grid_y: %x\n", GRID_X, GRID_Y);
Msg("grid_x: %f, grid_y: %f\n", GRID_X, GRID_Y);
configchanged = false;
config_loaded = false;
btns.EnsureCapacity( 64 );
look_finger = move_finger = resize_finger = -1;
forward = side = 0;
scolor = rgba_t( -1, -1, -1, -1 );
scolor = rgba_t( 255, 255, 255, 255 );
state = state_none;
swidth = 1;
move_button = edit = selection = NULL;
@ -776,7 +778,6 @@ void CTouchControls::WriteConfig() @@ -776,7 +778,6 @@ void CTouchControls::WriteConfig()
if( f )
{
CTouchButton *button;
filesystem->FPrintf( f, "//=======================================================================\n");
filesystem->FPrintf( f, "//\t\t\ttouchscreen config\n" );
filesystem->FPrintf( f, "//=======================================================================\n" );

2
game/server/physics_main.cpp

@ -8,7 +8,7 @@ @@ -8,7 +8,7 @@
#include "cbase.h"
#ifdef _WIN32
#include "typeinfo.h"
#include "typeinfo"
// BUGBUG: typeinfo stomps some of the warning settings (in yvals.h)
#pragma warning(disable:4244)
#elif POSIX

3
game/server/server_base.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro OUTBINNAME "server"
$Macro OUTBINDIR "$SRCDIR\..\game\$GAMENAME\bin"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Macro DEVKITBINDIR "$GAMENAME\bin" [$X360]
// It's important to include $GAMENAME in the generated_proto directory
// to avoid race conditions when multiple games are in one solution.
@ -16,7 +16,6 @@ $MacroRequired "GAMENAME" @@ -16,7 +16,6 @@ $MacroRequired "GAMENAME"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\protobuf_builder.vpc"
$Include "$SRCDIR\vpc_scripts\source_replay.vpc" [$TF]
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration "Debug"
{

1
game/server/server_tf.vpc

@ -11,6 +11,7 @@ $Include "$SRCDIR\game\server\server_base.vpc" @@ -11,6 +11,7 @@ $Include "$SRCDIR\game\server\server_base.vpc"
$Include "$SRCDIR\game\server\server_econ_base.vpc"
$include "$SRCDIR\game\shared\tf\tf_gcmessages_include.vpc"
$Include "$SRCDIR\game\server\nav_mesh.vpc"
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration
{

2
gameui/GameUI.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$Include "$SRCDIR\vpc_scripts\source_saxxyawards.vpc"

5
inputsystem/inputsystem.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
@ -13,7 +13,7 @@ $Configuration @@ -13,7 +13,7 @@ $Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE;$SRCDIR\thirdparty\SDL2" [!$SDL] // If $SDL, then we already have this from source_video_base.vpc.
$AdditionalIncludeDirectories "$BASE;$SRCDIR\thirdparty\SDL" [!$SDL] // If $SDL, then we already have this from source_video_base.vpc.
$PreprocessorDefinitions "$BASE;VERSION_SAFE_STEAM_API_INTERFACES"
}
$Linker
@ -34,6 +34,7 @@ $Project "inputsystem" @@ -34,6 +34,7 @@ $Project "inputsystem"
$File "key_translation.cpp"
$File "key_translation.h"
$File "steamcontroller.cpp"
$File "touch_sdl.cpp"
}
$Folder "Public Headers"

2
launcher/launcher.cpp

@ -1187,7 +1187,7 @@ extern void InitGL4ES(); @@ -1187,7 +1187,7 @@ extern void InitGL4ES();
// Output : int APIENTRY
//-----------------------------------------------------------------------------
#ifdef WIN32
extern "C" __declspec(DLL_EXPORT) int LauncherMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
DLL_EXPORT int LauncherMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
#else
DLL_EXPORT int LauncherMain( int argc, char **argv )
#endif

2
launcher/launcher.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

8
launcher_main/launcher_main.vpc

@ -62,15 +62,13 @@ $Configuration @@ -62,15 +62,13 @@ $Configuration
// Note that the PDB must be checked in with the name it is linked as or else the debugger
// will not be able to find it. That's why it is checked in as default.pdb.
// override with specific behavior
$CommandLine "call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\hl2.exe $SRCDIR" "\n" \
"call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\default.pdb $SRCDIR" "\n" \
"copy $(TargetPath) $OUTBINDIR\hl2.exe" "\n" \
$CommandLine "copy $(TargetPath) $OUTBINDIR\hl2.exe" "\n" \
"if ERRORLEVEL 1 goto BuildEventFailed" "\n" \
"copy $(TargetDir)\default.pdb $OUTBINDIR\default.pdb" "\n" \
"if ERRORLEVEL 1 goto BuildEventFailed" "\n" \
"if exist $(TargetDir)$(TargetName).map copy $(TargetDir)$(TargetName).map $OUTBINDIR\hl2.map" "\n" \
"call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\hl2.dat $SRCDIR" "\n" \
"$OUTBINDIR\bin\newdat $OUTBINDIR\hl2.exe" "\n" \
//"call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\hl2.dat $SRCDIR" "\n" \
//"$OUTBINDIR\bin\newdat $OUTBINDIR\hl2.exe" "\n" \
"goto BuildEventOK" "\n" \
":BuildEventFailed" "\n" \
"echo *** ERROR! PostBuildStep FAILED for $(ProjectName)! EXE or DLL is probably running. ***" "\n" \

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lib/public/SDL2.lib

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lib/public/ati_compress_mt_vc10.lib

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lib/public/bitmap.lib

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lib/public/choreoobjects.lib

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lib/public/datamodel.lib

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lib/public/dmxloader.lib

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lib/public/libz.lib

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lib/public/mathlib.lib

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lib/public/matsys_controls.lib

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lib/public/nvtc.lib

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lib/public/openvr_api.lib

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lib/public/particles.lib

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lib/public/shaderlib.lib

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lib/public/socketlib.lib

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lib/public/steam_api.lib

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lib/public/tier0.lib

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lib/public/tier1.lib

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lib/public/tier2.lib

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lib/public/tier3.lib

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2
materialsystem/mat_stub.h

@ -76,7 +76,7 @@ public: @@ -76,7 +76,7 @@ public:
// Texture streaming!
virtual ResidencyType_t GetCurrentResidence() const { return RESIDENT_NONE; };
virtual ResidencyType_t GetTargetResidence() const { return RESIDENT_NONE; };
virtual bool MakeResident( ResidencyType_t newResidence ) {};
virtual bool MakeResident( ResidencyType_t newResidence ) { return false; };
virtual void UpdateLodBias() {};
// Various texture polling methods

2
materialsystem/materialsystem.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

2
materialsystem/shaderapidx9/shaderapidx10.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

2
materialsystem/shaderapidx9/shaderapidx8.cpp

@ -3499,7 +3499,7 @@ void CShaderAPIDx8::ResetRenderState( bool bFullReset ) @@ -3499,7 +3499,7 @@ void CShaderAPIDx8::ResetRenderState( bool bFullReset )
SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
// No shade mode yet
m_DynamicState.m_ShadeMode = NULL;
m_DynamicState.m_ShadeMode = (D3DSHADEMODE)NULL;
ShadeMode( SHADER_SMOOTH );
m_DynamicState.m_bHWMorphingEnabled = false;

2
materialsystem/shaderapidx9/shaderapidx9.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Macro OUTBINNAME "shaderapidx9"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

2
materialsystem/stdshaders/stdshader_dbg.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

2
materialsystem/stdshaders/stdshader_dx6.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

2
materialsystem/stdshaders/stdshader_dx7.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

2
materialsystem/stdshaders/stdshader_dx8.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

2
materialsystem/stdshaders/stdshader_dx9.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

2
networksystem/networksystem.vpc

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

4
public/Color.h

@ -83,12 +83,12 @@ public: @@ -83,12 +83,12 @@ public:
return _color[index];
}
bool operator == (const Color &rhs)
bool operator == (const Color &rhs) const
{
return Q_memcmp( this, &rhs, sizeof(Color) ) == 0;
}
bool operator != (const Color &rhs)
bool operator != (const Color &rhs) const
{
return !(operator==(rhs));
}

2
public/tier0/memalloc.h

@ -383,7 +383,7 @@ public: @@ -383,7 +383,7 @@ public:
#pragma warning(disable:4290)
#pragma warning(push)
#include <typeinfo.h>
#include <typeinfo>
// MEM_DEBUG_CLASSNAME is opt-in.
// Note: typeid().name() is not threadsafe, so if the project needs to access it in multiple threads

8
public/tier0/memoverride.cpp

@ -203,12 +203,12 @@ ALLOC_CALL void *_realloc_base( void *pMem, size_t nSize ) @@ -203,12 +203,12 @@ ALLOC_CALL void *_realloc_base( void *pMem, size_t nSize )
return ReallocUnattributed( pMem, nSize );
}
ALLOC_CALL void *_recalloc_base( void *pMem, size_t nSize )
ALLOC_CALL void *_recalloc_base( void *pMem, size_t nCount, size_t nSize )
{
void *pMemOut = ReallocUnattributed( pMem, nSize );
void *pMemOut = ReallocUnattributed( pMem, nCount * nSize );
if ( !pMem )
{
memset( pMemOut, 0, nSize );
memset( pMemOut, 0, nCount * nSize);
}
return pMemOut;
}
@ -242,7 +242,7 @@ void * __cdecl _realloc_crt(void *ptr, size_t size) @@ -242,7 +242,7 @@ void * __cdecl _realloc_crt(void *ptr, size_t size)
void * __cdecl _recalloc_crt(void *ptr, size_t count, size_t size)
{
return _recalloc_base( ptr, size * count );
return _recalloc_base( ptr, size, count );
}
ALLOC_CALL void * __cdecl _recalloc ( void * memblock, size_t count, size_t size )

2
replay/replay.vpc

@ -9,7 +9,7 @@ @@ -9,7 +9,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// NOTE: We don't want to include source_replay.vpc here. The only purpose
// REPLAY_ENABLED // serves in this project is for includes like netmessages.h

2
scenefilecache/scenefilecache.vpc vendored

@ -5,7 +5,7 @@ @@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

2
serverbrowser/CustomGames.cpp

@ -211,7 +211,7 @@ bool CCustomGames::CheckTagFilter( gameserveritem_t &server ) @@ -211,7 +211,7 @@ bool CCustomGames::CheckTagFilter( gameserveritem_t &server )
V_SplitString( m_szTagFilter, ",", TagList );
for ( int i = 0; i < TagList.Count(); i++ )
{
if ( ( Q_strnistr( server.m_szGameTags, TagList[i], MAX_TAG_CHARACTERS ) ) == TagsExclude() )
if ( ( Q_strnistr( server.m_szGameTags, TagList[i], MAX_TAG_CHARACTERS ) ) == (const char*)TagsExclude() )
{
bRetVal = false;
break;

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