Merge branch 'master' into bshift

This commit is contained in:
Andrey Akhmichin 2022-07-20 13:56:31 +05:00
commit ce5e009335
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26 changed files with 234 additions and 123 deletions

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@ -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

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@ -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
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")
@ -53,8 +52,10 @@ 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" OFF)
@ -63,6 +64,9 @@ 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)
@ -135,6 +139,21 @@ 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)

235
README.md
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@ -1,140 +1,215 @@
# 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
# Obtaining source code
### CMake as most universal way
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.
mkdir build && cd build
cmake ../
make
To clone the repository with git type in Git Bash (on Windows) or in terminal (on Unix-like operating systems):
Crosscompiling using mingw:
```
git clone --recursive https://github.com/FWGS/hlsdk-portable
```
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++"
# Build Instructions
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.
## Windows
See below, if CMake is not suitable for you:
### Prerequisites
### Windows
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...*.
#### Using msvc
### Opening command prompt
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.
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`.
set MSVCDir=C:\Program Files\Microsoft Visual Studio
compile.bat
Inside the prompt navigate to the hlsdk directory, using `cd` command, e.g.
```
cd C:\Users\username\projects\hlsdk-portable
```
These scripts also can be ran via wine:
Note: if hlsdk-portable is unpacked on another disk, nagivate there first:
```
D:
cd projects\hlsdk-portable
```
MSVCDir="z:\home\$USER\.wine\drive_c\Program Files\Microsoft Visual Studio" wine cmd /c compile.bat
### Building
The libraries built this way are always GoldSource compatible.
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.
#### Using mingw
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.
TODO
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
```
### Unix-like
#### Choosing Visual Studio version
To use waf, you need to install python (2.7 minimum)
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
```
(./waf configure -T release)
(./waf)
### Editing code in Visual Studio
### Android
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.
Just typical `ndk-build`.
TODO: describe what it is.
## Windows. Using Microsoft Visual Studio 6
### Building GoldSource-compatible libraries
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:
To enable building the goldsource compatible client library add GOLDSOURCE_SUPPORT flag when calling cmake:
```
set MSVCDir=C:\Program Files\Microsoft Visual Studio
cd dlls && compile.bat && cd ../cl_dll && compile.bat
```
cmake .. -DGOLDSOURCE_SUPPORT=ON
`hl.dll` and `client.dll` will appear in `dlls/` and `cl_dll/` diretories. The libraries built with msvc6 should be compatible with Windows XP.
or when using waf:
## Linux. Using Steam Runtime in chroot
./waf configure -T release --enable-goldsrc-support
### 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.
This one is the most simple but has a drawback.
```
sudo ./setup_chroot.sh --i386 --tarball ./com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz
```
cmake ../ -DGOLDSOURCE_SUPPORT=ON -DCMAKE_C_FLAGS="-static-libstdc++ -static-libgcc"
### Building
The drawback is that the compiled libraries will be larger in size.
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
```
#### Method 2: Build in Steam Runtime chroot
## Linux. Build without Steam Runtime
This is the official way to build Steam compatible games for Linux.
### Prerequisites
Clone https://github.com/ValveSoftware/steam-runtime and follow instructions https://github.com/ValveSoftware/steam-runtime#building-in-the-runtime
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
```
sudo ./setup_chroot.sh --i386
### Building
Then use cmake and make as usual, but prepend the commands with `schroot --chroot steamrt_scout_i386 --`:
```
cmake -B build -S .
cmake --build build
```
mkdir build-in-steamrt && cd build-in-steamrt
schroot --chroot steamrt_scout_i386 -- cmake ../ -DGOLDSOURCE_SUPPORT=ON
schroot --chroot steamrt_scout_i386 -- make
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.
#### Method 3: Create your own chroot with older distro that includes g++ 4.
## Linux. Build in your own chroot
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.
### Prerequisites
sudo debootstrap --arch=i386 jessie /var/chroot/jessie-debian-i386 # On Ubuntu type trusty instead of jessie
sudo chroot /var/chroot/jessie-debian-i386
Use the most suitable way for you to create an old distro 32-bit chroot. E.g. on Ubuntu/Debian you can use debootstrap.
Inside chroot install cmake, make, g++ and libsdl2-dev. Then exit the chroot.
```
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
```
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):
```
# inside chroot
apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev
exit
```
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
TODO: describe steps.
#### Configuring Qt Creator to use toolchain from chroot
Create a file with the following contents anywhere:
```sh
#!/bin/sh
schroot --chroot steamrt_scout_i386 -- cmake "$@"
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
```
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.
## Android
TODO
## Other platforms
Building on other Unix-like platforms (e.g. FreeBSD) is supported.
### Prerequisites
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)
```
## 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
```

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@ -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:
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

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@ -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)

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@ -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...

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@ -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();

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@ -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...

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

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@ -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
{

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@ -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;

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@ -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 );

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@ -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 */ )

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@ -465,7 +465,14 @@ 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 */ )

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@ -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 )
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 );
@ -483,6 +488,8 @@ void CTripmine::PrimaryAttack( void )
void CTripmine::WeaponIdle( void )
{
pev->body = 0;
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;

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@ -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

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@ -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')