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Get HL2SB Mostly Compiling #16

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55 changes: 55 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,55 @@
# Files to ignore when considering what GIT should commit.

# Visual Studio
*.suo
*.user
*.sln.docstates
*.obj
*.pch
*.tlog
*.log
*.scc
*.exp
*.ilk
*.lastbuildstate
vc100.pdb
ipch
*.sdf
*.opensdf
*.idb
*.vcxproj
*.sln

# OSX/Linux build products
*.mak
*.mak.vpc_crc
*.xcodeproj/
obj*/
!devtools/*.mak
!utils/smdlexp/smdlexp.mak

# Specific Source build products
client.pdb
client.dll
client.lib
server.pdb
server.dll
server.lib

client.so
client.so.dbg
server.so
server.so.dbg
server_srv.so
server_srv.so.dbg

client.dylib
client.dylib.dSYM/
server.dylib
server.dylib.dSYM/

# files generated by running a mod
config.cfg

# shader files
*.tmp
2 changes: 1 addition & 1 deletion run_hammer.bat → launch/run_hammer.bat
Original file line number Diff line number Diff line change
@@ -1 +1 @@
@"c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\hammer.exe" %1 %2 %3 %4 %5 %6 %7 %8 %9
@"c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\hammer.exe" %1 %2 %3 %4 %5 %6 %7 %8 %9
File renamed without changes.
4 changes: 2 additions & 2 deletions run_hlmv.bat → launch/run_hlmv.bat
Original file line number Diff line number Diff line change
@@ -1,2 +1,2 @@
@"c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\hlmv.exe" -game "c:\program files (x86)\steam\steamapps\SourceMods\hl2sb" %1 %2 %3 %4 %5 %6 %7 %8 %9
@"c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\hlmv.exe" -game "c:\program files (x86)\steam\steamapps\SourceMods\hl2sb" %1 %2 %3 %4 %5 %6 %7 %8 %9

File renamed without changes.
4 changes: 2 additions & 2 deletions run_mod.bat → launch/run_mod.bat
Original file line number Diff line number Diff line change
@@ -1,2 +1,2 @@
@"c:\program files (x86)\steam\steamapps\common\source sdk base 2007\hl2.exe" -dev -game "c:\program files (x86)\steam\steamapps\SourceMods\hl2sb" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
:: if the user builds hl2-sb from src/ they will need to remove #1 with this @"c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\hl2.exe" -dev -game "c:\program files (x86)\steam\steamapps\SourceMods\hl2sb" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
@"c:\program files (x86)\steam\steamapps\common\source sdk base 2007\hl2.exe" -dev -game "c:\program files (x86)\steam\steamapps\SourceMods\hl2sb" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
:: if the user builds hl2-sb from src/ they will need to remove #1 with this @"c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\hl2.exe" -dev -game "c:\program files (x86)\steam\steamapps\SourceMods\hl2sb" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
File renamed without changes.
4 changes: 2 additions & 2 deletions run_studiomdl.bat → launch/run_studiomdl.bat
Original file line number Diff line number Diff line change
@@ -1,2 +1,2 @@
@"c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\studiomdl.exe" -game "c:\program files (x86)\steam\steamapps\SourceMods\hl2sb" %1 %2 %3 %4 %5 %6 %7 %8 %9
@"c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\studiomdl.exe" -game "c:\program files (x86)\steam\steamapps\SourceMods\hl2sb" %1 %2 %3 %4 %5 %6 %7 %8 %9

File renamed without changes.
242 changes: 121 additions & 121 deletions src/common/GameUI/IGameUI.h
Original file line number Diff line number Diff line change
@@ -1,121 +1,121 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "vgui/IPanel.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
// reasons why the user can't connect to a game server
enum ESteamLoginFailure
{
STEAMLOGINFAILURE_NONE,
STEAMLOGINFAILURE_BADTICKET,
STEAMLOGINFAILURE_NOSTEAMLOGIN,
STEAMLOGINFAILURE_VACBANNED,
STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE
};
enum ESystemNotify
{
SYSTEMNOTIFY_STORAGEDEVICES_CHANGED,
SYSTEMNOTIFY_USER_SIGNEDIN,
SYSTEMNOTIFY_USER_SIGNEDOUT,
SYSTEMNOTIFY_XUIOPENING,
SYSTEMNOTIFY_XUICLOSED,
SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
};
//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
//-----------------------------------------------------------------------------
abstract_class IGameUI
{
public:
// initialization/shutdown
virtual void Initialize( CreateInterfaceFn appFactory ) = 0;
virtual void PostInit() = 0;
// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
virtual void Connect( CreateInterfaceFn gameFactory ) = 0;
virtual void Start() = 0;
virtual void Shutdown() = 0;
virtual void RunFrame() = 0;
// notifications
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;
// OLD: Use OnConnectToServer2
virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0;
virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0;
virtual void OnLevelLoadingStarted(bool bShowProgressDialog) = 0;
virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0;
// level loading progress, returns true if the screen needs updating
virtual bool UpdateProgressBar(float progress, const char *statusText) = 0;
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show ) = 0;
// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
virtual void ShowNewGameDialog( int chapter ) = 0;
// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
virtual void SystemNotification( const int notification ) = 0;
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0;
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
virtual void OnCreditsFinished( void ) = 0;
// inserts specified panel as background for level load dialog
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;
// Bonus maps interfaces
virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) = 0;
virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) = 0;
virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) = 0;
virtual void BonusMapDatabaseSave( void ) = 0;
virtual int BonusMapNumAdvancedCompleted( void ) = 0;
virtual void BonusMapNumMedals( int piNumMedals[ 3 ] ) = 0;
virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;
// X360 Storage device validation:
// returns true right away if storage device has been previously selected.
// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
// once the storage device is selected by user.
virtual bool ValidateStorageDevice( int *pStorageDeviceValidated ) = 0;
virtual void SetProgressOnStart() = 0;
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0;
virtual void OnConfirmQuit( void ) = 0;
virtual bool IsMainMenuVisible( void ) = 0;
// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
};
#define GAMEUI_INTERFACE_VERSION "GameUI011"
#endif // IGAMEUI_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//

#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif

#include "interface.h"
#include "vgui/IPanel.h"

#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif

// reasons why the user can't connect to a game server
enum ESteamLoginFailure
{
STEAMLOGINFAILURE_NONE,
STEAMLOGINFAILURE_BADTICKET,
STEAMLOGINFAILURE_NOSTEAMLOGIN,
STEAMLOGINFAILURE_VACBANNED,
STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE
};

enum ESystemNotify
{
SYSTEMNOTIFY_STORAGEDEVICES_CHANGED,
SYSTEMNOTIFY_USER_SIGNEDIN,
SYSTEMNOTIFY_USER_SIGNEDOUT,
SYSTEMNOTIFY_XUIOPENING,
SYSTEMNOTIFY_XUICLOSED,
SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
};

//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
//-----------------------------------------------------------------------------
abstract_class IGameUI
{
public:
// initialization/shutdown
virtual void Initialize( CreateInterfaceFn appFactory ) = 0;
virtual void PostInit() = 0;

// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
virtual void Connect( CreateInterfaceFn gameFactory ) = 0;

virtual void Start() = 0;
virtual void Shutdown() = 0;
virtual void RunFrame() = 0;

// notifications
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;

// OLD: Use OnConnectToServer2
virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0;

virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0;
virtual void OnLevelLoadingStarted(bool bShowProgressDialog) = 0;
virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0;

// level loading progress, returns true if the screen needs updating
virtual bool UpdateProgressBar(float progress, const char *statusText) = 0;
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show ) = 0;

// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
virtual void ShowNewGameDialog( int chapter ) = 0;

// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
virtual void SystemNotification( const int notification ) = 0;
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0;
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
virtual void OnCreditsFinished( void ) = 0;

// inserts specified panel as background for level load dialog
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;

// Bonus maps interfaces
virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) = 0;
virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) = 0;
virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) = 0;
virtual void BonusMapDatabaseSave( void ) = 0;
virtual int BonusMapNumAdvancedCompleted( void ) = 0;
virtual void BonusMapNumMedals( int piNumMedals[ 3 ] ) = 0;

virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;

// X360 Storage device validation:
// returns true right away if storage device has been previously selected.
// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
// once the storage device is selected by user.
virtual bool ValidateStorageDevice( int *pStorageDeviceValidated ) = 0;

virtual void SetProgressOnStart() = 0;
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0;

virtual void OnConfirmQuit( void ) = 0;

virtual bool IsMainMenuVisible( void ) = 0;

// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
};

#define GAMEUI_INTERFACE_VERSION "GameUI011"

#endif // IGAMEUI_H
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