Renamed 50bmg to 20special

This commit is contained in:
Kamay Xutax 2024-09-07 14:41:43 +02:00
parent 97bf5252e8
commit 0169223e43
11 changed files with 30 additions and 47 deletions

11
.gitignore vendored
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@ -37,18 +37,7 @@ waf3*/
.vscode/ .vscode/
.depproj/ .depproj/
source-engine.sln source-engine.sln
gamedata/css_enhanced/game/cstrike/cfg/config.cfg
gamedata/css_enhanced/game/bin/*.lib
gamedata/css_enhanced/game/cstrike/bin/*.lib
gamedata/css_enhanced/game/cstrike/downladlists/*
gamedata/css_enhanced/game/cstrike/download/*
*.cache *.cache
*.tmp *.tmp
*.lst *.lst
gamedata/css_enhanced/game/cstrike/textwindow_temp.html
*.so *.so
gamedata/css_enhanced/game/cstrike/videoconfig_linux.cfg
gamedata/css_enhanced/game/cstrike/cfg/autoexec.cfg
gamedata/css_enhanced/game/cstrike/glshaders.cfg
gamedata/css_enhanced/game/cstrike/gamestate.txt
gamedata/css_enhanced/game/cstrike/serverconfig.vdf

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@ -8,7 +8,7 @@ First install dependencies: https://github.com/nillerusr/source-engine/wiki/Sour
You also need zstd library. You also need zstd library.
To compile for CS:S Enhanced a command line can look like so: To compile for CS:S Enhanced a command line can look like so:
```./waf configure clangdb install -p -o build --use-ccache -T fastnative --prefix ../css_enhanced``` ```./waf configure clangdb install -p -o build -T fastnative --prefix ./gamedata/css_enhanced/game```
- `clangdb` generates compilation database for LSP - `clangdb` generates compilation database for LSP
- `install` installs into the prefix `../css_enhanced` the binaries - `install` installs into the prefix `../css_enhanced` the binaries
@ -18,14 +18,7 @@ To compile for CS:S Enhanced a command line can look like so:
## How to play: ## How to play:
You can join my Discord server at to get a release: https://discord.gg/e8nbakt8 - Compile the game as above.
OR:
- First, you need original CS:S & HL2 files.
- Copy the original CS:S folder somewhere.
- Overwrite the hl2 and platform folder from the Half-Life 2 files so that shaders can work.\
This is because stdshaders needs some rewrite to make it work basically with sdk 2013, can't do it now yet
- Run the game with hl2_launcher(.exe) -game cstrike. - Run the game with hl2_launcher(.exe) -game cstrike.
- I have my own server at cssserv.xutaxkamay.com, when it isn't down. - I have my own server at cssserv.xutaxkamay.com, when it isn't down.
@ -43,6 +36,7 @@ A lot! If you're curious you can look on the commit log, but here's the most int
- You can use ARM servers to run a dedicated server (this is huge, since servers have a lot of power consumption). - You can use ARM servers to run a dedicated server (this is huge, since servers have a lot of power consumption).
- Network compression mostly removed so the client get the exact values from the server - Network compression mostly removed so the client get the exact values from the server
- zstd compression with trained data so that it compress (and decompress) very fast for a very good ratio. (around 1/10) - zstd compression with trained data so that it compress (and decompress) very fast for a very good ratio. (around 1/10)
- Added new weapon, M82A1
And more to come (TODO): And more to come (TODO):
- New weapons coming, thinking gluon gun & m82a1 - New weapons coming, thinking gluon gun & m82a1

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@ -2419,7 +2419,7 @@ void CTempEnts::LevelInit()
m_pCS_556Shell = (model_t *)engine->LoadModel( "models/Shells/shell_556.mdl" ); m_pCS_556Shell = (model_t *)engine->LoadModel( "models/Shells/shell_556.mdl" );
m_pCS_762NATOShell = (model_t *)engine->LoadModel( "models/Shells/shell_762nato.mdl" ); m_pCS_762NATOShell = (model_t *)engine->LoadModel( "models/Shells/shell_762nato.mdl" );
m_pCS_338MAGShell = (model_t *)engine->LoadModel( "models/Shells/shell_338mag.mdl" ); m_pCS_338MAGShell = (model_t *)engine->LoadModel( "models/Shells/shell_338mag.mdl" );
m_pCS_50BMGShell = (model_t *)engine->LoadModel( "models/Shells/shell_50bmg.mdl" ); m_pCS_20SpecialShell = (model_t *)engine->LoadModel( "models/Shells/shell_20special.mdl" );
#endif #endif
} }
@ -2457,7 +2457,7 @@ void CTempEnts::Init (void)
m_pCS_556Shell = NULL; m_pCS_556Shell = NULL;
m_pCS_762NATOShell = NULL; m_pCS_762NATOShell = NULL;
m_pCS_338MAGShell = NULL; m_pCS_338MAGShell = NULL;
m_pCS_50BMGShell = NULL; m_pCS_20SpecialShell = NULL;
#endif #endif
// Clear out lists to start // Clear out lists to start
@ -3363,9 +3363,9 @@ void CTempEnts::CSEjectBrass( const Vector &vecPosition, const QAngle &angVeloci
hitsound = TE_RIFLE_SHELL; hitsound = TE_RIFLE_SHELL;
pModel = m_pCS_338MAGShell; pModel = m_pCS_338MAGShell;
break; break;
case CS_SHELL_50BMG: case CS_SHELL_20Special:
hitsound = TE_RIFLE_SHELL; hitsound = TE_RIFLE_SHELL;
pModel = m_pCS_50BMGShell; pModel = m_pCS_20SpecialShell;
break; break;
} }
#endif #endif

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@ -28,7 +28,7 @@ enum
CS_SHELL_556, CS_SHELL_556,
CS_SHELL_762NATO, CS_SHELL_762NATO,
CS_SHELL_338MAG, CS_SHELL_338MAG,
CS_SHELL_50BMG CS_SHELL_20Special
}; };
#endif #endif
@ -162,7 +162,7 @@ private:
struct model_t *m_pCS_556Shell; struct model_t *m_pCS_556Shell;
struct model_t *m_pCS_762NATOShell; struct model_t *m_pCS_762NATOShell;
struct model_t *m_pCS_338MAGShell; struct model_t *m_pCS_338MAGShell;
struct model_t *m_pCS_50BMGShell; struct model_t *m_pCS_20SpecialShell;
#endif #endif
// Internal methods also available to children // Internal methods also available to children

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@ -53,9 +53,9 @@ void CStrike_FX_EjectBrass_338Mag_Callback( const CEffectData &data )
CStrike_EjectBrass( CS_SHELL_338MAG, data ); CStrike_EjectBrass( CS_SHELL_338MAG, data );
} }
void CStrike_FX_EjectBrass_50BMG_Callback( const CEffectData &data ) void CStrike_FX_EjectBrass_20Special_Callback( const CEffectData &data )
{ {
CStrike_EjectBrass( CS_SHELL_50BMG, data ); CStrike_EjectBrass( CS_SHELL_20Special, data );
} }
DECLARE_CLIENT_EFFECT( "EjectBrass_9mm", CStrike_FX_EjectBrass_9mm_Callback ); DECLARE_CLIENT_EFFECT( "EjectBrass_9mm", CStrike_FX_EjectBrass_9mm_Callback );
@ -64,4 +64,4 @@ DECLARE_CLIENT_EFFECT( "EjectBrass_57", CStrike_FX_EjectBrass_57_Callback );
DECLARE_CLIENT_EFFECT( "EjectBrass_556", CStrike_FX_EjectBrass_556_Callback ); DECLARE_CLIENT_EFFECT( "EjectBrass_556", CStrike_FX_EjectBrass_556_Callback );
DECLARE_CLIENT_EFFECT( "EjectBrass_762Nato", CStrike_FX_EjectBrass_762Nato_Callback ); DECLARE_CLIENT_EFFECT( "EjectBrass_762Nato", CStrike_FX_EjectBrass_762Nato_Callback );
DECLARE_CLIENT_EFFECT( "EjectBrass_338Mag", CStrike_FX_EjectBrass_338Mag_Callback ); DECLARE_CLIENT_EFFECT( "EjectBrass_338Mag", CStrike_FX_EjectBrass_338Mag_Callback );
DECLARE_CLIENT_EFFECT( "EjectBrass_50BMG", CStrike_FX_EjectBrass_50BMG_Callback ); DECLARE_CLIENT_EFFECT( "EjectBrass_20Special", CStrike_FX_EjectBrass_20Special_Callback );

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@ -1316,7 +1316,7 @@ void CCSPlayer::CheatImpulseCommands( int iImpulse )
AddAccount( 16000 ); AddAccount( 16000 );
GiveAmmo( 13371, BULLET_PLAYER_50BMG ); GiveAmmo( 13371, BULLET_PLAYER_20Special );
GiveAmmo( 13371, BULLET_PLAYER_50AE ); GiveAmmo( 13371, BULLET_PLAYER_50AE );
GiveAmmo( 13371, BULLET_PLAYER_762MM ); GiveAmmo( 13371, BULLET_PLAYER_762MM );
GiveAmmo( 13371, BULLET_PLAYER_338MAG ); GiveAmmo( 13371, BULLET_PLAYER_338MAG );

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@ -54,14 +54,14 @@ public:
LINK_ENTITY_TO_CLASS( ammo_50ae, CItemAmmo50AE ); LINK_ENTITY_TO_CLASS( ammo_50ae, CItemAmmo50AE );
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
class CItemAmmo50BMG : public CItemAmmo class CItemAmmo20Special : public CItemAmmo
{ {
public: public:
DECLARE_CLASS( CItemAmmo50BMG, CItemAmmo ); DECLARE_CLASS( CItemAmmo20Special, CItemAmmo );
virtual const char * GetAmmoName( void ) const { return BULLET_PLAYER_50BMG; } virtual const char * GetAmmoName( void ) const { return BULLET_PLAYER_20Special; }
}; };
LINK_ENTITY_TO_CLASS( ammo_50bmg, CItemAmmo50BMG ); LINK_ENTITY_TO_CLASS( ammo_20special, CItemAmmo20Special );
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
class CItemAmmo762MM : public CItemAmmo class CItemAmmo762MM : public CItemAmmo

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@ -165,7 +165,7 @@ IMPLEMENT_NETWORKCLASS_ALIASED( CSGameRulesProxy, DT_CSGameRulesProxy )
ConVar ammo_50AE_max( "ammo_50AE_max", "35", FCVAR_REPLICATED ); ConVar ammo_50AE_max( "ammo_50AE_max", "35", FCVAR_REPLICATED );
ConVar ammo_50bmg_max( "ammo_50bmg_max", "18", FCVAR_REPLICATED ); ConVar ammo_20special_max( "ammo_20special_max", "18", FCVAR_REPLICATED );
ConVar ammo_762mm_max( "ammo_762mm_max", "90", FCVAR_REPLICATED ); ConVar ammo_762mm_max( "ammo_762mm_max", "90", FCVAR_REPLICATED );
ConVar ammo_556mm_max( "ammo_556mm_max", "90", FCVAR_REPLICATED ); ConVar ammo_556mm_max( "ammo_556mm_max", "90", FCVAR_REPLICATED );
ConVar ammo_556mm_box_max( "ammo_556mm_box_max", "200", FCVAR_REPLICATED ); ConVar ammo_556mm_box_max( "ammo_556mm_box_max", "200", FCVAR_REPLICATED );
@ -5077,7 +5077,7 @@ CAmmoDef* GetAmmoDef()
bInitted = true; bInitted = true;
ammoDef.AddAmmoType( BULLET_PLAYER_50AE, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_50AE_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 ); ammoDef.AddAmmoType( BULLET_PLAYER_50AE, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_50AE_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
ammoDef.AddAmmoType( BULLET_PLAYER_50BMG, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_50bmg_max", 4800 * BULLET_IMPULSE_EXAGGERATION, 0, 30, 40 ); ammoDef.AddAmmoType( BULLET_PLAYER_20Special, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_20special_max", 4800 * BULLET_IMPULSE_EXAGGERATION, 0, 30, 40 );
ammoDef.AddAmmoType( BULLET_PLAYER_762MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_762mm_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 ); ammoDef.AddAmmoType( BULLET_PLAYER_762MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_762mm_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
ammoDef.AddAmmoType( BULLET_PLAYER_556MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_556mm_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 ); ammoDef.AddAmmoType( BULLET_PLAYER_556MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_556mm_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
ammoDef.AddAmmoType( BULLET_PLAYER_556MM_BOX, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_556mm_box_max",2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 ); ammoDef.AddAmmoType( BULLET_PLAYER_556MM_BOX, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_556mm_box_max",2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
@ -5094,7 +5094,7 @@ CAmmoDef* GetAmmoDef()
//Adrian: I set all the prices to 0 just so the rest of the buy code works //Adrian: I set all the prices to 0 just so the rest of the buy code works
//This should be revisited. //This should be revisited.
ammoDef.AddAmmoCost( BULLET_PLAYER_50AE, 0, 7 ); ammoDef.AddAmmoCost( BULLET_PLAYER_50AE, 0, 7 );
ammoDef.AddAmmoCost( BULLET_PLAYER_50BMG, 0, 6 ); ammoDef.AddAmmoCost( BULLET_PLAYER_20Special, 0, 6 );
ammoDef.AddAmmoCost( BULLET_PLAYER_762MM, 0, 30 ); ammoDef.AddAmmoCost( BULLET_PLAYER_762MM, 0, 30 );
ammoDef.AddAmmoCost( BULLET_PLAYER_556MM, 0, 30 ); ammoDef.AddAmmoCost( BULLET_PLAYER_556MM, 0, 30 );
ammoDef.AddAmmoCost( BULLET_PLAYER_556MM_BOX, 0, 30 ); ammoDef.AddAmmoCost( BULLET_PLAYER_556MM_BOX, 0, 30 );

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@ -235,7 +235,7 @@ float CCSPlayer::GetBulletDiameter(int iBulletType)
{ {
return MMToUnits(13.8f); return MMToUnits(13.8f);
} }
else if (IsAmmoType(iBulletType, BULLET_PLAYER_50BMG)) else if (IsAmmoType(iBulletType, BULLET_PLAYER_20Special))
{ {
return MMToUnits(20.f); return MMToUnits(20.f);
} }
@ -296,7 +296,7 @@ void CCSPlayer::GetBulletTypeParameters(
fPenetrationPower = 39; fPenetrationPower = 39;
flPenetrationDistance = 5000.0; flPenetrationDistance = 5000.0;
} }
else if ( IsAmmoType( iBulletType, BULLET_PLAYER_50BMG ) ) else if ( IsAmmoType( iBulletType, BULLET_PLAYER_20Special ) )
{ {
fPenetrationPower = 266.6f; fPenetrationPower = 266.6f;
flPenetrationDistance = 150000.0; flPenetrationDistance = 150000.0;
@ -478,11 +478,11 @@ void CCSPlayer::FireBullet(
GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance, flBulletDiameter ); GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance, flBulletDiameter );
bool is50bmg = false; bool is20special = false;
if (IsAmmoType( iBulletType, BULLET_PLAYER_50BMG )) if (IsAmmoType( iBulletType, BULLET_PLAYER_20Special ))
{ {
is50bmg = true; is20special = true;
} }
float flBulletRadius = flBulletDiameter / 2.0f; float flBulletRadius = flBulletDiameter / 2.0f;
@ -711,7 +711,7 @@ void CCSPlayer::FireBullet(
flDamageModifier = 0.99f; flDamageModifier = 0.99f;
} }
if (is50bmg && iEnterMaterial >= 'A') if (is20special && iEnterMaterial >= 'A')
{ {
flPenetrationModifier = 1.0f; flPenetrationModifier = 1.0f;
} }
@ -866,7 +866,7 @@ void CCSPlayer::FireBullet(
// #endif // #endif
Vector penetrationEnd; Vector penetrationEnd;
float flMaxPenetrationDistance = is50bmg ? 1024.0f : 128.0f; float flMaxPenetrationDistance = is20special ? 1024.0f : 128.0f;
// try to penetrate object, maximum penetration is 128 inch // try to penetrate object, maximum penetration is 128 inch
if ( !TraceToExit( tr.endpos, vecDir, penetrationEnd, 24, flMaxPenetrationDistance ) ) if ( !TraceToExit( tr.endpos, vecDir, penetrationEnd, 24, flMaxPenetrationDistance ) )

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@ -262,8 +262,8 @@ int GetShellForAmmoType( const char *ammoname )
if ( !Q_strcmp( BULLET_PLAYER_57MM, ammoname ) ) if ( !Q_strcmp( BULLET_PLAYER_57MM, ammoname ) )
return CS_SHELL_57; return CS_SHELL_57;
if ( !Q_strcmp( BULLET_PLAYER_50BMG, ammoname ) ) if ( !Q_strcmp( BULLET_PLAYER_20Special, ammoname ) )
return CS_SHELL_50BMG; return CS_SHELL_20Special;
// default 9 mm // default 9 mm
return CS_SHELL_9MM; return CS_SHELL_9MM;

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@ -33,7 +33,7 @@ class CCSPlayer;
// These are the names of the ammo types that go in the CAmmoDefs and that the // These are the names of the ammo types that go in the CAmmoDefs and that the
// weapon script files reference. // weapon script files reference.
#define BULLET_PLAYER_50BMG "BULLET_PLAYER_50BMG" #define BULLET_PLAYER_20Special "BULLET_PLAYER_20Special"
#define BULLET_PLAYER_50AE "BULLET_PLAYER_50AE" #define BULLET_PLAYER_50AE "BULLET_PLAYER_50AE"
#define BULLET_PLAYER_762MM "BULLET_PLAYER_762MM" #define BULLET_PLAYER_762MM "BULLET_PLAYER_762MM"
#define BULLET_PLAYER_556MM "BULLET_PLAYER_556MM" #define BULLET_PLAYER_556MM "BULLET_PLAYER_556MM"