Compare commits
9 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| a2faa57760 | |||
| b11cb714d6 | |||
| 22b3d26c0b | |||
| cb00ff4ff5 | |||
| e11373acbb | |||
| 380112a25f | |||
| 443c2483b0 | |||
| e4352e849f | |||
| 94b17cc130 |
@@ -35,9 +35,9 @@
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// memdbgon must be the last include file in a .cpp file!!!
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#include "tier0/memdbgon.h"
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#ifdef CSTRIKE_DLL
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//#ifdef CSTRIKE_DLL
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ConVar cl_righthand("cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models.");
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ConVar cl_righthand("cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models.");
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#endif
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//#endif
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#ifdef TF_CLIENT_DLL
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#ifdef TF_CLIENT_DLL
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ConVar cl_flipviewmodels("cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models.");
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ConVar cl_flipviewmodels("cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models.");
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@@ -197,7 +197,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
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bool C_BaseViewModel::ShouldFlipViewModel()
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bool C_BaseViewModel::ShouldFlipViewModel()
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{
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{
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#ifdef CSTRIKE_DLL
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//#ifdef CSTRIKE_DLL
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// If cl_righthand is set, then we want them all right-handed.
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// If cl_righthand is set, then we want them all right-handed.
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CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
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CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
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if (pWeapon)
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if (pWeapon)
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@@ -205,7 +205,7 @@ bool C_BaseViewModel::ShouldFlipViewModel()
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const FileWeaponInfo_t* pInfo = &pWeapon->GetWpnData();
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const FileWeaponInfo_t* pInfo = &pWeapon->GetWpnData();
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return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool();
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return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool();
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}
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}
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#endif
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//#endif
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#ifdef TF_CLIENT_DLL
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#ifdef TF_CLIENT_DLL
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CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
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CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
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@@ -1904,6 +1904,10 @@ void CGameMovement::StayOnGround( void )
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}
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}
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}
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}
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}
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}
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// Camera Bob
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ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1);
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ConVar cl_viewbob_timer("cl_viewbob_timer", "1", 0, "Speed of Oscillation");
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ConVar cl_camtilt_scale("cl_camtilt_scale", "2.5", 0, "Magnitude of Oscillation");
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// Camera Bob
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// Camera Bob
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ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1);
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ConVar cl_camtilt_enabled("cl_camtilt_enabled", "1", 0, "Oscillation Toggle", true, 0, true, 1);
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@@ -1946,7 +1950,6 @@ void CGameMovement::WalkMove( void )
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player->ViewPunch(camTilt);
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player->ViewPunch(camTilt);
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}
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}
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// Zero out z components of movement vectors
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// Zero out z components of movement vectors
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if ( g_bMovementOptimizations )
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if ( g_bMovementOptimizations )
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{
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{
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@@ -2224,10 +2227,10 @@ void CGameMovement::FullObserverMove( void )
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{
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{
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factor /= 2.0f;
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factor /= 2.0f;
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}
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}
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float fmove = mv->m_flForwardMove * factor;
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float fmove = mv->m_flForwardMove * factor;
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float smove = mv->m_flSideMove * factor;
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float smove = mv->m_flSideMove * factor;
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VectorNormalize (forward); // Normalize remainder of vectors
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VectorNormalize (forward); // Normalize remainder of vectors
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VectorNormalize (right); //
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VectorNormalize (right); //
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@@ -2380,7 +2383,9 @@ void CGameMovement::PlaySwimSound()
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MoveHelper()->StartSound( mv->GetAbsOrigin(), "Player.Swim" );
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MoveHelper()->StartSound( mv->GetAbsOrigin(), "Player.Swim" );
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}
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}
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#define SA_MOVEMENT
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ConVar sa_sv_autojump("sv_autojump", "0", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
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ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose:
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// Purpose:
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@@ -2395,6 +2400,7 @@ bool CGameMovement::CheckJumpButton( void )
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return false;
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return false;
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}
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}
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// See if we are waterjumping. If so, decrement count and return.
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// See if we are waterjumping. If so, decrement count and return.
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if (player->m_flWaterJumpTime)
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if (player->m_flWaterJumpTime)
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{
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{
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@@ -2442,9 +2448,22 @@ bool CGameMovement::CheckJumpButton( void )
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return false;
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return false;
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#endif
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#endif
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//pressed jump on last tick/frame and both autojump and queuejump are disabled through console.
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//pressed jump on last tick/frame and both autojump and queuejump are disabled through console.
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if ( mv->m_nOldButtons & IN_JUMP && !(mv->m_bRejumpAllowed ) ) {
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if ( mv->m_nOldButtons & IN_JUMP && !(mv->m_bRejumpAllowed ) ) {
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return false; // don't pogo stick
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return false; // don't pogo stick
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}
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//My jumping shit
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//holding jump
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if (mv->m_nButtons & IN_JUMP | mv->m_nOldButtons & IN_JUMP && pQueueJump->GetInt() == 1 && pAutoJump->GetInt() == 0) {
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//holding jump and on the ground
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if (player->GetGroundEntity() != NULL) {
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#ifdef CLIENT_DLL
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engine->ClientCmd("-jump");
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#endif
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}
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}
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}
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}
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//DevMsg("Got past dont pogo \n");
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//DevMsg("Got past dont pogo \n");
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@@ -2900,7 +2919,7 @@ inline bool CGameMovement::OnLadder( trace_t &trace )
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#if defined (CSTRIKE_DLL) || defined( SArena_DLL )
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#if defined (CSTRIKE_DLL) || defined( SArena_DLL )
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ConVar sv_ladder_dampen ( "sv_ladder_dampen", "0.2", FCVAR_REPLICATED, "Amount to dampen perpendicular movement on a ladder", true, 0.0f, true, 1.0f );
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ConVar sv_ladder_dampen ( "sv_ladder_dampen", "0.2", FCVAR_REPLICATED, "Amount to dampen perpendicular movement on a ladder", true, 0.0f, true, 1.0f );
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ConVar sv_ladder_angle( "sv_ladder_angle", "-0.707", FCVAR_REPLICATED, "Cos of angle of incidence to ladder perpendicular for applying ladder_dampen", true, -1.0f, true, 1.0f );
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ConVar sv_ladder_angle( "sv_ladder_angle", "-0.707", FCVAR_REPLICATED, "Cos of angle of incidence to ladder perpendicular for applying ladder_dampen", true, -1.0f, true, 1.0f );
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#endif
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//#endif
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//=============================================================================
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//=============================================================================
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// HPE_END
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// HPE_END
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//=============================================================================
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//=============================================================================
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@@ -3048,7 +3067,7 @@ bool CGameMovement::LadderMove( void )
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if (angleDot < sv_ladder_angle.GetFloat())
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if (angleDot < sv_ladder_angle.GetFloat())
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lateral = (tmp * tmpDist) + (perp * sv_ladder_dampen.GetFloat() * perpDist);
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lateral = (tmp * tmpDist) + (perp * sv_ladder_dampen.GetFloat() * perpDist);
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#endif // CSTRIKE_DLL
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//#endif // CSTRIKE_DLL
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//=============================================================================
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//=============================================================================
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// HPE_END
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// HPE_END
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//=============================================================================
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//=============================================================================
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@@ -1,3 +1,20 @@
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//========= Copyright © 1996-2010, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "gamemovement.h"
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// Expose our interface.
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static CGameMovement g_GameMovement;
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IGameMovement *g_pGameMovement = (IGameMovement *)&g_GameMovement;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement, INTERFACENAME_GAMEMOVEMENT, g_GameMovement);
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/*
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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// Purpose: Special handling for hl2 usable ladders
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// Purpose: Special handling for hl2 usable ladders
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@@ -142,6 +159,7 @@ LINK_ENTITY_TO_CLASS( reserved_spot, CReservePlayerSpot );
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// goalpos -
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// goalpos -
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// *ladder -
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// *ladder -
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CHL2GameMovement::StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder )
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void CHL2GameMovement::StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder )
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{
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{
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LadderMove_t* lm = GetLadderMove();
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LadderMove_t* lm = GetLadderMove();
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@@ -522,7 +540,7 @@ bool CHL2GameMovement::ExitLadderViaDismountNode( CFuncLadder *ladder, bool stri
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CHL2GameMovement::FullLadderMove()
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void CHL2GameMovement::FullLadderMove()
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{
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{
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#if !defined( CLIENT_DLL )
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//#if !defined( CLIENT_DLL )
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CFuncLadder *ladder = GetLadder();
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CFuncLadder *ladder = GetLadder();
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Assert( ladder );
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Assert( ladder );
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if ( !ladder )
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if ( !ladder )
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@@ -701,7 +719,7 @@ void CHL2GameMovement::FullLadderMove()
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mv->SetAbsOrigin( oldOrigin );
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mv->SetAbsOrigin( oldOrigin );
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}
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}
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}
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}
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#endif
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//#endif
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}
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}
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bool CHL2GameMovement::CheckLadderAutoMountEndPoint( CFuncLadder *ladder, const Vector& bestOrigin )
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bool CHL2GameMovement::CheckLadderAutoMountEndPoint( CFuncLadder *ladder, const Vector& bestOrigin )
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@@ -1150,3 +1168,4 @@ bool CHL2GameMovement::CanAccelerate()
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
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#endif
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#endif
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*/
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@@ -1,3 +1,4 @@
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/*
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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// Purpose: Special handling for hl2 usable ladders
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// Purpose: Special handling for hl2 usable ladders
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@@ -127,3 +128,4 @@ inline CFuncLadder *CHL2GameMovement::GetLadder()
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{
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{
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return static_cast<CFuncLadder*>( static_cast<CBaseEntity *>( GetHL2Player()->m_HL2Local.m_hLadder.Get() ) );
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return static_cast<CFuncLadder*>( static_cast<CBaseEntity *>( GetHL2Player()->m_HL2Local.m_hLadder.Get() ) );
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}
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}
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*/
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@@ -60,9 +60,9 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
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#else
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//#else
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ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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// ConVar sv_accelerate ( "sv_accelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
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#endif // CSTRIKE_DLL
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//#endif // CSTRIKE_DLL
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#endif//_XBOX
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#endif//_XBOX
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@@ -84,9 +84,9 @@ ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCV
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|
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#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
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#if defined( DOD_DLL ) || defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." );
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED, "World friction." );
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#else
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//#else
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ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
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//ConVar sv_friction ( "sv_friction","4", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "World friction." );
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#endif // DOD_DLL || CSTRIKE_DLL
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//#endif // DOD_DLL || CSTRIKE_DLL
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|
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
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#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //need these too
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." );
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Bounce multiplier for when physically simulated objects collide with other objects." );
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@@ -94,13 +94,13 @@ ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED, "Maximum spee
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ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED );
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ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED );
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ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED, "How much to slow down backwards motion" );
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ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED, "How much to slow down backwards motion" );
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ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED, "Vertical view fixup when eyes are near water plane." );
|
ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED, "Vertical view fixup when eyes are near water plane." );
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#else
|
//#else
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ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." );
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//ConVar sv_bounce ( "sv_bounce","0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Bounce multiplier for when physically simulated objects collide with other objects." );
|
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ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Maximum speed any ballistically moving object is allowed to attain per axis." );
|
//ConVar sv_maxvelocity ( "sv_maxvelocity","3500", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Maximum speed any ballistically moving object is allowed to attain per axis." );
|
||||||
ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
|
//ConVar sv_stepsize ( "sv_stepsize","18", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" );
|
//ConVar sv_backspeed ( "sv_backspeed", "0.6", FCVAR_ARCHIVE | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How much to slow down backwards motion" );
|
||||||
ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." );
|
//ConVar sv_waterdist ( "sv_waterdist","12", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Vertical view fixup when eyes are near water plane." );
|
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#endif // CSTRIKE_DLL
|
//#endif // CSTRIKE_DLL
|
||||||
|
|
||||||
ConVar sv_skyname ( "sv_skyname", "sky_urb01", FCVAR_ARCHIVE | FCVAR_REPLICATED, "Current name of the skybox texture" );
|
ConVar sv_skyname ( "sv_skyname", "sky_urb01", FCVAR_ARCHIVE | FCVAR_REPLICATED, "Current name of the skybox texture" );
|
||||||
|
|
||||||
|
|||||||
@@ -628,7 +628,8 @@ ConVarRef suitcharger( "sk_suitcharger" );
|
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break;
|
break;
|
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default:
|
default:
|
||||||
case 0:// fixed
|
case 0:// fixed
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||||||
return 10;
|
//return 10;
|
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|
return 0;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
64
mp/src/games.sln
Normal file
64
mp/src/games.sln
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
|
||||||
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
|
# Visual Studio Version 16
|
||||||
|
VisualStudioVersion = 16.0.29201.188
|
||||||
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Client (HL2MP)", "game\client\client_hl2mp.vcxproj", "{17BCE59A-9037-EC8D-433E-F81339E2F1BA}"
|
||||||
|
ProjectSection(ProjectDependencies) = postProject
|
||||||
|
{BAB92FF0-D72A-D7E5-1988-74628D39B94F} = {BAB92FF0-D72A-D7E5-1988-74628D39B94F}
|
||||||
|
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC} = {EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}
|
||||||
|
{F69B3672-C5E8-CD1A-257F-253A25B5B939} = {F69B3672-C5E8-CD1A-257F-253A25B5B939}
|
||||||
|
EndProjectSection
|
||||||
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "mathlib", "mathlib\mathlib.vcxproj", "{BAB92FF0-D72A-D7E5-1988-74628D39B94F}"
|
||||||
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Raytrace", "raytrace\raytrace.vcxproj", "{95D67225-8415-236F-9128-DCB171B7DEC6}"
|
||||||
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Server (HL2MP)", "game\server\server_hl2mp.vcxproj", "{33B7DFDC-BECB-3678-1190-6C951E393EB3}"
|
||||||
|
ProjectSection(ProjectDependencies) = postProject
|
||||||
|
{BAB92FF0-D72A-D7E5-1988-74628D39B94F} = {BAB92FF0-D72A-D7E5-1988-74628D39B94F}
|
||||||
|
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC} = {EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}
|
||||||
|
EndProjectSection
|
||||||
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tier1", "tier1\tier1.vcxproj", "{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}"
|
||||||
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "vgui_controls", "vgui2\vgui_controls\vgui_controls.vcxproj", "{F69B3672-C5E8-CD1A-257F-253A25B5B939}"
|
||||||
|
EndProject
|
||||||
|
Global
|
||||||
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
|
Debug|x86 = Debug|x86
|
||||||
|
Release|x86 = Release|x86
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
|
{17BCE59A-9037-EC8D-433E-F81339E2F1BA}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{17BCE59A-9037-EC8D-433E-F81339E2F1BA}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{17BCE59A-9037-EC8D-433E-F81339E2F1BA}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{17BCE59A-9037-EC8D-433E-F81339E2F1BA}.Release|x86.Build.0 = Release|Win32
|
||||||
|
{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Release|x86.Build.0 = Release|Win32
|
||||||
|
{95D67225-8415-236F-9128-DCB171B7DEC6}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{95D67225-8415-236F-9128-DCB171B7DEC6}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{95D67225-8415-236F-9128-DCB171B7DEC6}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{95D67225-8415-236F-9128-DCB171B7DEC6}.Release|x86.Build.0 = Release|Win32
|
||||||
|
{33B7DFDC-BECB-3678-1190-6C951E393EB3}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{33B7DFDC-BECB-3678-1190-6C951E393EB3}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{33B7DFDC-BECB-3678-1190-6C951E393EB3}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{33B7DFDC-BECB-3678-1190-6C951E393EB3}.Release|x86.Build.0 = Release|Win32
|
||||||
|
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Release|x86.Build.0 = Release|Win32
|
||||||
|
{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Release|x86.Build.0 = Release|Win32
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
|
HideSolutionNode = FALSE
|
||||||
|
EndGlobalSection
|
||||||
|
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||||
|
SolutionGuid = {1D78039F-6074-40C4-8237-C7B4C2D01F18}
|
||||||
|
EndGlobalSection
|
||||||
|
EndGlobal
|
||||||
Reference in New Issue
Block a user