build: reworked build and package to simplify process
build: reworked build and package to simplify process build: windows dll is now compiled by clang, msvc build added to extras package fix: clear all the implicit conversions in the code (also fixed some bugs) fix: crash on never xash3d-fwgs engine fix: fixed bad bot behaviors on aarch64 fix: crash on some maps due to missing previous node fix: finally removed memset(this) within bot creatin
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35 changed files with 1004 additions and 949 deletions
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@ -681,7 +681,7 @@ void Game::checkCvarsBounds () {
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if (is (GameFlags::Xash3D)) {
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static cvar_t *sv_forcesimulating = engfuncs.pfnCVarGetPointer ("sv_forcesimulating");
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if (sv_forcesimulating && sv_forcesimulating->value != 1.0f) {
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if (sv_forcesimulating && !cr::fequal (sv_forcesimulating->value, 1.0f)) {
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game.print ("Force-enable Xash3D sv_forcesimulating cvar.");
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engfuncs.pfnCVarSetFloat ("sv_forcesimulating", 1.0f);
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}
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@ -798,7 +798,7 @@ bool Game::loadCSBinary () {
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auto entity = m_gameLib.resolve <EntityFunction> ("weapon_famas");
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// detect xash engine
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if (engfuncs.pfnCVarGetPointer ("build") != nullptr) {
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if (engfuncs.pfnCVarGetPointer ("host_ver") != nullptr) {
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m_gameFlags |= (GameFlags::Legacy | GameFlags::Xash3D);
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if (entity != nullptr) {
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@ -1035,7 +1035,7 @@ bool Game::isShootableBreakable (edict_t *ent) {
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auto limit = cv_breakable_health_limit.float_ ();
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if ((strcmp (ent->v.classname.chars (), "func_breakable") == 0 && ent->v.health < limit) || (strcmp (ent->v.classname.chars (), "func_pushable") == 0 && (ent->v.spawnflags & SF_PUSH_BREAKABLE) && ent->v.health < limit) || (strcmp (ent->v.classname.chars (), "func_wall") == 0 && ent->v.health < limit)) {
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if (ent->v.takedamage != DAMAGE_NO && ent->v.impulse <= 0 && !(ent->v.flags & FL_WORLDBRUSH) && !(ent->v.spawnflags & SF_BREAK_TRIGGER_ONLY)) {
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if (ent->v.takedamage > 0.0f && ent->v.impulse <= 0 && !(ent->v.flags & FL_WORLDBRUSH) && !(ent->v.spawnflags & SF_BREAK_TRIGGER_ONLY)) {
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return (ent->v.movetype == MOVETYPE_PUSH || ent->v.movetype == MOVETYPE_PUSHSTEP);
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}
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}
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@ -1112,8 +1112,7 @@ void LightMeasure::animateLight () {
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m_lightstyleValue[j] = 256;
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continue;
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}
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int value = m_lightstyle[j].map[index % m_lightstyle[j].length] - 'a';
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m_lightstyleValue[j] = value * 22;
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m_lightstyleValue[j] = static_cast <uint32> (m_lightstyle[j].map[index % m_lightstyle[j].length] - 'a') * 22u;
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}
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}
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