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4 changes: 4 additions & 0 deletions BUILD_INSTRUCTIONS.md
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Expand Up @@ -3,6 +3,10 @@
See instructions for your platform:

## Compiling
When following the instructions for Windows, VS2022 is now the minimum requirement so the instructions to
download/install VS2013 is no longer needed and replaced by just downloading/installing VS2022 instead. Make sure
to at least include the C++ Development tools during VS2022 installation.

https://developer.valvesoftware.com/wiki/Source_SDK_2013

## Steam mod setup
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3 changes: 1 addition & 2 deletions CONTRIBUTING.md
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Expand Up @@ -70,8 +70,7 @@ In shared code, clientside code can be differentiated with CLIENT_DLL, vs. serve

No big restrictions on general code format, just try to more or less match the other SDK code style.

* C++11, except...
* Use const (or #define) over constexpr; while it is a part of C++11 spec, the v120 MSVC toolset that Source targets on Windows doesn't support it natively.
* C++11, generally within v143 MSVC toolset on Windows and GCC 13+ on Linux supports
* Valve likes to ( space ) their arguments, especially with macros, but it's not necessary to strictly follow everywhere.
* Tabs are preferred for indentation, to be consistent with the SDK code.
* When using a TODO/FIXME/HACK... style comment, use the format "// NEO TODO (Your-username): Example comment." to make it easier to search NEO specific todos/fixmes (opposed to Valve ones), and at a glance figure out who has written them.
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1 change: 1 addition & 0 deletions mp/game/neo/maps/.gitignore
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@@ -0,0 +1 @@
*.bsp
Binary file modified mp/src/devtools/bin/vpc.exe
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2 changes: 1 addition & 1 deletion mp/src/game/client/c_baseanimating.h
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Expand Up @@ -79,7 +79,7 @@ class CAttachmentData
QAngle m_angRotation;
Vector m_vOriginVelocity;
int m_nLastFramecount : 31;
int m_bAnglesComputed : 1;
unsigned int m_bAnglesComputed : 1;
};


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2 changes: 1 addition & 1 deletion mp/src/game/client/c_baseentity.cpp
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Expand Up @@ -4751,7 +4751,7 @@ C_BaseEntity *C_BaseEntity::Instance( int iEnt )

#ifdef WIN32
#pragma warning( push )
#include <typeinfo.h>
#include <typeinfo>
#pragma warning( pop )
#endif

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4 changes: 2 additions & 2 deletions mp/src/game/client/hud_pdump.cpp
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Expand Up @@ -22,7 +22,7 @@ static CPDumpPanel *g_pPDumpPanel = NULL;
// retaining our own warning setup...ywb
#ifdef WIN32
#pragma warning( push )
#include <typeinfo.h>
#include <typeinfo>
#pragma warning( pop )
#endif

Expand Down Expand Up @@ -439,4 +439,4 @@ void CPDumpPanel::Paint()
surface()->DrawPrintText( szconverted, wcslen( szconverted ) );

y += fonttall;
}
}
1 change: 1 addition & 0 deletions mp/src/game/client/neo/ui/neo_hud_round_state.cpp
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Expand Up @@ -8,6 +8,7 @@
#include <vgui/ISurface.h>

#include "neo_gamerules.h"
#include <initializer_list>

#include <vgui_controls/ImagePanel.h>

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2 changes: 1 addition & 1 deletion mp/src/game/client/particlemgr.h
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Expand Up @@ -120,7 +120,7 @@ entities. Each one is useful under different conditions.
#include "utllinkedlist.h"
#include "utldict.h"
#ifdef WIN32
#include <typeinfo.h>
#include <typeinfo>
#else
#include <typeinfo>
#endif
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4 changes: 2 additions & 2 deletions mp/src/game/client/physics_main_client.cpp
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Expand Up @@ -7,7 +7,7 @@
#include "cbase.h"
#include "c_baseentity.h"
#ifdef WIN32
#include <typeinfo.h>
#include <typeinfo>
#endif
#include "tier0/vprof.h"

Expand Down Expand Up @@ -341,4 +341,4 @@ void C_BaseEntity::PhysicsDispatchThink( BASEPTR thinkFunc )
}
}
}
}
}
2 changes: 1 addition & 1 deletion mp/src/game/server/physics_main.cpp
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Expand Up @@ -8,7 +8,7 @@

#include "cbase.h"
#ifdef _WIN32
#include "typeinfo.h"
#include <typeinfo>
// BUGBUG: typeinfo stomps some of the warning settings (in yvals.h)
#pragma warning(disable:4244)
#elif POSIX
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3 changes: 2 additions & 1 deletion mp/src/game/shared/neo/neo_playeranimstate.h
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Expand Up @@ -49,6 +49,7 @@ class INEOPlayerAnimStateHelpers
public:
virtual CBaseCombatWeapon* NEOAnim_GetActiveWeapon() = 0;
virtual bool NEOAnim_CanMove() = 0;
virtual ~INEOPlayerAnimStateHelpers() {}
};

INEOPlayerAnimState *CreatePlayerAnimState(CBaseAnimatingOverlay *pEntity,
Expand All @@ -60,4 +61,4 @@ INEOPlayerAnimStateHelpers* CreateAnimStateHelpers(CNEO_Player* pPlayer);
// to the local player if he's the one being watched.
extern ConVar cl_showanimstate;

#endif // NEO_PLAYERANIMSTATE_H
#endif // NEO_PLAYERANIMSTATE_H
3 changes: 0 additions & 3 deletions mp/src/game/shared/neo/neo_shot_manipulator.cpp
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@@ -1,10 +1,7 @@
#include "cbase.h"
#include "neo_shot_manipulator.h"
#include "weapon_neobasecombatweapon.h"

#ifdef LINUX
#include <initializer_list>
#endif

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
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2 changes: 0 additions & 2 deletions mp/src/game/shared/neo/weapons/weapon_neobasecombatweapon.cpp
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Expand Up @@ -9,9 +9,7 @@

#include "basecombatweapon_shared.h"

#ifdef LINUX
#include <initializer_list>
#endif

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
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1 change: 1 addition & 0 deletions mp/src/lib/public/.gitignore
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@@ -0,0 +1 @@
*.pdb
Binary file modified mp/src/lib/public/particles.lib
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3 changes: 2 additions & 1 deletion mp/src/public/haptics/ihaptics.h
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Expand Up @@ -49,6 +49,7 @@ abstract_class IHaptics
IEngineVGui* newvgui,
ActivityList_IndexForName_t actIndexForName,
ActivityList_NameForIndex_t actNameForIndex) = 0;
virtual ~IHaptics() {}

public: // Device methods

Expand Down Expand Up @@ -141,4 +142,4 @@ inline void IHaptics::ClearNavigationClass( void )

extern IHaptics* haptics;

#endif// HAPTICS_INTERFACE_H
#endif// HAPTICS_INTERFACE_H
2 changes: 1 addition & 1 deletion mp/src/public/scratchpad3d.h
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Expand Up @@ -51,7 +51,7 @@ class CScratchPad3D : public IScratchPad3D
m_pCachedRenderData = NULL;
}

~CBaseCommand()
virtual ~CBaseCommand()
{
ReleaseCachedRenderData();
}
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2 changes: 1 addition & 1 deletion mp/src/public/tier0/memalloc.h
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Expand Up @@ -382,7 +382,7 @@ class CMemAllocAttributeAlloction

#pragma warning(disable:4290)
#pragma warning(push)
#include <typeinfo.h>
#include <typeinfo>

// MEM_DEBUG_CLASSNAME is opt-in.
// Note: typeid().name() is not threadsafe, so if the project needs to access it in multiple threads
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