mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-04-15 05:52:32 +03:00
Mapbase HL2:MP compatibility and remaining HL2/Episodic support
This commit is contained in:
parent
4849c2adc1
commit
1c43bc4e95
@ -8,10 +8,10 @@
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#include "c_team_train_watcher.h"
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#include "igameevents.h"
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#include "c_team_objectiveresource.h"
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#include "teamplayroundbased_gamerules.h"
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#ifdef TF_CLIENT_DLL
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#include "tf_shareddefs.h"
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#include "teamplayroundbased_gamerules.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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@ -4,6 +4,8 @@
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// Project Script
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//-----------------------------------------------------------------------------
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$Include "$SRCDIR\game\client\client_mapbase_hl2.vpc" [$HL2||$EPISODIC||$HL2MP]
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$Configuration
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{
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$Compiler
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@ -53,7 +55,6 @@ $Project
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$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.h" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_singletons.cpp" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_singletons.h" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_funcs_hl2.cpp" [$MAPBASE_VSCRIPT&&($HL2||$EPISODIC)]
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$File "$SRCDIR\game\shared\mapbase\vscript_consts_shared.cpp" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_consts_weapons.cpp" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\weapon_custom_scripted.cpp" [$MAPBASE_VSCRIPT]
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@ -69,25 +70,8 @@ $Project
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$File "mapbase\c_func_fake_worldportal.h"
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$File "mapbase\c_point_glow.cpp"
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$File "mapbase\c_vgui_text_display.cpp"
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$File "mapbase\c_weapon_custom_hl2.cpp" [$HL2||$EPISODIC]
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$File "mapbase\mapbase_autocubemap.cpp"
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}
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$Folder "HL2 DLL" [$HL2||$EPISODIC]
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{
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// Original stunstick files are conditional'd out in the HL2 VPCs
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$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.cpp"
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$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.h"
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}
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$Folder "HL2MP" [$HL2||$EPISODIC]
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{
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$Folder "Weapons"
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{
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$File "$SRCDIR\game\shared\hl2mp\weapon_slam.cpp"
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$File "$SRCDIR\game\shared\hl2mp\weapon_slam.h"
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}
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}
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}
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$Folder "Link Libraries"
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33
src/game/client/client_mapbase_hl2.vpc
Normal file
33
src/game/client/client_mapbase_hl2.vpc
Normal file
@ -0,0 +1,33 @@
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//-----------------------------------------------------------------------------
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// CLIENT_MAPBASE_HL2.VPC
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//
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// Project Script
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//-----------------------------------------------------------------------------
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$Project
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{
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$Folder "Source Files"
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{
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$Folder "Mapbase"
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{
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$File "$SRCDIR\game\shared\mapbase\vscript_funcs_hl2.cpp" [$MAPBASE_VSCRIPT]
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$File "mapbase\c_weapon_custom_hl2.cpp"
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}
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$Folder "HL2 DLL"
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{
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// Original stunstick files are conditional'd out in the HL2 VPCs
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$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.cpp"
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$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.h"
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}
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$Folder "HL2MP"
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{
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$Folder "Weapons"
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{
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$File "$SRCDIR\game\shared\hl2mp\weapon_slam.cpp"
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$File "$SRCDIR\game\shared\hl2mp\weapon_slam.h"
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}
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}
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}
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}
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@ -48,8 +48,10 @@ DEFINE_SCRIPT_INSTANCE_HELPER( INextBotComponent, &g_NextBotComponentScriptInsta
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#endif
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#endif
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BEGIN_ENT_SCRIPTDESC_ROOT( INextBotComponent, "Next bot component" )
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#ifdef TF_DLL
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#ifdef MAPBASE_VSCRIPT
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DEFINE_SCRIPT_INSTANCE_HELPER( &g_NextBotComponentScriptInstanceHelper )
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#endif
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#endif
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DEFINE_SCRIPTFUNC( Reset, "Resets the internal update state" )
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DEFINE_SCRIPTFUNC( ComputeUpdateInterval, "Recomputes the component update interval" )
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@ -4,6 +4,8 @@
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// Project Base Script
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//-----------------------------------------------------------------------------
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$Include "$SRCDIR\game\server\server_mapbase_hl2.vpc" [$HL2||$EPISODIC||$HL2MP]
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$Configuration
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{
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$Compiler
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@ -52,15 +54,12 @@ $Project
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$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.h" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_singletons.cpp" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_singletons.h" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_funcs_hl2.cpp" [$MAPBASE_VSCRIPT&&($HL2||$EPISODIC)]
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$File "$SRCDIR\game\shared\mapbase\vscript_consts_shared.cpp" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_consts_weapons.cpp" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\weapon_custom_scripted.cpp" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\weapon_custom_scripted.h" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\logic_script_client.cpp" [$MAPBASE_VSCRIPT]
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$File "mapbase\ai_grenade.cpp" [$HL2||$EPISODIC]
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$File "mapbase\ai_grenade.h" [$HL2||$EPISODIC]
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$File "mapbase\ai_monitor.cpp"
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$File "mapbase\ai_weaponmodifier.cpp"
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$File "mapbase\custom_weapon_factory.cpp"
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@ -88,32 +87,10 @@ $Project
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$File "mapbase\SystemConvarMod.h"
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$File "mapbase\variant_tools.h"
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$File "mapbase\vgui_text_display.cpp"
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$File "mapbase\weapon_custom_hl2.cpp" [$HL2||$EPISODIC]
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$File "mapbase\logic_eventlistener.cpp"
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$File "mapbase\logic_register_activator.cpp"
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}
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$Folder "HL2 DLL" [$HL2||$EPISODIC]
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{
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// Original stunstick files are conditional'd out in the HL2 VPCs
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$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.cpp"
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$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.h"
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}
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$Folder "HL2MP" [$HL2||$EPISODIC]
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{
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$Folder "Weapons"
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{
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$File "hl2mp\grenade_satchel.cpp"
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$File "hl2mp\grenade_satchel.h"
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$File "hl2mp\grenade_tripmine.cpp"
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$File "hl2mp\grenade_tripmine.h"
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$File "$SRCDIR\game\shared\hl2mp\weapon_slam.cpp"
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$File "$SRCDIR\game\shared\hl2mp\weapon_slam.h"
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}
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}
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}
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$Folder "Link Libraries"
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41
src/game/server/server_mapbase_hl2.vpc
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41
src/game/server/server_mapbase_hl2.vpc
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@ -0,0 +1,41 @@
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//-----------------------------------------------------------------------------
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// SERVER_MAPBASE_HL2.VPC
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//
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// Project Base Script
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//-----------------------------------------------------------------------------
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$Project
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{
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$Folder "Source Files"
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{
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$Folder "Mapbase"
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{
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$File "$SRCDIR\game\shared\mapbase\vscript_funcs_hl2.cpp" [$MAPBASE_VSCRIPT]
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$File "mapbase\ai_grenade.cpp"
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$File "mapbase\ai_grenade.h"
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$File "mapbase\weapon_custom_hl2.cpp"
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}
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$Folder "HL2 DLL"
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{
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// Original stunstick files are conditional'd out in the HL2 VPCs
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$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.cpp"
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$File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.h"
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}
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$Folder "HL2MP"
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{
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$Folder "Weapons"
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{
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$File "hl2mp\grenade_satchel.cpp"
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$File "hl2mp\grenade_satchel.h"
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$File "hl2mp\grenade_tripmine.cpp"
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$File "hl2mp\grenade_tripmine.h"
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$File "$SRCDIR\game\shared\hl2mp\weapon_slam.cpp"
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$File "$SRCDIR\game\shared\hl2mp\weapon_slam.h"
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}
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}
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}
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}
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@ -10,6 +10,7 @@
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#include "hl2_shareddefs.h"
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#ifdef HL2MP
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#include "hl2mp_gamerules.h"
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#ifdef CLIENT_DLL
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#include "hl2mp/c_hl2mp_player.h"
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#else
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@ -74,6 +74,19 @@ acttable_t CWeapon357::m_acttable[] =
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IMPLEMENT_ACTTABLE( CWeapon357 );
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#ifdef MAPBASE
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// Allows Weapon_BackupActivity() to access the 357's activity table.
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acttable_t *Get357Acttable()
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{
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return CWeapon357::m_acttable;
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}
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int Get357ActtableCount()
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{
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return ARRAYSIZE(CWeapon357::m_acttable);
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}
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#endif
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#endif
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//-----------------------------------------------------------------------------
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@ -74,6 +74,19 @@ acttable_t CWeaponAR2::m_acttable[] =
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IMPLEMENT_ACTTABLE(CWeaponAR2);
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#ifdef MAPBASE
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// Allows Weapon_BackupActivity() to access the AR2's activity table.
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acttable_t *GetAR2Acttable()
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{
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return CWeaponAR2::m_acttable;
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}
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int GetAR2ActtableCount()
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{
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return ARRAYSIZE(CWeaponAR2::m_acttable);
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}
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#endif
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#endif
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CWeaponAR2::CWeaponAR2( )
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@ -31,6 +31,10 @@ public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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void ItemPostFrame( void );
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void Precache( void );
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@ -74,10 +78,6 @@ protected:
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CNetworkVar( float, m_flDelayedFire );
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CNetworkVar( bool, m_bShotDelayed );
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int m_nVentPose;
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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};
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@ -412,6 +412,10 @@ public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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private:
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void SetSkin( int skinNum );
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@ -433,10 +437,6 @@ private:
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void SetChargerState( ChargerState_t state );
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void DoLoadEffect( void );
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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private:
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// Charger effects
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@ -493,6 +493,18 @@ acttable_t CWeaponCrossbow::m_acttable[] =
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IMPLEMENT_ACTTABLE(CWeaponCrossbow);
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#ifdef MAPBASE
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acttable_t* GetCrossbowActtable()
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{
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return CWeaponCrossbow::m_acttable;
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}
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int GetCrossbowActtableCount()
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{
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return ARRAYSIZE(CWeaponCrossbow::m_acttable);
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}
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#endif
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#endif
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//-----------------------------------------------------------------------------
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@ -3251,6 +3251,19 @@ CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon )
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return NULL;
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}
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CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer )
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{
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CBaseEntity *pObject = NULL;
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CPlayerPickupController *pPlayerPickupController = (CPlayerPickupController *)(pPlayer->GetUseEntity());
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if ( pPlayerPickupController )
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{
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pObject = pPlayerPickupController->GetGrabController().GetAttached();
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}
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return pObject;
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}
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float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject )
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{
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float mass = 0.0f;
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@ -52,6 +52,7 @@ float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhys
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float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject );
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CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon );
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CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer );
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// derive from this so we can add save/load data to it
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struct game_shadowcontrol_params_t : public hlshadowcontrol_params_t
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@ -143,6 +143,19 @@ acttable_t CWeaponPistol::m_acttable[] =
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IMPLEMENT_ACTTABLE( CWeaponPistol );
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#ifdef MAPBASE
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// Allows Weapon_BackupActivity() to access the pistol's activity table.
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acttable_t *GetPistolActtable()
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{
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return CWeaponPistol::m_acttable;
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}
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int GetPistolActtableCount()
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{
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return ARRAYSIZE(CWeaponPistol::m_acttable);
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}
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#endif
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||||
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#endif
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//-----------------------------------------------------------------------------
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@ -114,6 +114,19 @@ acttable_t CWeaponShotgun::m_acttable[] =
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IMPLEMENT_ACTTABLE(CWeaponShotgun);
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#ifdef MAPBASE
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// Allows Weapon_BackupActivity() to access the shotgun's activity table.
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acttable_t *GetShotgunActtable()
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{
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return CWeaponShotgun::m_acttable;
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||||
}
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||||
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||||
int GetShotgunActtableCount()
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{
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return ARRAYSIZE(CWeaponShotgun::m_acttable);
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||||
}
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||||
#endif
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||||
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||||
#endif
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||||
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||||
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||||
|
@ -99,6 +99,19 @@ acttable_t CWeaponSMG1::m_acttable[] =
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};
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||||
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||||
IMPLEMENT_ACTTABLE(CWeaponSMG1);
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||||
#ifdef MAPBASE
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||||
// Allows Weapon_BackupActivity() to access the SMG1's activity table.
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||||
acttable_t *GetSMG1Acttable()
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||||
{
|
||||
return CWeaponSMG1::m_acttable;
|
||||
}
|
||||
|
||||
int GetSMG1ActtableCount()
|
||||
{
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||||
return ARRAYSIZE(CWeaponSMG1::m_acttable);
|
||||
}
|
||||
#endif
|
||||
#endif
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||||
|
||||
//=========================================================
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||||
|
@ -28,8 +28,8 @@
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#include "c_te_effect_dispatch.h"
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||||
#include "fx_quad.h"
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||||
#include "fx.h"
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||||
#include "beamdraw.h"
|
||||
|
||||
extern void DrawHalo( IMaterial* pMaterial, const Vector &source, float scale, float const *color, float flHDRColorScale = 1.0f );
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||||
extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
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||||
|
||||
#endif
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||||
|
@ -11,11 +11,15 @@
|
||||
#pragma once
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||||
#endif
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||||
|
||||
#ifdef HL2MP
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||||
#include "weapon_hl2mpbasebasebludgeon.h"
|
||||
#else
|
||||
#ifdef CLIENT_DLL
|
||||
#include "c_basehlcombatweapon.h"
|
||||
#else
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||||
#include "basebludgeonweapon.h"
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||||
#endif
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||||
#endif
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||||
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||||
#define STUNSTICK_RANGE 75.0f
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||||
#define STUNSTICK_REFIRE 0.8f
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||||
@ -26,8 +30,10 @@
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||||
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||||
#ifdef CLIENT_DLL
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||||
#define CWeaponStunStick C_WeaponStunStick
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#ifndef HL2MP
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||||
#define CBaseHLBludgeonWeapon C_BaseHLBludgeonWeapon
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#endif
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||||
#endif
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||||
|
||||
#ifndef HL2MP
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||||
class CWeaponStunStick : public CBaseHLBludgeonWeapon
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|
@ -13,7 +13,7 @@
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||||
#pragma once
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||||
#endif
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||||
|
||||
#if defined(MAPBASE_VSCRIPT) && (defined(TF_DLL) || defined(TF_CLIENT_DLL))
|
||||
#if defined(MAPBASE_VSCRIPT) && defined(MAPBASE_MP)
|
||||
// Mapbase and TF2 VScript have functions with the same names which do different things and/or take different parameters.
|
||||
// If enabled, the code will prioritize the syntax from TF2 VScript.
|
||||
// If disabled, it will prioritize the syntax from Mapbase VScript.
|
||||
|
23
src/launcher_main/launcher_main_mod_episodic.vpc
Normal file
23
src/launcher_main/launcher_main_mod_episodic.vpc
Normal file
@ -0,0 +1,23 @@
|
||||
$Macro OUTBINNAME "mod_episodic"
|
||||
|
||||
$Conditional "MOD_LAUNCHER" "1"
|
||||
|
||||
$Include "launcher_main.vpc"
|
||||
|
||||
$Configuration
|
||||
{
|
||||
$Compiler
|
||||
{
|
||||
$PreprocessorDefinitions "$BASE;MOD_APPID=243750" // Replace with your appid if you ship on Steam.
|
||||
}
|
||||
}
|
||||
|
||||
$Project "Launcher Main (Mod Episodic)"
|
||||
{
|
||||
$Folder "Resource Files" [$WINDOWS]
|
||||
{
|
||||
// Use the same resources as HL2MP
|
||||
$File "launcher_main_mod_hl2mp.rc"
|
||||
$File "res\mod_hl2mp.ico"
|
||||
}
|
||||
}
|
23
src/launcher_main/launcher_main_mod_hl2.vpc
Normal file
23
src/launcher_main/launcher_main_mod_hl2.vpc
Normal file
@ -0,0 +1,23 @@
|
||||
$Macro OUTBINNAME "mod_hl2"
|
||||
|
||||
$Conditional "MOD_LAUNCHER" "1"
|
||||
|
||||
$Include "launcher_main.vpc"
|
||||
|
||||
$Configuration
|
||||
{
|
||||
$Compiler
|
||||
{
|
||||
$PreprocessorDefinitions "$BASE;MOD_APPID=243750" // Replace with your appid if you ship on Steam.
|
||||
}
|
||||
}
|
||||
|
||||
$Project "Launcher Main (Mod HL2)"
|
||||
{
|
||||
$Folder "Resource Files" [$WINDOWS]
|
||||
{
|
||||
// Use the same resources as HL2MP
|
||||
$File "launcher_main_mod_hl2mp.rc"
|
||||
$File "res\mod_hl2mp.ico"
|
||||
}
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// game_shader_generic_example_episodic.vpc
|
||||
//
|
||||
// Project Script for mods to use an an example of how to override shaders
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR "..\.."
|
||||
$Macro OUTBINNAME "game_shader_generic_example"
|
||||
$Macro GAMENAME "mod_episodic"
|
||||
$Include "$SRCDIR\materialsystem\stdshaders\game_shader_generic_example_base.vpc"
|
||||
|
||||
$Project "Game Shaders (Episodic)"
|
||||
{
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// game_shader_generic_example_hl2.vpc
|
||||
//
|
||||
// Project Script for mods to use an an example of how to override shaders
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR "..\.."
|
||||
$Macro OUTBINNAME "game_shader_generic_example"
|
||||
$Macro GAMENAME "mod_hl2"
|
||||
$Include "$SRCDIR\materialsystem\stdshaders\game_shader_generic_example_base.vpc"
|
||||
|
||||
$Project "Game Shaders (HL2)"
|
||||
{
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// game_shader_generic_std_episodic.vpc
|
||||
//
|
||||
// Project Script for mods to use an an example of how to override shaders
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR "..\.."
|
||||
$Macro OUTBINNAME "game_shader_generic_std"
|
||||
$Macro GAMENAME "mod_episodic"
|
||||
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\$GAMENAME\bin"
|
||||
|
||||
$Include "$SRCDIR\materialsystem\stdshaders\stdshader_dx9_inc.vpc"
|
||||
|
||||
$Project "Standard Shader Replacements (Episodic)"
|
||||
{
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// game_shader_generic_std_hl2.vpc
|
||||
//
|
||||
// Project Script for mods to use an an example of how to override shaders
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR "..\.."
|
||||
$Macro OUTBINNAME "game_shader_generic_std"
|
||||
$Macro GAMENAME "mod_hl2"
|
||||
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\$GAMENAME\bin"
|
||||
|
||||
$Include "$SRCDIR\materialsystem\stdshaders\stdshader_dx9_inc.vpc"
|
||||
|
||||
$Project "Standard Shader Replacements (HL2)"
|
||||
{
|
||||
}
|
@ -31,6 +31,7 @@ $Project "game_shader_generic_example"
|
||||
"materialsystem\stdshaders\game_shader_generic_example_hl2mp.vpc" [$HL2MP]
|
||||
"materialsystem\stdshaders\game_shader_generic_example_tf.vpc" [$TF]
|
||||
"materialsystem\stdshaders\game_shader_generic_example_hl2.vpc" [$HL2]
|
||||
"materialsystem\stdshaders\game_shader_generic_example_episodic.vpc" [$EPISODIC]
|
||||
}
|
||||
|
||||
// Use this project if you want to override all std shaders with your own.
|
||||
@ -40,6 +41,7 @@ $Project "game_shader_generic_std"
|
||||
"materialsystem\stdshaders\game_shader_generic_std_hl2mp.vpc" [$HL2MP]
|
||||
"materialsystem\stdshaders\game_shader_generic_std_tf.vpc" [$TF]
|
||||
"materialsystem\stdshaders\game_shader_generic_std_hl2.vpc" [$HL2]
|
||||
"materialsystem\stdshaders\game_shader_generic_std_episodic.vpc" [$EPISODIC]
|
||||
}
|
||||
|
||||
$Project "glview"
|
||||
@ -64,6 +66,8 @@ $Project "launcher_main"
|
||||
{
|
||||
"launcher_main\launcher_main_mod_hl2mp.vpc" [$HL2MP]
|
||||
"launcher_main\launcher_main_mod_tf.vpc" [$TF]
|
||||
"launcher_main\launcher_main_mod_hl2.vpc" [$HL2]
|
||||
"launcher_main\launcher_main_mod_episodic.vpc" [$EPISODIC]
|
||||
}
|
||||
|
||||
$Project "responserules"
|
||||
|
@ -33,6 +33,7 @@ $Configuration "Debug"
|
||||
|
||||
// Mapbase base definitions
|
||||
$PreprocessorDefinitions "$BASE;MAPBASE" [$MAPBASE]
|
||||
$PreprocessorDefinitions "$BASE;MAPBASE_MP" [$MAPBASE&&($HL2MP||$TF)]
|
||||
}
|
||||
}
|
||||
|
||||
@ -47,5 +48,6 @@ $Configuration "Release"
|
||||
|
||||
// Mapbase base definitions
|
||||
$PreprocessorDefinitions "$BASE;MAPBASE" [$MAPBASE]
|
||||
$PreprocessorDefinitions "$BASE;MAPBASE_MP" [$MAPBASE&&($HL2MP||$TF)]
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user