buildSrc | ||
dep/cppunitlite | ||
dist | ||
gradle/wrapper | ||
msvc | ||
regamedll | ||
.gitignore | ||
build.gradle | ||
gradle.properties | ||
gradlew | ||
gradlew.bat | ||
LICENSE | ||
publish.gradle | ||
README.md | ||
settings.gradle | ||
shared_icc.gradle | ||
shared_msvc.gradle | ||
shared.gradle |
ReGameDLL_CS
Reverse-engineered gamedll (mp.dll / Counter-Strike)
What is this?
Regamedll_CS is a result of reverse engineering of original library mods HLDS (build 6153beta) using DWARF debug info embedded into linux version of HLDS, cs.so
Goals of the project
- Provide more stable (than official) version of Counter-Strike game with extended API for mods and plugins
How can use it?
Regamedll_CS is fully compatible with official mod CS 1.6 by Valve. All you have to do is to download binaries and replace original mo.dll/cs.so
Compiled binaries are available here: link
Archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'
- 'pure' version is designed to work exactly as official mod CS
- 'bugfixed' version contains some fixes and improvements
Warning! Regamedll_CS is not binary compatible with original hlds since it's compiled with compilers other than ones used for original mod CS. This means that plugins that do binary code analysis (Orpheu for example) probably will not work with Regamedll_CS.
Configuration (cvars)
CVar | Default | Min | Max | Description |
---|---|---|---|---|
mp_freeforall | 0 | 0 | 1 | The style of gameplay where there aren't any teams (FFA mode)0 disabled 1 enabled |
mp_buytime | 1.5 | 0.0 | - | Designate the desired amount of buy time for each round. (in minutes)-1 means no time limit0 disable buy |
mp_maxmoney | 16000 | 0 | 0x7FFFFFFF |
The maximum allowable amount of money in the game |
mp_round_infinite | 0 | 0 | 1 | Flags for fine grained control (choose as many as needed)0 disabled1 enabledor flags a block round time round end checkb block needed players round end checkc block VIP assassination/success round end checkd block prison escape round end checke block bomb round end checkf block team extermination round end checkg block hostage rescue round end checkExample setting: "ae" blocks round time and bomb round end checks |
mp_hegrenade_penetration | 0 | 0 | 1 | Disable grenade damage through walls0 disabled1 enabled |
mp_nadedrops | 0 | 0 | 2 | Drop a grenade after player death0 disabled1 drop one the grenade2 drop a everyone grenades |
mp_roundrespawn_time | 20 | 0 | - | Player cannot respawn until next round if more than N seconds has elapsed since the beginning round |
mp_auto_reload_weapons | 0 | 0 | 1 | Automatically reload each weapon on player spawn0 disabled1 enabled |
mp_refill_bpammo_weapons | 0 | 0 | 2 | Refill amount of backpack ammo up to the max0 disabled1 refill backpack ammo on player spawn2 refill backpack ammo on each weapon reload |
mp_auto_join_team | 0 | 0 | 1 | Automatically joins the team 0 disabled1 enable (Use in conjunction with the cvar humans_join_team any/CT/T) |
mp_max_teamkills | 3 | 0 | - | Maximum number of allowed teamkills before autokick. Used when enabled mp_autokick. |
mp_fragsleft | - | - | - | Is the number of frags left, if you have set mp_fraglimit. You just type mp_fragsleft in server console, and it tells you the number of frags left depending of mp_fraglimit. |
mp_fraglimit | 0 | - | - | If set to something other than 0, when anybody’s scored reaches mp_fraglimit the server changes map.0 means no limit |
mp_timeleft | - | - | - | Is the number of time left before the map changes, if you have set mp_timelimit. You just type mp_timeleft in server console, and it tells you the number of time left depending of mp_timelimit. |
mp_timelimit | 0 | - | - | Period between map rotations.0 means no limit |
showtriggers | 0 | 0 | 1 | Debug cvar shows triggers. |
bot_deathmatch | 0 | 0 | 1 | Set's the mode for the zBot 0 disabled1 enable mode Deathmatch and not allow to do the scenario |
How to install zBot for CS 1.6?
- Extract all the files from an archive
- Enter '-bots' option at the command line HLDS
Build instructions
There are several software requirements for building rehlds:
- Java Development Kit (JDK) 7+ (http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html)
- For Windows: Visual Studio 2013 and later
- For Linux: Intel C++ Compiler 13 and later
Checking requirements
####JDK version Windows
> %JAVA_HOME%\bin\javac -version javac 1.8.0_25
Linux
$ javac -version javac 1.7.0_65
####Visual Studio Help -> About
####ICC
$ icc --version icc (ICC) 15.0.1 20141023
Building
On Windows:
gradlew --max-workers=1 clean buildRelease
- For faster building without unit tests use this❗
gradlew --max-workers=1 clean buildFixes
On Linux:
./gradlew --max-workers=1 clean buildRelease
- For faster building without unit tests use this❗
./gradlew --max-workers=1 clean buildFixes
Compiled binaries will be placed in the build/binaries/ directory
Credits
Thanks to the project ReHLDS ( ReGameDLL_CS was created on the basis of ReHLDS )