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184 lines
18 KiB
Markdown
184 lines
18 KiB
Markdown
# ReGameDLL_CS [![Download](https://camo.githubusercontent.com/0c15c5ed5da356288ad4bb69ed24267fb48498f2/68747470733a2f2f696d672e736869656c64732e696f2f6769746875622f72656c656173652f73316c656e74712f526547616d65444c4c5f43532e737667)](https://github.com/s1lentq/ReGameDLL_CS/releases/latest) [![Downloads](https://camo.githubusercontent.com/7eb895bf12d373df1d7c2bd2af3eb7d6328cdf6c02eee380fa93f81365c32d41/68747470733a2f2f696d672e736869656c64732e696f2f6769746875622f646f776e6c6f6164732f73316c656e74712f526547616d65444c4c5f43532f746f74616c3f636f6c6f723d696d706f7274616e74)]() [![Percentage of issues still open](http://isitmaintained.com/badge/open/s1lentq/ReGameDLL_CS.svg)](http://isitmaintained.com/project/s1lentq/ReGameDLL_CS "Percentage of issues still open") [![License: GPL v3](https://img.shields.io/badge/License-GPL%20v3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0) <img align="right" src="https://cloud.githubusercontent.com/assets/5860435/20008568/b3623150-a2d3-11e6-85f3-0d6571045fc9.png" alt="Counter-Strike 1.6 GameDLL" />
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Reverse-engineered gamedll (mp.dll / Counter-Strike)
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## What is this?
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Regamedll_CS is a result of reverse engineering of original library mod HLDS (build 6153beta) using DWARF debug info embedded into linux version of HLDS, cs.so
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## Goals of the project
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* Provide more stable (than official) version of Counter-Strike game with extended API for mods and plugins
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## How can use it?
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ReGameDLL_CS is fully compatible with official mod CS 1.6 / CZero by Valve. All you have to do is to download binaries and replace original mp.dll/cs.so
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## Downloads
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* [Release builds](https://github.com/s1lentq/ReGameDLL_CS/releases)
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* [Dev builds](https://github.com/s1lentq/ReGameDLL_CS/actions/workflows/build.yml)
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<b>Warning!</b> ReGameDLL_CS is not binary compatible with original hlds since it's compiled with compilers other than ones used for original mod CS.
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This means that plugins that do binary code analysis (Orpheu for example) probably will not work with ReGameDLL_CS.
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## How can use beta?
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<pre>ReGameDLL_CS also have beta version with latest changes from official version of Counter-Strike.</pre>
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* Enter `-beta` option at the command line HLDS.
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## Commands
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| Command | Description |
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| :---------------------------------- | :---------------------------------------------- |
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| game version | Will show GameDLL build version, date & URL. |
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| endround | Args:<br/>`T` force round end with Terrorists win. <br/>`CT` force round end with Counter-Terrorists win. <br/> or terminate round draw when called without arguments. |
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| swapteams | Swap the teams and restart the game. |
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## Configuration (cvars)
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<details>
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<summary>Click to expand</summary>
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| CVar | Default | Min | Max | Description |
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| :--------------------------------- | :-----: | :-: | :----------: | :--------------------------------------------- |
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| mp_freeforall | 0 | 0 | 1 | The style of gameplay where there aren't any teams (FFA mode)<br/>`0` disabled <br/>`1` enabled |
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| mp_autoteambalance | 1 | 0 | 2 | Auto balancing of teams.<br/>`0` disabled <br/>`1` on after next round<br/>`2` on next round |
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| mp_buytime | 1.5 | 0.0 | - | Designate the desired amount of buy time for each round. (in minutes)<br />`-1` means no time limit<br />`0` disable buy |
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| mp_maxmoney | 16000 | 0 | `999999` | The maximum allowable amount of money in the game |
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| mp_round_infinite | 0 | 0 | 1 | Flags for fine grained control (choose as many as needed)<br/>`0` disabled<br/>`1` enabled<br/><br/>or flags<br/>`a` block round time round end check<br/>`b` block needed players round end check<br/>`c` block VIP assassination/success round end check<br/>`d` block prison escape round end check<br/>`e` block bomb round end check<br/>`f` block team extermination round end check<br/>`g` block hostage rescue round end check<br/>`h` block VIP assassination/success round time end check<br/>`i` block prison escape round time end check<br/>`j` block bomb round time end check<br/>`k` block hostage rescue round time end check<br/><br/>`Example setting:` "ae" blocks round time and bomb round end checks |
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| mp_roundover | 0 | 0 | 3 | The round by expired time will be over, if on a map it does not have the scenario of the game.<br/>`0` disabled<br/>`1` end of the round with a draw<br/>`2` round end with Terrorists win<br/>`3` round end with Counter-Terrorists win |
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| mp_round_restart_delay | 5 | - | - | Number of seconds to delay before restarting a round after a win. |
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| mp_hegrenade_penetration | 0 | 0 | 1 | Disable grenade damage through walls.<br/>`0` disabled<br/>`1` enabled |
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| mp_nadedrops | 0 | 0 | 2 | Drop a grenade after player death.<br/>`0` disabled<br/>`1` drop first available grenade<br/>`2` drop all grenades |
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| mp_roundrespawn_time | 20 | 0 | - | Player cannot respawn until next round if more than N seconds has elapsed since the beginning round.<br />`-1` means no time limit<br /> |
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| mp_auto_reload_weapons | 0 | 0 | 1 | Automatically reload each weapon on player spawn.<br/>`0` disabled<br/>`1` enabled |
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| mp_refill_bpammo_weapons | 0 | 0 | 2 | Refill amount of backpack ammo up to the max.<br/>`0` disabled<br/>`1` refill backpack ammo on player spawn<br/>`2` refill backpack ammo on player spawn and on the purchase of the item |
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| mp_infinite_ammo | 0 | 0 | 2 | Sets the mode infinite ammo for weapons.<br/>`0` disabled<br/>`1` weapon clip infinite<br/>`2` weapon bpammo infinite (This means for reloading) |
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| mp_infinite_grenades | 0 | 0 | 1 | Enable infinite grenades.<br/>`0` disabled<br/>`1` grenades infinite |
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| mp_auto_join_team | 0 | 0 | 1 | Automatically joins the team.<br/>`0` disabled<br/>`1` enable (Use in conjunction with the cvar humans_join_team any/CT/T) |
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| mp_max_teamkills | 3 | 0 | - | Maximum number of allowed teamkills before autokick. Used when enabled mp_autokick. |
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| 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. |
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| mp_fraglimit | 0 | 0 | - | If set to something other than 0, when anybody’s scored reaches mp_fraglimit the server changes map.<br />`0` means no limit |
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| 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. |
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| mp_timelimit | 0 | - | - | Period between map rotations.<br />`0` means no limit |
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| mp_forcerespawn | 0 | 0 | - | Players will automatically respawn when killed.<br/>`0` disabled<br/>`>0.00001` time delay to respawn |
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| mp_hostage_hurtable | 1 | 0 | 1 | The hostages can take damage.<br/>`0` disabled<br/>`1` from any team<br/>`2` only from `CT`<br/>`3` only from `T` |
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| mp_show_radioicon | 1 | 0 | 1 | Show radio icon.<br/>`0` disabled<br/>`1` enabled |
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| mp_show_scenarioicon | 0 | 0 | 1 | Show scenario icon in HUD such as count of alive hostages or ticking bomb.<br/>`0` disabled<br/>`1` enabled |
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| mp_old_bomb_defused_sound | 1 | 0 | 1 | Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused<br/>`0` disabled<br/>`1` enabled |
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| showtriggers | 0 | 0 | 1 | Debug cvar shows triggers. |
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| sv_alltalk | 0 | 0 | 5 | When players can hear each other ([further explanation](../../wiki/sv_alltalk)).<br/>`0` dead don't hear alive<br/>`1` no restrictions<br/>`2` teammates hear each other<br/>`3` Same as 2, but spectators hear everybody<br/>`4` alive hear alive, dead hear dead and alive.<br/>`5` alive hear alive teammates, dead hear dead and alive.
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| bot_deathmatch | 0 | 0 | 1 | Sets the mode for the zBot.<br/>`0` disabled<br/>`1` enable mode Deathmatch and not allow to do the scenario |
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| bot_quota_mode | normal | - | - | Determines the type of quota.<br/>`normal` default behaviour<br/>`fill` the server will adjust bots to keep `N` players in the game, where `N` is bot_quota<br/>`match` the server will maintain a `1:N` ratio of humans to bots, where `N` is bot_quota |
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| bot_join_delay | 0 | - | - | Prevents bots from joining the server for this many seconds after a map change. |
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| bot_freeze | 0 | 0 | 1 | Prevents bots on your server from moving.<br/>`0` disabled<br/>`1` enabled |
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| mp_item_staytime | 300 | - | - | Time to remove item that have been dropped from the players. |
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| mp_legacy_bombtarget_touch | 1 | 0 | 1 | Legacy func_bomb_target touch. New one is more strict. <br/>`0` New behavior<br/>`1` Legacy behavior|
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| mp_respawn_immunitytime | 0 | 0 | - | Specifies the players defense time after respawn. (in seconds).<br/>`0` disabled<br/>`>0.00001` time delay to remove protection |
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| mp_respawn_immunity_effects | 1 | 0 | 1 | Enable effects on player spawn protection.<br/>`0` disabled<br/>`1` enable (Use in conjunction with the cvar mp_respawn_immunitytime) |
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| mp_respawn_immunity_force_unset | 1 | 0 | 2 | Force unset spawn protection if the player doing any action.<br/>`0` disabled<br/>`1` when moving and attacking<br/>`2` only when attacking |
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| mp_kill_filled_spawn | 1 | 0 | 1 | Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).<br />Only disable this if you have semiclip or other plugins that prevents stucking.<br/>`0` disabled<br/>`1` enabled |
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| mp_allow_point_servercommand | 0 | 0 | 1 | Allow use of point_servercommand entities in map.<br/>`0` disallow<br/>`1` allow<br/>`NOTE`: Potentially dangerous for untrusted maps. |
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| mp_hullbounds_sets | 1 | 0 | 1 | Sets mins/maxs hull bounds for the player.<br/>`0` disabled<br/>`1` enabled |
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| mp_unduck_method | 0 | 0 | 1 | Don't unduck if ducking isn't finished yet.<br/>`0` disabled<br/>`1` enabled<br/>`NOTE`: This also prevents double duck. |
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| mp_scoreboard_showhealth | 3 | -1 | 5 | Show `HP` field into a scoreboard.<br/>`-1` disabled<br/>`0` don't send any update for `HP` field to any clients<br/>`1` show only Terrorist `HP` field to all clients<br/>`2` show only CT `HP` field to all clients<br/>`3` show `HP` field to teammates<br/>`4` show `HP` field to all clients<br/>`5` show `HP` field to teammates and spectators |
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| mp_scoreboard_showmoney | 3 | -1 | 5 | Show `Money` field into a scoreboard.<br/>`-1` disabled<br/>`0` don't send any update for `Money` field to any clients<br/>`1` show only Terrorist `Money` field to all clients<br/>`2` show only CT `Money` field to all clients<br/>`3` show `Money` field to teammates<br/>`4` show `Money` field to all clients<br/>`5` show `Money` field to teammates and spectators |
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| mp_scoreboard_showdefkit | 1 | 0 | 1 | Show `D. Kit` field into a scoreboard for teammates.<br/>`0` disabled<br/>`1` enabled<br/>`NOTE`: If you don't want to show `D. Kit` field for dead enemies then disable this CVar or configure mp_forcecamera |
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| ff_damage_reduction_bullets | 0.35 | 0.0 | 1.0 | How much to reduce damage done to teammates when shot.<br/> Range is from `0` - `1` (with 1 being damage equal to what is done to an enemy) |
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| ff_damage_reduction_grenade | 0.25 | 0.0 | 1.0 | How much to reduce damage done to teammates by a thrown grenade.<br/> Range is from `0` - `1` (with 1 being damage equal to what is done to an enemy) |
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| ff_damage_reduction_grenade_self | 1.0 | 0.0 | 1.0 | How much to damage a player does to himself with his own grenade.<br/> Range is from `0` - `1` (with 1 being damage equal to what is done to an enemy) |
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| ff_damage_reduction_other | 0.35 | 0.0 | 1.0 | How much to reduce damage done to teammates by things other than bullets and grenades.<br/> Range is from `0` - `1` (with 1 being damage equal to what is done to an enemy) |
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| mp_afk_bomb_drop_time | 0 | 5.0 | - | Player that have never moved sience they last move will drop the bomb after this amount of time. (in seconds).<br/>`0` disabled<br/>`>5.0` delay to drop |
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| mp_radio_timeout | 1.5 | 0.0 | - | Delay between player Radio messages. (in seconds).<br/>`0` disable delay |
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| mp_radio_maxinround | 60 | - | - | Maximum Radio messages count for player per round.<br/>`0` disable radio messages |
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| mp_buy_anywhere | 0 | 0 | 3 | When set, players can buy anywhere, not only in buyzones.<br/> `0` disabled.<br/>`1` both teams <br/>`2` only Terrorists team <br/>`3` only CT team |
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| mp_t_default_grenades | "" | "" | - | The default grenades that the Ts will spawn with. |
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| mp_t_give_player_knife | 1 | 0 | 1 | Whether Terrorist player spawn with knife. |
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| mp_t_default_weapons_primary | "" | "" | - | The default primary (rifle) weapon that the Ts will spawn with. |
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| mp_t_default_weapons_secondary | "glock18" | "" | - | The default secondary (pistol) weapon that the Ts will spawn with. |
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| mp_ct_default_grenades | "" | "" | - | The default grenades that the CTs will spawn with. |
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| mp_ct_give_player_knife | 1 | 0 | 1 | Whether Counter-Terrorist player spawn with knife. |
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| mp_ct_default_weapons_primary | "" | "" | - | The default primary (rifle) weapon that the CTs will spawn with. |
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| mp_ct_default_weapons_secondary | "usp" | "" | - | The default secondary (pistol) weapon that the CTs will spawn with. |
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| mp_give_player_c4 | 1 | 0 | 1 | Whether this map should spawn a C4 bomb for a player or not.<br/> `0` disabled<br/>`1` enabled |
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| mp_weapons_allow_map_placed | 1 | 0 | 1 | When set, map weapons (located on the floor by map) will be shown.<br/> `0` hide all map weapons.<br/>`1` enabled<br/>`NOTE`: Effect will work after round restart. |
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| mp_fadetoblack | 0 | 0 | 2 | Observer's screen will fade to black on kill event or permanent.<br/> `0` No fade.<br/>`1` Fade to black and won't be able to watch anybody.<br/>`2` fade to black only on kill moment. |
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| mp_falldamage | 1 | 0 | 1 | Damage from falling.<br/>`0` disabled <br/>`1` enabled |
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</details>
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## How to install zBot for CS 1.6?
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* Extract all the files from an [archive](regamedll/extra/zBot/bot_profiles.zip?raw=true)
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* Enter `-bots` option at the command line HLDS
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## How to install CSCZ hostage AI for CS 1.6?
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* Extract all the files from an [archive](regamedll/extra/HostageImprov/host_improv.zip?raw=true)
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* Enter `-host-improv` option at the command line HLDS
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## Build instructions
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### Checking requirements
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There are several software requirements for building ReGameDLL_CS:
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#### Windows
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<pre>
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Visual Studio 2015 (C++14 standard) and later
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</pre>
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#### Linux
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<pre>
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git >= 1.8.5
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cmake >= 3.10
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GCC >= 4.9.2 (Optional)
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ICC >= 15.0.1 20141023 (Optional)
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LLVM (Clang) >= 6.0 (Optional)
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</pre>
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### Building
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#### Windows
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Use `Visual Studio` to build, open `msvc/ReGameDLL.sln` and just select from the solution configurations list `Release` or `Debug`
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#### Linux
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* Optional options using `build.sh --compiler=[gcc] --jobs=[N] -D[option]=[ON or OFF]` (without square brackets)
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<pre>
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-c=|--compiler=[icc|gcc|clang] - Select preferred C/C++ compiler to build
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-j=|--jobs=[N] - Specifies the number of jobs (commands) to run simultaneously (For faster building)
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<sub>Definitions (-D)</sub>
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DEBUG - Enables debugging mode
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USE_STATIC_LIBSTDC - Enables static linking library libstdc++
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</pre>
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* ICC <pre>./build.sh --compiler=intel</pre>
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* LLVM (Clang) <pre>./build.sh --compiler=clang</pre>
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* GCC <pre>./build.sh --compiler=gcc</pre>
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##### Checking build environment (Debian / Ubuntu)
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<details>
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<summary>Click to expand</summary>
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<ul>
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<li>
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Installing required packages
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<pre>
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sudo dpkg --add-architecture i386
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sudo apt-get update
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sudo apt-get install -y gcc-multilib g++-multilib
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sudo apt-get install -y build-essential
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sudo apt-get install -y libc6-dev libc6-dev-i386
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</pre>
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</li>
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<li>
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Select the preferred C/C++ Compiler installation
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<pre>
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1) sudo apt-get install -y gcc g++
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2) sudo apt-get install -y clang
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</pre>
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</li>
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</ul>
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</details>
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### Credits
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Thanks to the project [ReHLDS](https://github.com/dreamstalker/rehlds) ( ReGameDLL_CS was created on the basis of ReHLDS )
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## How can I help the project?
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Just install it on your game server and report problems you faced.<br />
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Merge requests are also welcome :shipit:
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