Fix compilation under MSVC(VS2019)
This commit is contained in:
parent
94fb7d4c00
commit
5e27785d40
22
.gitignore
vendored
22
.gitignore
vendored
@ -1,6 +1,7 @@
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*.mak
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*.mak.vpc_crc
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*.vpc_crc
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*.vpc.*
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*.project
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*obj_*
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build/
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@ -8,3 +9,24 @@ build/
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.lock-waf*
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__pycache__
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*.pyc
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.vs/
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Debug/
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Debug_*/
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Release/
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Release_*/
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*.tlog/
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*.obj
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*.pch
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*.log
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*.idb
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*.pdb
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*.rc
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*.bin
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*.vcxproj*
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*.sln
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*.dll*
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*.exp
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*.ilk
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ValveETWProviderEvents.h
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game/client/*/client.lib
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game/server/*/server.lib
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@ -15,6 +15,8 @@ $Configuration
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$AdditionalIncludeDirectories "$BASE;$SRCDIR\dx9sdk\include" [$WINDOWS]
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$AdditionalIncludeDirectories "$BASE;$SRCDIR\x360xdk\include\win32\vs2005" [$WINDOWS]
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$AdditionalIncludeDirectories "$BASE;$SRCDIR\thirdparty\stb"
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$PreprocessorDefinitions "$BASE;NO_X360_XDK;" [!$X360]
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}
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}
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1
creategameprojects.bat
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1
creategameprojects.bat
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@ -0,0 +1 @@
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devtools\bin\vpc.exe /2019 +game /hl2 /mksln game.sln
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@ -5,7 +5,7 @@
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//-----------------------------------------------------------------------------
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$macro SRCDIR ".."
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$Macro OUTBINDIR "$LIBPUBLIC"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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@ -5,7 +5,7 @@
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//-----------------------------------------------------------------------------
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$Macro SRCDIR ".."
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$Macro OUTBINDIR "$LIBPUBLIC"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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$include "$SRCDIR\vpc_scripts\source_cryptlib_include.vpc"
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@ -142,6 +142,7 @@ $Project "Dedicated"
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$Lib tier2
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$Lib tier3
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$Lib vgui_controls [$WIN32]
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$Lib vpklib
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$LibExternal "$SRCDIR/thirdparty/libedit-3.1/src/.libs/libedit" [$LINUXALL]
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$ImpLibExternal steam_api
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$ImpLib SDL2 [$SDL]
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@ -46,6 +46,8 @@ typedef enum {SIS_SUCCESS, SIS_FAILURE, SIS_NOTAVAIL} sndinitstat;
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// hack - need to include latest dsound.h
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#undef DSSPEAKER_5POINT1
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#undef DSSPEAKER_7POINT1
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#undef DSSPEAKER_7POINT1_SURROUND
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#undef DSSPEAKER_5POINT1_SURROUND
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#define DSSPEAKER_5POINT1 6
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#define DSSPEAKER_7POINT1 7
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#define DSSPEAKER_7POINT1_SURROUND 8
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@ -5,7 +5,7 @@
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//-----------------------------------------------------------------------------
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$macro SRCDIR ".."
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$Macro OUTBINDIR "$LIBPUBLIC"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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$include "$SRCDIR\vpc_scripts\source_replay.vpc"
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@ -6,7 +6,7 @@
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$Macro SRCDIR "..\..\.."
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$Macro OUTBINDIR "$LIBPUBLIC"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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@ -15,7 +15,7 @@ $Configuration
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$Compiler
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{
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$AdditionalIncludeDirectories "$BASE,$SRCDIR\thirdparty\minimp3\,..\..\..\public,..\..\..\public\tier1,..\..,..\..\..\common,..\..\audio\public"
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$PreprocessorDefinitions "$BASE;"
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$DisableSpecificWarnings "$BASE;4706"
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}
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}
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@ -5,7 +5,7 @@
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//-----------------------------------------------------------------------------
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$macro SRCDIR ".."
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$Macro OUTBINDIR "$LIBPUBLIC"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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$include "$SRCDIR\vpc_scripts\source_cryptlib_include.vpc"
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@ -5,7 +5,7 @@
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//-----------------------------------------------------------------------------
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$Macro SRCDIR ".."
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$Macro OUTBINDIR "$LIBPUBLIC"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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@ -4761,7 +4761,7 @@ C_BaseEntity *C_BaseEntity::Instance( int iEnt )
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#ifdef WIN32
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#pragma warning( push )
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#include <typeinfo.h>
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#include <typeinfo>
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#pragma warning( pop )
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#endif
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@ -16,7 +16,6 @@ $MacroRequired "GAMENAME"
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$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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$include "$SRCDIR\vpc_scripts\protobuf_builder.vpc"
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$Include "$SRCDIR\vpc_scripts\source_replay.vpc" [$TF]
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$Include "$SRCDIR\game\protobuf_include.vpc"
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$Configuration "Debug"
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{
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@ -506,6 +505,8 @@ $Project
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$File "$SRCDIR\public\haptics\haptic_msgs.cpp" [!$X360]
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$File "$SRCDIR\public\haptics\haptic_utils.cpp" [$WIN32&&!$X360]
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$File "$SRCDIR\game\client\touch.cpp"
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$Folder "Sixense"
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{
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$File "sixense\in_sixense.cpp"
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@ -9,7 +9,6 @@ $Macro GAMENAME "hl2" [!$SOURCESDK]
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$Macro GAMENAME "mod_hl2" [$SOURCESDK]
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$Include "$SRCDIR\game\client\client_base.vpc"
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$Include "$SRCDIR\game\protobuf_include.vpc"
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$Configuration
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{
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@ -15,6 +15,7 @@ $include "$SRCDIR\game\shared\tf\tf_gcmessages_include.vpc"
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$Include "$SRCDIR\game\client\client_econ_base.vpc"
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$Include "$SRCDIR\vpc_scripts\source_saxxyawards.vpc"
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$Include "$SRCDIR\utils\itemtest_lib\itemtest_lib_support.vpc" [$WORKSHOP_IMPORT_ENABLE]
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$Include "$SRCDIR\game\protobuf_include.vpc"
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$Configuration
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{
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@ -22,7 +22,7 @@ static CPDumpPanel *g_pPDumpPanel = NULL;
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// retaining our own warning setup...ywb
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#ifdef WIN32
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#pragma warning( push )
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#include <typeinfo.h>
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#include <typeinfo>
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#pragma warning( pop )
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#endif
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@ -283,7 +283,7 @@ struct CInterpolatedVarEntryBase<Type, false>
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{
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Assert(maxCount==1);
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}
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Type *NewEntry( Type *pValue, int maxCount, float time )
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Type *NewEntry( const Type *pValue, int maxCount, float time )
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{
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Assert(maxCount==1);
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changetime = time;
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@ -120,7 +120,7 @@ entities. Each one is useful under different conditions.
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#include "utllinkedlist.h"
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#include "utldict.h"
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#ifdef WIN32
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#include <typeinfo.h>
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#include <typeinfo>
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#else
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#include <typeinfo>
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#endif
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@ -7,7 +7,7 @@
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#include "cbase.h"
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#include "c_baseentity.h"
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#ifdef WIN32
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#include <typeinfo.h>
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#include <typeinfo>
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#endif
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#include "tier0/vprof.h"
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@ -1,5 +1,5 @@
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#include "cbase.h"
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#include "convar.h"
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#include <dlfcn.h>
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#include <string.h>
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#include "vgui/IInputInternal.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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@ -234,24 +234,26 @@ CON_COMMAND( touch_toggleselection, "toggle visibility on selected button in edi
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void CTouchControls::Init()
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{
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m_bHaveAssets = true;
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#ifndef _WIN32
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if( getAssets() == 0 )
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{
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m_bHaveAssets = false;
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base_textureID = vgui::surface()->CreateNewTextureID(true);
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vgui::surface()->DrawSetTextureRGBA( base_textureID, base_img_rgba, 120, 96, 0, true );
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}
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#endif
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int w,h;
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engine->GetScreenSize( w, h );
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screen_w = w; screen_h = h;
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Msg("grid_x: %f, grid_y: %x\n", GRID_X, GRID_Y);
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Msg("grid_x: %f, grid_y: %f\n", GRID_X, GRID_Y);
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configchanged = false;
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config_loaded = false;
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btns.EnsureCapacity( 64 );
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look_finger = move_finger = resize_finger = -1;
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forward = side = 0;
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scolor = rgba_t( -1, -1, -1, -1 );
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scolor = rgba_t( 255, 255, 255, 255 );
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state = state_none;
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swidth = 1;
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move_button = edit = selection = NULL;
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@ -776,7 +778,6 @@ void CTouchControls::WriteConfig()
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if( f )
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{
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CTouchButton *button;
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filesystem->FPrintf( f, "//=======================================================================\n");
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filesystem->FPrintf( f, "//\t\t\ttouchscreen config\n" );
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filesystem->FPrintf( f, "//=======================================================================\n" );
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@ -8,7 +8,7 @@
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#include "cbase.h"
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#ifdef _WIN32
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#include "typeinfo.h"
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#include "typeinfo"
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// BUGBUG: typeinfo stomps some of the warning settings (in yvals.h)
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#pragma warning(disable:4244)
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#elif POSIX
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//-----------------------------------------------------------------------------
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$Macro OUTBINNAME "server"
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$Macro OUTBINDIR "$SRCDIR\..\game\$GAMENAME\bin"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$Macro DEVKITBINDIR "$GAMENAME\bin" [$X360]
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// It's important to include $GAMENAME in the generated_proto directory
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// to avoid race conditions when multiple games are in one solution.
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@ -16,7 +16,6 @@ $MacroRequired "GAMENAME"
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$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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$include "$SRCDIR\vpc_scripts\protobuf_builder.vpc"
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$Include "$SRCDIR\vpc_scripts\source_replay.vpc" [$TF]
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$Include "$SRCDIR\game\protobuf_include.vpc"
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$Configuration "Debug"
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{
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@ -11,6 +11,7 @@ $Include "$SRCDIR\game\server\server_base.vpc"
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$Include "$SRCDIR\game\server\server_econ_base.vpc"
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$include "$SRCDIR\game\shared\tf\tf_gcmessages_include.vpc"
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$Include "$SRCDIR\game\server\nav_mesh.vpc"
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$Include "$SRCDIR\game\protobuf_include.vpc"
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$Configuration
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{
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//-----------------------------------------------------------------------------
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$macro SRCDIR ".."
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$Macro OUTBINDIR "$LIBPUBLIC"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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$Include "$SRCDIR\vpc_scripts\source_saxxyawards.vpc"
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//-----------------------------------------------------------------------------
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$macro SRCDIR ".."
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$Macro OUTBINDIR "$LIBPUBLIC"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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@ -13,7 +13,7 @@ $Configuration
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{
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$Compiler
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{
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$AdditionalIncludeDirectories "$BASE;$SRCDIR\thirdparty\SDL2" [!$SDL] // If $SDL, then we already have this from source_video_base.vpc.
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$AdditionalIncludeDirectories "$BASE;$SRCDIR\thirdparty\SDL" [!$SDL] // If $SDL, then we already have this from source_video_base.vpc.
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$PreprocessorDefinitions "$BASE;VERSION_SAFE_STEAM_API_INTERFACES"
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}
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$Linker
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@ -34,6 +34,7 @@ $Project "inputsystem"
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$File "key_translation.cpp"
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$File "key_translation.h"
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$File "steamcontroller.cpp"
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$File "touch_sdl.cpp"
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}
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$Folder "Public Headers"
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@ -1187,7 +1187,7 @@ extern void InitGL4ES();
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// Output : int APIENTRY
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//-----------------------------------------------------------------------------
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#ifdef WIN32
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extern "C" __declspec(DLL_EXPORT) int LauncherMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
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DLL_EXPORT int LauncherMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
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#else
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DLL_EXPORT int LauncherMain( int argc, char **argv )
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#endif
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//-----------------------------------------------------------------------------
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$Macro SRCDIR ".."
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$Macro OUTBINDIR "$LIBPUBLIC"
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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// Note that the PDB must be checked in with the name it is linked as or else the debugger
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// will not be able to find it. That's why it is checked in as default.pdb.
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// override with specific behavior
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$CommandLine "call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\hl2.exe $SRCDIR" "\n" \
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"call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\default.pdb $SRCDIR" "\n" \
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"copy $(TargetPath) $OUTBINDIR\hl2.exe" "\n" \
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$CommandLine "copy $(TargetPath) $OUTBINDIR\hl2.exe" "\n" \
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"if ERRORLEVEL 1 goto BuildEventFailed" "\n" \
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"copy $(TargetDir)\default.pdb $OUTBINDIR\default.pdb" "\n" \
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"if ERRORLEVEL 1 goto BuildEventFailed" "\n" \
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"if exist $(TargetDir)$(TargetName).map copy $(TargetDir)$(TargetName).map $OUTBINDIR\hl2.map" "\n" \
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"call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\hl2.dat $SRCDIR" "\n" \
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"$OUTBINDIR\bin\newdat $OUTBINDIR\hl2.exe" "\n" \
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//"call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\hl2.dat $SRCDIR" "\n" \
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//"$OUTBINDIR\bin\newdat $OUTBINDIR\hl2.exe" "\n" \
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"goto BuildEventOK" "\n" \
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":BuildEventFailed" "\n" \
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"echo *** ERROR! PostBuildStep FAILED for $(ProjectName)! EXE or DLL is probably running. ***" "\n" \
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lib/public/appframework.lib
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lib/public/matsys_controls.lib
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lib/public/nvtc.lib
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lib/public/nvtc.lib
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lib/public/shaderlib.lib
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lib/public/socketlib.lib
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lib/public/steam_api.lib
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lib/public/tier0.lib
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lib/public/tier1.lib
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lib/public/tier2.lib
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lib/public/tier3.lib
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lib/public/tier3.lib
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lib/public/vgui_controls.lib
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lib/public/vgui_surfacelib.lib
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lib/public/vgui_surfacelib.lib
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lib/public/vpklib.lib
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lib/public/vstdlib.lib
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lib/public/vstdlib.lib
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lib/public/vtf.lib
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lib/public/vtf.lib
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@ -76,7 +76,7 @@ public:
|
||||
// Texture streaming!
|
||||
virtual ResidencyType_t GetCurrentResidence() const { return RESIDENT_NONE; };
|
||||
virtual ResidencyType_t GetTargetResidence() const { return RESIDENT_NONE; };
|
||||
virtual bool MakeResident( ResidencyType_t newResidence ) {};
|
||||
virtual bool MakeResident( ResidencyType_t newResidence ) { return false; };
|
||||
virtual void UpdateLodBias() {};
|
||||
|
||||
// Various texture polling methods
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$macro SRCDIR ".."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
|
||||
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$macro SRCDIR "..\.."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
|
||||
|
||||
|
@ -3499,7 +3499,7 @@ void CShaderAPIDx8::ResetRenderState( bool bFullReset )
|
||||
SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
|
||||
|
||||
// No shade mode yet
|
||||
m_DynamicState.m_ShadeMode = NULL;
|
||||
m_DynamicState.m_ShadeMode = (D3DSHADEMODE)NULL;
|
||||
ShadeMode( SHADER_SMOOTH );
|
||||
|
||||
m_DynamicState.m_bHWMorphingEnabled = false;
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR "..\.."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
$Macro OUTBINNAME "shaderapidx9"
|
||||
|
||||
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$macro SRCDIR "..\.."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
|
||||
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR "..\.."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
|
||||
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR "..\.."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
|
||||
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR "..\.."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
|
||||
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR "..\.."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
|
||||
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR ".."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
|
||||
|
||||
|
@ -83,12 +83,12 @@ public:
|
||||
return _color[index];
|
||||
}
|
||||
|
||||
bool operator == (const Color &rhs)
|
||||
bool operator == (const Color &rhs) const
|
||||
{
|
||||
return Q_memcmp( this, &rhs, sizeof(Color) ) == 0;
|
||||
}
|
||||
|
||||
bool operator != (const Color &rhs)
|
||||
bool operator != (const Color &rhs) const
|
||||
{
|
||||
return !(operator==(rhs));
|
||||
}
|
||||
|
@ -383,7 +383,7 @@ public:
|
||||
|
||||
#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
|
||||
|
@ -203,12 +203,12 @@ ALLOC_CALL void *_realloc_base( void *pMem, size_t nSize )
|
||||
return ReallocUnattributed( pMem, nSize );
|
||||
}
|
||||
|
||||
ALLOC_CALL void *_recalloc_base( void *pMem, size_t nSize )
|
||||
ALLOC_CALL void *_recalloc_base( void *pMem, size_t nCount, size_t nSize )
|
||||
{
|
||||
void *pMemOut = ReallocUnattributed( pMem, nSize );
|
||||
void *pMemOut = ReallocUnattributed( pMem, nCount * nSize );
|
||||
if ( !pMem )
|
||||
{
|
||||
memset( pMemOut, 0, nSize );
|
||||
memset( pMemOut, 0, nCount * nSize);
|
||||
}
|
||||
return pMemOut;
|
||||
}
|
||||
@ -242,7 +242,7 @@ void * __cdecl _realloc_crt(void *ptr, size_t size)
|
||||
|
||||
void * __cdecl _recalloc_crt(void *ptr, size_t count, size_t size)
|
||||
{
|
||||
return _recalloc_base( ptr, size * count );
|
||||
return _recalloc_base( ptr, size, count );
|
||||
}
|
||||
|
||||
ALLOC_CALL void * __cdecl _recalloc ( void * memblock, size_t count, size_t size )
|
||||
|
@ -9,7 +9,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$macro SRCDIR ".."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
// NOTE: We don't want to include source_replay.vpc here. The only purpose
|
||||
// REPLAY_ENABLED // serves in this project is for includes like netmessages.h
|
||||
|
@ -5,7 +5,7 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$Macro SRCDIR ".."
|
||||
$Macro OUTBINDIR "$LIBPUBLIC"
|
||||
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
|
||||
|
||||
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
|
||||
|
||||
|
@ -211,7 +211,7 @@ bool CCustomGames::CheckTagFilter( gameserveritem_t &server )
|
||||
V_SplitString( m_szTagFilter, ",", TagList );
|
||||
for ( int i = 0; i < TagList.Count(); i++ )
|
||||
{
|
||||
if ( ( Q_strnistr( server.m_szGameTags, TagList[i], MAX_TAG_CHARACTERS ) ) == TagsExclude() )
|
||||
if ( ( Q_strnistr( server.m_szGameTags, TagList[i], MAX_TAG_CHARACTERS ) ) == (const char*)TagsExclude() )
|
||||
{
|
||||
bRetVal = false;
|
||||
break;
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user