SDK Known Issues List
The patches listed here are in unidiff format.
Contents
- 1 First pass at compiling server_hl2mp-2005.vcproj under Linux
- 1.1 Preconditions
- 1.2 Issues
- 1.2.1 ../dlls/lightglow.cpp:57: error: 'SendProxy_Angles' was not declared in this scope
- 1.2.2 /usr/include/c++/3.4/limits:292:22: macro "max" requires 2 arguments, but only 1 given
- 1.2.3 ../game_shared/gamestats/ep1_gamestats.h:14:27: tier1/UtlDict.h: No such file or directory
- 1.2.4 ../dlls/episodic/grenade_hopwire.h:14:20: sprite.h: No such file or directory
- 2 Issues only with SDK 2006-08-04
- 2.1 Assert whenever Gravity Gun is holding a crate/barrel that explodes
- 2.2 Assert: no supported muzzle flash for the type specified
- 2.3 Assert( i >= 0 && i < GetNumSeq() )
- 2.4 dm_powerhouse lamps lay on the ground
- 2.5 IsFrameLocking assert
- 2.6 AI_Activity.cpp assert on startup
- 2.7 Will not compile on Linux
- 2.8 Will not link fully on Linux
- 2.9 GameInfo.txt issues
- 2.10 Animations are jittery
- 2.11 HL2Gamerules()
- 2.12 Bullet impact sounds do not play to clients
- 2.13 use of non-standard _stricmp in portable code block
- 3 Missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
- 4 "Extra App ID set to 211, but no SteamAppID" while debugging
- 5 Bot physics/hitbox not accurate
- 6 Invalid Combine Ball vphysics
- 7 Wasted entitygroundcontact
- 8 Resizing game window glitches HUD elements
- 9 Mod fails to compile with gcc 4.x
- 10 Case changes in player names cause chat truncation
- 11 dm_powerhouse lights never slow down
- 12 Wall Boosting Exploit
- 13 GNU crasher for maps with broken ladders
- 14 sdkshaders: fix for spaces in path
- 15 Getting the SDK to work under -Wall -Werror
- 16 Server: Host_Error: SV_PackEntity: SendTable_Encode returned false (ent %d).
- 17 Server: The client's health variable is pointlessly sent across the wire twice.
- 18 Server: The client's team membership is pointlessly sent across the wire twice.
- 19 Server: weapon_citizensuitcase Assert on startup
- 20 Server: Some bullet weapons set to do 0 damage.
- 21 Server: Some projectile weapons set to do 0 damage.
- 22 Client: --- Missing Vgui material vgui/steam/games/icon_cz
- 23 Server: The crossbow causes an assertion failure.
- 24 Server? Client?: RL explosion invisible
- 25 sv_gravity is not associated with physics gravity
- 26 Server: util.cpp (531) : Assertion Failed: !"UTIL_GetLocalPlayer"
- 27 Assert !"UTIL_GetLocalPlayer" when using combine ball
- 28 Server/Client: Negative entitygroundcontact crash.
- 29 Client: Spinning around quickly with the Stun Baton as your active weapon causes the screen to flash white
- 30 Assert on line 866 of mod/src/game_shared/basecombatweapon_shared.cpp
- 31 Client: The mod can appear to have frozen on initial startup
- 32 USE_VCR_MODE linker errors
- 33 Lighting in Compile (RAD)
- 34 Complaints about tv_delaymapchange in NON SRCTV Mods
- 35 Physics models show up darker under switchable lights
- 36 Sticky Player Collisions / No lagcompensation
- 37 Minor/misc code neatenings/fixings
- 38 filter_damage_type doesn't work
- 39 Floating SLAM's
- 40 Assertion Failed in utlbuffer.cpp
- 41 Constant physprops->GetSurfaceData( ) on Linux
- 42 Cannot re-ignite entities
- 43 Other info and links
First pass at compiling server_hl2mp-2005.vcproj under Linux
Preconditions
Setup the SDK as desribed in http://developer.valvesoftware.com/wiki/Compiling_under_Linux but obtained with "Modify Half-Life 2 Multiplayer" instead of "Source code only (advanced users only)". Obtained and compiled as of Sunday, February the 15th, 2009. Using Debian Lenny.
Issues
../dlls/lightglow.cpp:57: error: 'SendProxy_Angles' was not declared in this scope
Ambiguous function pointer. One probable fix could be to add '0, ' before the inclined call and add an 'extern ' declaration of the inclined function.
/usr/include/c++/3.4/limits:292:22: macro "max" requires 2 arguments, but only 1 given
In file included from /usr/include/c++/3.4/memory:61, from /usr/include/c++/3.4/string:48, from ../dlls/../public/stdstring.h:26, from ../dlls/ai_playerally.h:18, from ../dlls/npc_talker.h:34, from ../dlls/npc_talker.cpp:10 Maybe fixed by commenting out #include <set> in ../dlls/npc_talker.h
In file included from ../dlls/../game_shared/gamestats/ep1_gamestats.cpp:7. Probably because public is not part of the path. Probably also because of case sensitivity. Fix:
ln -s ../public/tier1 tier1 ln ../public/tier1/utlbuffer.h tier1/UtlBuffer.h ln ../public/tier1/utldict.h tier1/UtlDict.h
../dlls/episodic/grenade_hopwire.h:14:20: sprite.h: No such file or directory
In file included from ../dlls/episodic/grenade_hopwire.cpp:8 Fix:
ln ../game_shared/Sprite.h ../game_shared/sprite.h
The compile completed after these issues in the first pass.
Issues only with SDK 2006-08-04
Assert whenever Gravity Gun is holding a crate/barrel that explodes
See bugzilla [1].
Assert: no supported muzzle flash for the type specified
This is apparently a bug in the HL2 model so looks like there's nothing to be done but comment out the assert.
--- src/cl_dll/c_te_legacytempents.cpp 26 Aug 2006 21:24:22 -0000 1.5 +++ src/cl_dll/c_te_legacytempents.cpp 27 Aug 2006 19:31:35 -0000 @@ -1676,7 +1676,7 @@ default: // There's no supported muzzle flash for the type specified! - Assert(0); + // Assert(0); break; }
Assert( i >= 0 && i < GetNumSeq() )
Once again this is apparently a bug in the HL2 model so looks like there's nothing to be done but comment out the assert.
--- src/public/studio.cpp 26 Aug 2006 21:24:47 -0000 1.3 +++ src/public/studio.cpp 27 Aug 2006 19:44:53 -0000 @@ -783,7 +783,7 @@ mstudioseqdesc_t &CStudioHdr::pSeqdesc( int i ) const { - Assert( i >= 0 && i < GetNumSeq() ); + // Assert( i >= 0 && i < GetNumSeq() ); if (m_pVModel == NULL) {
dm_powerhouse lamps lay on the ground
This was first reported on the Steam Forums HL2 bug list, including this screenshot.
Since updating the SDK the bug now occurs in my mod.
It's been obvious for a long time that the dm_powerhouse map was broken (see #dm_powerhouse_lights_never_slow_down). Looks like Valve was attempting to out-think broken maps, but only made things worse. See the #dm_powerhouse_lights_never_slow_down KI for the real dm_powerhouse bug fix. Meanwhile here's the bugfix to undo the latest SDK breakage:
--- src/dlls/physconstraint.cpp 26 Aug 2006 21:24:31 -0000 1.4 +++ src/dlls/physconstraint.cpp 2 Sep 2006 22:50:09 -0000 @@ -437,8 +437,6 @@ if ( Q_strlen(STRING(m_nameAttach1)) ) { Warning("Bogus constraint %s (attaches %s to %s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2)); - info.pObjects[0] = info.pObjects[1] = NULL; - return; } info.pObjects[0] = g_PhysWorldObject; info.massScale[0] = info.massScale[1] = 1.0f; // no mass scale on world constraint @@ -448,8 +446,6 @@ if ( Q_strlen(STRING(m_nameAttach2)) ) { Warning("Bogus constraint %s (attaches %s to %s)\n", GetDebugName(), STRING(m_nameAttach1), STRING(m_nameAttach2)); - info.pObjects[0] = info.pObjects[1] = NULL; - return; } info.pObjects[1] = info.pObjects[0]; info.pObjects[0] = g_PhysWorldObject; // Try to make the world object consistently object0 for ease of implementation
IsFrameLocking assert
If you commented out the AssertOnce( pModelCache->IsFrameLocking() );
asserts, uncommented them. According to Jay at Valve the core is allowed to delete a GetModelPtr() pointer at any time unless you're inside the lock, therefore all of these fixes below are potential crashers.
--- mod/src/cl_dll/prediction.cpp 3 Sep 2006 01:31:56 -0000 1.5 +++ mod/src/cl_dll/prediction.cpp 16 Sep 2006 18:56:39 -0000 @@ -212,6 +212,8 @@ void CPrediction::ShutdownPredictables( void ) { #if !defined( NO_ENTITY_PREDICTION ) + MDLCACHE_CRITICAL_SECTION(); + // Transfer intermediate data from other predictables int c = predictables->GetPredictableCount(); int i;
and...
--- src/game_shared/baseplayer_shared.cpp 26 Aug 2006 21:24:36 -0000 1.28 +++ src/game_shared/baseplayer_shared.cpp 4 Sep 2006 18:53:21 -0000 @@ -749,6 +749,8 @@ //----------------------------------------------------------------------------- bool CBasePlayer::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex /*=0*/ ) { + MDLCACHE_CRITICAL_SECTION(); + CBaseCombatWeapon *pLastWeapon = GetActiveWeapon(); if ( BaseClass::Weapon_Switch( pWeapon, viewmodelindex )) --- src/cl_dll/c_baseanimating.cpp 2 Sep 2006 23:11:26 -0000 1.9 +++ src/cl_dll/c_baseanimating.cpp 3 Sep 2006 01:00:52 -0000 @@ -3919,6 +3919,8 @@ { VPROF( "C_BaseAnimating::TestCollision" ); + MDLCACHE_CRITICAL_SECTION(); + CStudioHdr *pStudioHdr = GetModelPtr(); if (!pStudioHdr) return false; --- src/cl_dll/prediction.cpp 26 Aug 2006 21:24:24 -0000 1.4 +++ src/cl_dll/prediction.cpp 3 Sep 2006 01:00:52 -0000 @@ -19,6 +19,7 @@ #include "in_buttons.h" #include "con_nprint.h" #include "hud_pdump.h" +#include "datacache/imdlcache.h" #ifdef HL2_CLIENT_DLL #include "c_basehlplayer.h" @@ -1484,6 +1484,9 @@ //} Assert( i >= 1 ); + + MDLCACHE_CRITICAL_SECTION(); + while ( true ) { // Incoming_acknowledged is the last usercmd the server acknowledged having acted upon --- src/dlls/player_command.cpp 26 Aug 2006 21:24:31 -0000 1.5 +++ src/dlls/player_command.cpp 3 Sep 2006 01:00:54 -0000 @@ -14,6 +14,7 @@ #include "movehelper_server.h" #include "iservervehicle.h" #include "tier0/vprof.h" +#include "datacache/imdlcache.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" @@ -306,6 +307,8 @@ //----------------------------------------------------------------------------- void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper ) { + MDLCACHE_CRITICAL_SECTION(); + StartCommand( player, ucmd ); // Set globals appropriately --- src/dlls/hl2mp_dll/hl2mp_player.cpp 26 Aug 2006 21:24:35 -0000 1.43 +++ src/dlls/hl2mp_dll/hl2mp_player.cpp 3 Sep 2006 01:00:54 -0000 @@ -18,6 +18,7 @@ #include "weapon_hl2mpbase.h" #include "grenade_satchel.h" #include "eventqueue.h" +#include "datacache/imdlcache.h" #include "engine/IEngineSound.h" #include "SoundEmitterSystem/isoundemittersystembase.h" @@ -504,6 +505,8 @@ { if ( IsAlive() ) { + MDLCACHE_CRITICAL_SECTION(); + SetSequence ( -1 ); SetActivity( ACT_INVALID ); --- src/game_shared/basecombatweapon_shared.cpp 26 Aug 2006 21:24:35 -0000 1.9 +++ src/game_shared/basecombatweapon_shared.cpp 3 Sep 2006 01:00:54 -0000 @@ -1287,6 +1287,7 @@ float flSequenceDuration = 0; if ( GetActivity() == ACT_VM_HOLSTER ) { + MDLCACHE_CRITICAL_SECTION(); flSequenceDuration = SequenceDuration(); }
AI_Activity.cpp assert on startup
Just before the "// Multiplayer" line, add the following:
ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE_PORTALGUN ); ADD_ACTIVITY_TO_SR( ACT_MP_RUN_IDLE_PORTALGUN ); ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE_PORTALGUN ); ADD_ACTIVITY_TO_SR( ACT_MP_WALK_CROUCH_PORTALGUN ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_RANGE_ATTACK_PORTALGUN ); ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_RELOAD_PORTALGUN ); ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PORTALGUN );
Will not compile on Linux
This was partially moved to Source SDK Known Issues#Linux_Support
Here's a better fix for the Linux build breaking without -O. Apparently using always_inline without -O intentionally breaks on GCC. There's no real need for this though - you're better off letting the compiler optimize at will anyway.
--- src/public/tier0/platform.h 26 Aug 2006 21:24:48 -0000 1.5 +++ src/public/tier0/platform.h 28 Aug 2006 03:20:52 -0000 @@ -310,7 +310,7 @@ #else #define STDCALL #define FASTCALL - #define FORCEINLINE __attribute__ ((always_inline)) + #define FORCEINLINE inline // GCC 3.4.1 has a bug in supporting forced inline of templated functions // this macro lets us not force inlining in that case #define FORCEINLINE_TEMPLATE
And some other issues...
--- src/dlls/episodic/grenade_hopwire.h 2006-08-05 10:58:48.278875000 -0500 +++ src/dlls/episodic/grenade_hopwire.h 2006-08-13 23:09:41.000000000 -0500 @@ -11,7 +11,7 @@ #endif #include "basegrenade_shared.h" -#include "sprite.h" +#include "Sprite.h" extern ConVar hopwire_trap;
--- src/game_shared/gamestats/ep1_gamestats.cpp 2006-08-05 10:59:06.075750000 -0500 +++ src/game_shared/gamestats/ep1_gamestats.cpp 2006-08-13 16:10:42.000000000 -0500 @@ -5,7 +5,7 @@ //============================================================================= #include "gamestats/ep1_gamestats.h" -#include "tier1/UtlBuffer.h" +#include "tier1/utlbuffer.h" static int g_nParseVersion = -1; @@ -194,4 +194,4 @@ m_nDXLevel = (int)buf.GetShort(); } return bret; -} \ No newline at end of file +}
--- src/game_shared/gamestats/ep1_gamestats.h 2006-08-05 10:59:06.091375000 -0500 +++ src/game_shared/gamestats/ep1_gamestats.h 2006-08-13 16:10:52.000000000 -0500 @@ -11,7 +11,7 @@ #endif class CUtlBuffer; -#include "tier1/UtlDict.h" +#include "tier1/utldict.h" #define GAMESTATS_FILE_VERSION_OLD 001 #define GAMESTATS_FILE_VERSION_OLD2 002
That's all the compile bugs I encountered. Granted I was using my mod as a basis, so there might be other compile bugs I didn't see thanks to other fixes in my mod. If anyone else can confirm that's the complete list of fixes for a fresh SDK checkout, please do so.
Will not link fully on Linux
The lack of mathlib results in "undefined symbol: _Z9AngleDiffff" at runtime. There used to be a file called public/mathlib.cpp that exported that symbol, however that file is now complete gone and seemingly has no replacement. (There is a mathlib.lib which is of course useless for non-MSVC.)
Update: this was apparently an oversight - Valve intended to switch everything to libs...
Fix: Download these linuxlibs that Mike Durand provided (careful not to overwrite your existing Makefile), and apply this patch.
GameInfo.txt issues
This was moved to Source SDK Known Issues#SDK_Launcher_Issues
Animations are jittery
Open cl_dll/c_baseentity.cpp
and remove the following code:
if ( !IsSelfAnimating() ) { m_flAnimTime = engine->GetLastTimeStamp(); }
HL2Gamerules()
When you are running a multiplayer mod, a call to HL2Gamerules()
, without checking if the object valid, will probably crash. This happens because the function tries to static_cast g_pGamerules
to the class CHalfLife2
. However the gamerules of multiplay_gamerules.cpp or hl2dm_gamerules.cpp is used. As a result the casting fails and any calls to it crash. To fix this, you need to add a check to every call to this function.
Bullet impact sounds do not play to clients
In the PlayImpactSound
function in cl_dll/fx_impact.cpp
, replace:
C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, pdata->soundhandles.bulletImpact, &vecOrigin );
with:
C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, &vecOrigin );
This can also be observed as hearing the WateryDeath.Warn
soundscript entry played while shooting at models with the "Weapon" surfaceprop when hosting a listen server in a map using level-specific soundscripts.
use of non-standard _stricmp in portable code block
Can someone confirm whether this patch works with a fresh SDK? I've removed Valve's inappropriate Makefile defines (see -Wall section) which may be what revealed this, or it might just be another Linux compilation DOA.
- This stuffs up vc2003 again, and chucks up 1000's of warnings if you #ifdef WIN32 or #ifdef LINUX - only use this fix if you are in need of it! --Amckern 23:22, 2 Oct 2006 (PDT)
--- public/tier1/strtools.h 26 Aug 2006 21:30:57 -0000 1.1 +++ public/tier1/strtools.h 27 Aug 2006 03:33:54 -0000 @@ -98,7 +98,7 @@ inline char* V_strrchr ( const char *s, char c ) { return strrchr( s, c ); } inline int V_strcmp ( const char *s1, const char *s2 ) { return strcmp( s1, s2 ); } inline int V_wcscmp ( const wchar_t *s1, const wchar_t *s2 ) { return wcscmp( s1, s2 ); } -inline int V_stricmp ( const char *s1, const char *s2 ) { return _stricmp( s1, s2 ); } +inline int V_stricmp ( const char *s1, const char *s2 ) { return strcasecmp( s1, s2 ); } inline char* V_strstr ( const char *s1, const char *search ) { return strstr( s1, search ); } inline char* V_strupr ( char *start ) { return strupr( start ); } inline char* V_strlower ( char *start ) { return strlwr( start ); }
Missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
This error happens because Valve never made crossbow reload animations for the playermodels, but told it to use ACT_HL2MP_GESTURE_RELOAD_CROSSBOW in the acttable anyway.
--- sourcecode/trunk/game_shared/hl2mp/weapon_crossbow.cpp (revision 336) +++ sourcecode/trunk/game_shared/hl2mp/weapon_crossbow.cpp (revision 357) @@ -485,5 +485,5 @@ { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false }, - { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false }, + { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false }, };
"Extra App ID set to 211, but no SteamAppID" while debugging
This issue happens when mounting multiple GCFs. The fix is to mount appid's in the negative. ie: -320 instead of 320.
Bot physics/hitbox not accurate
--- src/dlls/sdk/sdk_bot_temp.cpp 3 Sep 2006 02:18:03 -0000 1.3 +++ src/dlls/sdk/sdk_bot_temp.cpp 3 Sep 2006 02:36:29 -0000 @@ -52,6 +52,13 @@ QAngle m_ForwardAngle; QAngle m_LastAngles; + + virtual void PhysicsSimulate() { + BaseClass::PhysicsSimulate(); + + // Since this isn't called for bots.. call it here + UpdateVPhysicsPosition(m_vNewVPhysicsPosition, m_vNewVPhysicsVelocity, gpGlobals->frametime); + } }; LINK_ENTITY_TO_CLASS( sdk_bot, CSDKBot );
Bot physics/hitbox not accurate: happens also on HL2MP mod with bots. Any fix for this?
Invalid Combine Ball vphysics
This is an old bug, but still exists in the new SDK. This might be the last of the vphysics bugs?
--- dlls/hl2_dll/prop_combine_ball.h 2006-08-27 18:22:56.255500000 -0500 +++ dlls/hl2_dll/prop_combine_ball.h 2006-08-27 18:22:56.255500000 -0500 @@ -119,6 +119,8 @@ // Pow! void DoExplosion( ); + void DoExplosion_internal(); + int OnTakeDamage(const CTakeDamageInfo &info); void StartAnimating( void ); void StopAnimating( void ); --- dlls/hl2_dll/prop_combine_ball.cpp 2006-08-27 18:24:17.364875000 -0500 +++ dlls/hl2_dll/prop_combine_ball.cpp 2006-08-27 18:24:17.364875000 -0500 @@ -974,7 +974,18 @@ //------------------------------------------------------------------------------ // Pow! //------------------------------------------------------------------------------ -void CPropCombineBall::DoExplosion( ) +void CPropCombineBall::DoExplosion() { + // don't call DoExplosion() directly since we might be in a vphysics callback + TakeDamage(CTakeDamageInfo(this, this, 1, DMG_PREVENT_PHYSICS_FORCE)); +} + +int CPropCombineBall::OnTakeDamage(const CTakeDamageInfo &info) { + // now we're safely no longer in a vphysics callback + DoExplosion_internal(); + return 0; +} + +void CPropCombineBall::DoExplosion_internal() { // Tell the respawner to make a new one if ( GetSpawner() )
Wasted entitygroundcontact
It also seems that the code lets every client on the server calculate the minimum and maximum height of each animating entity and sends it to the server, while the server doesn't really need it. Each client calculates the same so it's waste of bandwidth.
It's better to test these changes very good because it's possible it may break something.
Note: Why not instead of compleatly removing it, having only 1 player to calculate it ? (if its a listen server then its the local player, if its a dedicated one what about the player who has been on the most :P/any random player ?) --Filip 06:43, 6 December 2012 (PST)
Remove:
#if defined( HL2_CLIENT_DLL ) if ( to->entitygroundcontact.Count() != 0 ) { buf->WriteOneBit( 1 ); buf->WriteShort( to->entitygroundcontact.Count() ); int i; for (i = 0; i < to->entitygroundcontact.Count(); i++) { buf->WriteUBitLong( to->entitygroundcontact[i].entindex, MAX_EDICT_BITS ); buf->WriteBitCoord( to->entitygroundcontact[i].minheight ); buf->WriteBitCoord( to->entitygroundcontact[i].maxheight ); } to->entitygroundcontact.RemoveAll(); } else { buf->WriteOneBit( 0 ); } #endif
#if defined( HL2_DLL ) if ( buf->ReadOneBit() ) { // DM: Fix negative entitygroundcontact crash, from the VDC int count = buf->ReadShort(); if ( count < 0 || count > 140 ) { Msg( "Ignoring strange entitygroundcontact count: %d\n", count ); return; // why can this be less than 0, Valve? change to ReadWord()??? } move->entitygroundcontact.SetCount( count ); int i; for (i = 0; i < move->entitygroundcontact.Count(); i++) { move->entitygroundcontact[i].entindex = buf->ReadUBitLong( MAX_EDICT_BITS ); move->entitygroundcontact[i].minheight = buf->ReadBitCoord( ); move->entitygroundcontact[i].maxheight = buf->ReadBitCoord( ); } } #endif
Remove:
class CEntityGroundContact { public: int entindex; float minheight; float maxheight; };
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) entitygroundcontact.RemoveAll(); #endif
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) entitygroundcontact = src.entitygroundcontact; #endif
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) CUtlVector< CEntityGroundContact > entitygroundcontact; #endif
dlls/player_command.cpp
Remove:
#if defined (HL2_DLL) // pull out backchannel data and move this out int i; for (i = 0; i < cmd->entitygroundcontact.Count(); i++) { int entindex = cmd->entitygroundcontact[i].entindex; CBaseEntity *pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex( entindex) ); if (pEntity) { CBaseAnimating *pAnimating = pEntity->GetBaseAnimating(); if (pAnimating) { pAnimating->SetIKGroundContactInfo( cmd->entitygroundcontact[i].minheight, cmd->entitygroundcontact[i].maxheight ); } } } #endif
cl_dll/input.h
Remove:
#if defined( HL2_CLIENT_DLL ) CUtlVector< CEntityGroundContact > m_EntityGroundContact; #endif
cl_dll/in_main.cpp
Comment out the entire function CInput::AddIKGroundContactInfo
Resizing game window glitches HUD elements
Fix:
--- mod/src/cl_dll/game_controls/vgui_TeamFortressViewport.cpp 21 Feb 2006 01:58:36 -0000 1.6 +++ mod/src/cl_dll/game_controls/vgui_TeamFortressViewport.cpp 16 Jul 2006 20:52:44 -0000 @@ -152,6 +152,9 @@ m_pBackGround->SetZPos( -20 ); // send it to the back m_pBackGround->SetVisible( false ); CreateDefaultPanels(); + + // reload again... this fixes the ammo display etc + ReloadScheme( NULL ); }
Mod fails to compile with gcc 4.x
Fix: First pass problem is a code bug - not sure if this would've shown up in gcc 3.x if Valve didn't use the horribly evil -w option, but it certainly looks like invalid code to reference a friend function without a declaration.
--- mod/src/dlls/baseentity.h 2005/08/29 00:14:40 1.3 +++ mod/src/dlls/baseentity.h 2006/06/07 02:17:03 @@ -325,6 +325,9 @@ #define CREATE_PREDICTED_ENTITY( className ) \ CBaseEntity::CreatePredictedEntityByName( className, __FUNCTION__, __LINE__ ); +void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ); +void SendProxy_Angles( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ); + // // Base Entity. All entity types derive from this //
Looks like the only other issue was this asm change. Apparently gcc did something slightly backwards incompatible in 4.x.
--- src/public/mathlib.cpp 18 Feb 2005 04:45:56 -0000 1.1.1.1 +++ src/public/mathlib.cpp 11 Jun 2006 19:45:34 -0000 @@ -436,7 +436,6 @@ "movss %%xmm0, %0 \n\t" : "=m" (x) : "m" (rroot) - : "%xmm0" ); #else #error
Case changes in player names cause chat truncation
--- mod/src/cl_dll/hl2mp/hl2mp_hud_chat.cpp 2006/02/21 01:58:38 1.3 +++ mod/src/cl_dll/hl2mp/hl2mp_hud_chat.cpp 2006/03/28 03:11:13 @@ -422,8 +422,9 @@ else line->InsertColorChange( Color( g_ColorYellow[0], g_ColorYellow[1], g_ColorYellow[2], 255 ) ); - char *buf = static_cast<char *>( stackalloc( strlen( pmsg ) + 1 ) ); - wchar_t *wbuf = static_cast<wchar_t *>( stackalloc( (strlen( pmsg ) + 1 ) * sizeof(wchar_t) ) ); + char buf[4096]; + wchar_t wbuf[4096]; + Assert(strlen(pmsg) < sizeof(buf)); // otherwise message truncation will occur if ( buf ) { float *flColor = GetClientColor( iPlayerIndex ); @@ -435,10 +436,10 @@ buf[ min( iNameLength, MAX_PLAYER_NAME_LENGTH+31) ] = 0; line->InsertColorChange( Color( flColor[0], flColor[1], flColor[2], 255 ) ); line->InsertString( buf ); - Q_strncpy( buf, pmsg + iNameLength, strlen( pmsg )); + Q_strncpy(buf, pmsg + iNameLength, sizeof(buf)); buf[ strlen( pmsg + iNameLength ) ] = '\0'; line->InsertColorChange( Color( g_ColorYellow[0], g_ColorYellow[1], g_ColorYellow[2], 255 ) ); - vgui::localize()->ConvertANSIToUnicode( buf, wbuf, strlen(pmsg)*sizeof(wchar_t)); + vgui::localize()->ConvertANSIToUnicode( buf, wbuf, sizeof(wbuf)); line->InsertString( wbuf ); line->SetVisible( true ); line->SetNameLength( iNameLength ); --- mod/src/tier1/stringpool.cpp 2005/02/18 04:45:59 1.1.1.1 +++ mod/src/tier1/stringpool.cpp 2006/03/28 03:25:05 @@ -22,7 +22,7 @@ bool StrLess( const char * const &pszLeft, const char * const &pszRight ) { - return ( Q_stricmp( pszLeft, pszRight) < 0 ); + return ( Q_strcmp( pszLeft, pszRight) < 0 ); } //----------------------------------------------------------------------------- --- mod/src/cl_dll/sdk/sdk_hud_chat.cpp 2006/02/21 01:58:38 1.3 +++ mod/src/cl_dll/sdk/sdk_hud_chat.cpp 2006/03/28 03:34:35 @@ -422,8 +422,9 @@ else line->InsertColorChange( Color( g_ColorYellow[0], g_ColorYellow[1], g_ColorYellow[2], 255 ) ); - char *buf = static_cast<char *>( stackalloc( strlen( pmsg ) + 1 ) ); - wchar_t *wbuf = static_cast<wchar_t *>( stackalloc( (strlen( pmsg ) + 1 ) * sizeof(wchar_t) ) ); + char buf[4096]; + wchar_t wbuf[4096]; + assert(strlen(pmsg) < sizeof(buf)); // otherwise message truncation will occur if ( buf ) { float *flColor = GetClientColor( iPlayerIndex ); @@ -435,10 +436,10 @@ buf[ min( iNameLength, MAX_PLAYER_NAME_LENGTH+31) ] = 0; line->InsertColorChange( Color( flColor[0], flColor[1], flColor[2], 255 ) ); line->InsertString( buf ); - Q_strncpy( buf, pmsg + iNameLength, strlen( pmsg )); + Q_strncpy(buf, pmsg + iNameLength, sizeof(buf)); buf[ strlen( pmsg + iNameLength ) ] = '\0'; line->InsertColorChange( Color( g_ColorYellow[0], g_ColorYellow[1], g_ColorYellow[2], 255 ) ); - vgui::localize()->ConvertANSIToUnicode( buf, wbuf, strlen(pmsg)*sizeof(wchar_t)); + vgui::localize()->ConvertANSIToUnicode( buf, wbuf, sizeof(wbuf)); line->InsertString( wbuf ); line->SetVisible( true ); line->SetNameLength( iNameLength );
dm_powerhouse lights never slow down
Workaround: Really this should be fixed in the map, but good luck waiting on that to happen. In the mean time here's a code patch for any such mapping errors:
--- mod/src/dlls/physconstraint.cpp 2005/03/26 17:44:28 1.2 +++ mod/src/dlls/physconstraint.cpp 2006/03/06 02:45:47 @@ -727,6 +727,16 @@ for ( int i = 0; i < 2; i++ ) { info.pObjects[i]->WorldToLocal( &ballsocket.constraintPosition[i], GetAbsOrigin() ); + // HACKHACK - the mapper forgot to put in some sane physics damping (dm_powerhouse) + float damping, adamping; + info.pObjects[i]->GetDamping(&damping, &adamping); + if (damping < .2f) { + damping = .2f; + } + if (adamping < .2f) { + adamping = .2f; + } + info.pObjects[i]->SetDamping(&damping, &damping); } GetBreakParams( ballsocket.constraint, info ); ballsocket.constraint.torqueLimit = 0;
Wall Boosting Exploit
Hi, everyone would of no doubt noticed that running against a wall(strafing and moving forward works best) makes you run really fast. If anyone has played kreedz climbing yet(I used to code for it) you might of noticed moving against walls is jerky. I think when I was adding some things to the movement I made the server and client disagree on what speed the player is moving at. Has anyone sound why players in source do this? where the boost might be clamped to normal levels? If so I'd love to know, and it would be good to know for bg2 as well, people who play it complain a lot of it as well(just the boost, not client prediction jerks).
Fix Provided by Tony "omega" Sergi
mod/game_shared/gamemovement.cpp Line 1374
void CGameMovement::Accelerate( Vector& wishdir, float wishspeed, float accel ) { int i; float addspeed, accelspeed, currentspeed; // This gets overridden because some games (CSPort) want to allow dead (observer) players // to be able to move around. if ( !CanAccelerate() ) return; //omega; WALLSTRAFE FIX // See if we are changing direction a bit // currentspeed = mv->m_vecVelocity.Dot(wishdir); currentspeed = sqrt( DotProduct(mv->m_vecVelocity, mv->m_vecVelocity) ); //omega; END WALLSTRAFE FIX // Reduce wishspeed by the amount of veer.
GNU crasher for maps with broken ladders
Fix: Valve's code is invalid but compiles on MSVC due to its D.W.I.M. philosophy. The following patch is required:
--- mod/src/game_shared/func_ladder.cpp 2005/06/11 22:14:32 1.2 +++ mod/src/game_shared/func_ladder.cpp 2006/02/12 19:43:25 @@ -87,7 +87,7 @@ m_vecPlayerMountPositionBottom.GetZ(), bottomtrace.m_pEnt ? - UTIL_VarArgs( "%s/%s", bottomtrace.m_pEnt->GetClassname(), bottomtrace.m_pEnt->GetEntityName() ) + UTIL_VarArgs( "%s/%s", bottomtrace.m_pEnt->GetClassname(), STRING(bottomtrace.m_pEnt->GetEntityName()) ) : "NULL" ); } @@ -99,7 +99,7 @@ m_vecPlayerMountPositionTop.GetZ(), toptrace.m_pEnt ? - UTIL_VarArgs( "%s/%s", toptrace.m_pEnt->GetClassname(), toptrace.m_pEnt->GetEntityName() ) + UTIL_VarArgs( "%s/%s", toptrace.m_pEnt->GetClassname(), STRING(toptrace.m_pEnt->GetEntityName()) ) : "NULL" ); }
sdkshaders: fix for spaces in path
Issue: Any attempt to compile the SDK shaders for a mod with spaces in the path name results in failure:
(ie: "C:\Program Files\Steam\SteamApps\SourceMods\MODNAME\src\src\sdkshaders")
This is due to the fact that the perl scripts and bat files have not been properly modified to handle spaces in the path.
Fix: Ray "VisualPhoenix" Barbiero has provided the following patches:
updateshaders.pl
--- mod/src/devtools/bin/updateshaders.pl 2005-07-14 09:58:54.000000000 -0500 +++ mod/src/devtools/bin/updateshaders.pl 2005-10-11 23:42:36.000000000 -0500 @@ -105,7 +105,7 @@ { $xboxswitch = "-xbox "; } - print MAKEFILE "\t$g_SourceDir\\devtools\\bin\\perl.exe $g_SourceDir\\devtools\\bin\\" . $shadertype . "_prep.pl $xboxswitch -shaderoutputdir $shaderoutputdir -source \"$g_SourceDir\" $shadername\n"; + print MAKEFILE "\t\"$g_SourceDir\\devtools\\bin\\perl.exe\" \"$g_SourceDir\\devtools\\bin\\" . $shadertype . "_prep.pl\" $xboxswitch -shaderoutputdir $shaderoutputdir -source \"$g_SourceDir\" $shadername\n"; my $filename; if( $shadertype eq "fxc" ) { @@ -199,14 +199,14 @@ # We only generate inc files for fxc and vsh files. if( $g_xbox ) { - print MAKEFILE " $shadertype" . "tmp_xbox\\" . $shaderbase . "\.inc"; + print MAKEFILE " \"$shadertype" . "tmp_xbox\\" . $shaderbase . "\.inc\""; } else { - print MAKEFILE " $shadertype" . "tmp9\\" . $shaderbase . "\.inc"; + print MAKEFILE " \"$shadertype" . "tmp9\\" . $shaderbase . "\.inc\""; } } - print MAKEFILE " $shaderoutputdir\\$shadertype\\$shaderbase\.vcs"; + print MAKEFILE " \"$shaderoutputdir\\$shadertype\\$shaderbase\.vcs\""; } print MAKEFILE "\n\n"; @@ -221,11 +221,11 @@ # We only generate inc files for fxc and vsh files. if( $g_xbox ) { - print MAKEFILE "\tdel /f /q $shadertype" . "tmp_xbox\\" . $shaderbase . "\.inc\n"; + print MAKEFILE "\tdel /f /q \"$shadertype" . "tmp_xbox\\" . $shaderbase . "\.inc\"\n"; } else { - print MAKEFILE "\tdel /f /q $shadertype" . "tmp9\\" . $shaderbase . "\.inc\n"; + print MAKEFILE "\tdel /f /q \"$shadertype" . "tmp9\\" . $shaderbase . "\.inc\"\n"; } } print MAKEFILE "\tdel /f /q \"$shaderoutputdir\\$shadertype\\$shaderbase\.vcs\"\n";
buildshaders.bat
--- mod/src/materialsystem/stdshaders/buildshaders.bat 2005-07-14 10:00:36.000000000 -0500 +++ mod/src/materialsystem/stdshaders/buildshaders.bat 2005-10-11 23:01:08.000000000 -0500 @@ -36,7 +36,7 @@ REM **************** :set_xbox_args set xbox_args=-xbox -set targetdir=%vproject%\shaders_xbox +set targetdir="%vproject%\shaders_xbox" goto build_shaders @@ -45,8 +45,8 @@ REM **************** :set_mod_args -if not exist %sourcesdk%\bin\shadercompile.exe goto NoShaderCompile -set ChangeToDir=%sourcesdk%\bin +if not exist "%sourcesdk%\bin\shadercompile.exe" goto NoShaderCompile +set ChangeToDir="%sourcesdk%\bin" if /i "%4" NEQ "-source" goto NoSourceDirSpecified set SrcDirBase=%~5 @@ -75,7 +75,7 @@ :NoShaderCompile echo - -echo - ERROR: shadercompile.exe doesn't exist in %sourcesdk%\bin +echo - ERROR: shadercompile.exe doesn't exist in "%sourcesdk%\bin" echo - goto end @@ -129,7 +129,7 @@ REM **************** REM Execute distributed process on work/build list REM **************** -"%SrcDirBase%\devtools\bin\perl" "%SrcDirBase%\materialsystem\stdshaders\runvmpi.pl" %xbox_args% -changetodir "%ChangeToDir%" %SDKArgs% +"%SrcDirBase%\devtools\bin\perl" "%SrcDirBase%\materialsystem\stdshaders\runvmpi.pl" %xbox_args% -changetodir %ChangeToDir% %SDKArgs% REM **************** REM Copy the generated files to the output dir.
runvmpi.pl
--- mod/src/materialsystem/stdshaders/runvmpi.pl 2005-07-14 10:00:34.000000000 -0500 +++ mod/src/materialsystem/stdshaders/runvmpi.pl 2005-10-11 22:34:02.000000000 -0500 @@ -41,7 +41,7 @@ $shaderpath =~ s,/,\\,g; chdir $changeToDir; -$cmdToRun = "shadercompile.exe $noMPI $xboxFlag -shaderpath $shaderpath -mpi_workercount 32 -allowdebug $gameFlag"; +$cmdToRun = "shadercompile.exe $noMPI $xboxFlag -shaderpath \"$shaderpath\" -mpi_workercount 32 -allowdebug $gameFlag"; system $cmdToRun; # other options..
build_sample_shaders.bat
--- mod/src/sdkshaders/build_sample_shaders.bat 2005-07-14 09:57:02.000000000 -0500 +++ mod/src/sdkshaders/build_sample_shaders.bat 2005-10-11 23:38:18.000000000 -0500 @@ -9,7 +9,7 @@ rem **** Call the batch files to build our stuff. -call ..\materialsystem\stdshaders\buildshaders.bat sdk_shaders -game "%__GameDir%" -source .. +call ..\materialsystem\stdshaders\buildshaders.bat sdk_shaders -game "%__GameDir%" -source .\.. goto end
Getting the SDK to work under -Wall -Werror
If you're a professional programmer with any familiarity with GNU then the first thing you probably did was attempt to compile the SDK with -Wall -Werror, and were then disappointed by all the violations in Valve's code out of the box. Here's a list of fixes to make this work. (This list is by no means complete - I fixed many problems before I realized this would be something worth wiki-ing.)
I just noticed Valve uses -fpermissive! *barf*! So, if anyone out there had already noticed that, I now have a work in progress to fix all the scary hacks that -fpermissive would normally error on... coming soon. --Bloodykenny 20:46, 25 Oct 2005 (PDT)
offsetof errors
These are due to a bug in gcc. It was fixed in 3.4.2, and gcc 3.4.4 is now known to work fine and fixes the issue.
Downcast explicitly
One should always downcast explicitly. This squelches useful warnings, and self-documents your intent to downcast.
--- mod/src/public/tier0/fasttimer.h 2005/06/11 22:14:36 1.2 +++ mod/src/public/tier0/fasttimer.h 2005/09/14 00:25:19 @@ -253,7 +253,7 @@ inline void CCycleCount::Init( float initTimeMsec ) { if ( g_ClockSpeedMillisecondsMultiplier > 0 ) - m_Int64 = initTimeMsec / g_ClockSpeedMillisecondsMultiplier; + m_Int64 = int64(initTimeMsec / g_ClockSpeedMillisecondsMultiplier); else m_Int64 = 0; }
Poor abused templates
- This code fixes some badly used Memory Templates, and provides compatibility with Unix based systems.
--- mod/src/public/tier1/utlmemory.h 2005/02/18 04:45:58 1.1.1.1 +++ mod/src/public/tier1/utlmemory.h 2005/09/14 00:24:15 @@ -293,7 +293,7 @@ { Assert( num > 0 ); - if (IsExternallyAllocated()) + if (CUtlMemory<T>::IsExternallyAllocated()) { // Can't grow a buffer whose memory was externally allocated Assert(0); @@ -349,7 +349,7 @@ if (m_nAllocationCount >= num) return; - if (IsExternallyAllocated()) + if (CUtlMemory<T>::IsExternallyAllocated()) { // Can't grow a buffer whose memory was externally allocated Assert(0); @@ -376,7 +376,7 @@ template< class T > void CUtlMemory<T>::Purge() { - if (!IsExternallyAllocated()) + if (!CUtlMemory<T>::IsExternallyAllocated()) { if (m_pMemory) { @@ -495,7 +495,7 @@ { Assert( num > 0 ); - if (IsExternallyAllocated()) + if (CUtlMemory<T>::IsExternallyAllocated()) { // Can't grow a buffer whose memory was externally allocated Assert(0); @@ -551,7 +551,7 @@ if (CUtlMemory<T>::m_nAllocationCount >= num) return; - if (IsExternallyAllocated()) + if (CUtlMemory<T>::IsExternallyAllocated()) { // Can't grow a buffer whose memory was externally allocated Assert(0); @@ -579,7 +579,7 @@ template< class T, int nAlignment > void CUtlMemoryAligned<T, nAlignment>::Purge() { - if (!IsExternallyAllocated()) + if (!CUtlMemory<T>::IsExternallyAllocated()) { if (m_pMemoryBase) {
Missing EOF linefeeds
First you'll need to `cvs rm -f mod/src/dlls/worker_scientist.h` since that file is blank, unused, and will make the script below not run. :)
Then run:
#!/usr/bin/perl -w use strict; foreach (`find mod -name *.cpp -or -name *.h`) { chomp; open(F, "+<", $_) or die "$! on $_"; seek(F, -1, 2) or die "$! on $_"; my $c; read(F, $c, 1) or die "$! on $_"; if ($c ne "\n") { print "$_\n"; print(F "\n"); } }
Garbage after #endifs
A common mistake in the SDK, obviously trivial to fix, but here for your conveniance:
diff -w -u -r1.3 ai_basenpc.cpp --- dlls/ai_basenpc.cpp 2005/06/11 22:14:26 1.3 +++ dlls/ai_basenpc.cpp 2005/09/10 18:16:13 @@ -8450,7 +8450,7 @@ return shotDir; } -#endif HL2_DLL +#endif // HL2_DLL //----------------------------------------------------------------------------- diff -w -u -r1.1.1.1 npc_BaseZombie.cpp --- dlls/hl2_dll/npc_BaseZombie.cpp 2005/02/18 04:45:52 1.1.1.1 +++ dlls/hl2_dll/npc_BaseZombie.cpp 2005/09/10 20:57:40 @@ -1582,7 +1582,7 @@ #ifdef DEBUG_ZOMBIES DevMsg("Wandering\n"); -#endif+ +#endif // Just lost track of our enemy. // Wander around a bit so we don't look like a dingus. diff -w -u -r1.2 memalloc.h --- public/tier0/memalloc.h 2005/02/19 18:24:26 1.2 +++ public/tier0/memalloc.h 2005/09/10 05:12:39 @@ -133,6 +133,6 @@ #define MEM_ALLOC_CREDIT_CLASS() #define MEM_ALLOC_CLASSNAME(type) NULL -#endif !STEAM && NO_MALLOC_OVERRIDE +#endif // !STEAM && NO_MALLOC_OVERRIDE #endif /* TIER0_MEMALLOC_H */
snprintf strangeness
There are several conflicting snprintf defines and other snprintf porting bugs in the SDK, which need to be fixed for Werror compatibility:
diff -w -u -r1.1.1.1 interface.h --- public/tier1/interface.h 2005/02/18 04:45:58 1.1.1.1 +++ public/tier1/interface.h 2005/09/10 06:09:25 @@ -33,8 +33,6 @@ #define HMODULE void * #define GetProcAddress dlsym - -#define _snprintf snprintf #endif // TODO: move interface.cpp into tier0 library. diff -w -u -r1.1.1.1 interface.cpp --- tier1/interface.cpp 2005/02/18 04:45:59 1.1.1.1 +++ tier1/interface.cpp 2005/09/10 21:18:20 @@ -191,7 +191,7 @@ Q_snprintf( str, sizeof(str), "%s.dll", szAbsoluteModuleName ); hDLL = LoadLibrary( str ); #elif _LINUX - _snprintf( str, sizeof(str), "%s_i486.so", szAbsoluteModuleName ); + Q_snprintf( str, sizeof(str), "%s_i486.so", szAbsoluteModuleName ); hDLL = dlopen(str, RTLD_NOW); #endif
Broken comments
Ending a // comment with \ is just begging for trouble...
diff -w -u -r1.1.1.1 collisionutils.cpp --- public/collisionutils.cpp 2005/02/18 04:45:56 1.1.1.1 +++ public/collisionutils.cpp 2005/09/10 23:59:09 @@ -2299,7 +2299,7 @@ return true; } - +/* //-------------------------------------------------------------------------- // Purpose: // @@ -2314,7 +2314,7 @@ // 0-----2 // //-------------------------------------------------------------------------- - +*/ //----------------------------------------------------------------------------- // Purpose: find the minima and maxima of the 3 given values //-----------------------------------------------------------------------------
First big pass at -Wall and consistent code
Convert stricmp, _alloca etc to Q_stricmp, stackalloc versions. Fix basetype declarations like 0 to 0.0f when appropriate. Comply with STL min/max. Comply with POSIX/BSD naming inline (and appropriate #ifdefing) in all cases where a cross-platform compatibility utility function does not yet exist.
You'll need to remove the inappropriate -D defines in the Makefile for the str/printf/alloc things. Those are now fixed by using the correct functions in the code to begin with, however I don't have a patch for the Makefile included in the file below.
I have uploaded this file for BloodKenny at -
http://www.nigredostudios.com/temp/patch_hl2_sdk_wall_sanity.txt
Right click save as - amckern
Second pass - fix unreliable and error/warning prone min/max/clamp macros with STL calls and normal templatization:
http://aoa.gamemod.net/patch-warning-minmax.txt
Server: Host_Error: SV_PackEntity: SendTable_Encode returned false (ent %d).
Here %d will be replaced by whatever the entity number is that caused the error. No single entity is allowed to write more than 2KB to the network stream. This error happens when an entity overflows that buffer.
Fix: If you need an entity to occasionally transmit more than 2K of data, you will need to split it up into multiple entities, each transmitting part of the data. You should ensure of course that no entity -consistently- transmits 2K of data, as it would bog down your network. Some entities might want to send a large amount on map initialization etc, however. Another possible workaround for some situations (may not always be possible), is to update data a little bit each frame, so that no one frame has a big change.
Server: The client's health variable is pointlessly sent across the wire twice.
Fix: Diff And Patch
- There is no line 1888 within c_baseplayer.cpp in the stock MP, or SP SDK's - do i just tack the code onto the end (The BaseClass::SetGroundEntity(ground); is also not there) --Amckern 22:46, 5 Nov 2005 (PST)
Ah, sorry. That patch was against an already-modified file, not a fresh SDK. The SetGroundEntity is part of my mod. :) Yes tack it onto the end. After you do so, post the diff back here! --Bloodykenny 09:25, 12 Nov 2005 (PST)
--- mod/src/cl_dll/c_baseplayer.cpp 2005/06/30 05:54:09 1.6 +++ mod/src/cl_dll/c_baseplayer.cpp 2005/07/16 21:33:33 @@ -1888,3 +1888,7 @@ BaseClass::SetGroundEntity(ground); } + +int C_BasePlayer::GetHealth() const { + return g_PR->GetHealth(entindex()); +} --- mod/src/cl_dll/c_baseplayer.h 2005/07/11 03:28:41 1.9 +++ mod/src/cl_dll/c_baseplayer.h 2005/07/16 21:05:31 @@ -103,7 +103,7 @@ // Data handlers virtual bool IsPlayer( void ) const { return true; }; - virtual int GetHealth() const { return m_iHealth; }; + virtual int GetHealth() const; // observer mode virtual int GetObserverMode() const; --- mod/src/dlls/player.cpp 2005/07/12 07:38:04 1.33 +++ mod/src/dlls/player.cpp 2005/07/22 00:45:48 @@ -58,6 +58,8 @@ #include "nav_mesh.h" #include "env_zoom.h" +#include "player_resource.h" + #ifdef HL2_DLL #include "combine_mine.h" #include "weapon_physcannon.h" @@ -4295,6 +4297,9 @@ m_lastx = m_lasty = 0; m_lastNavArea = NULL; + + // update now so that our new health gets sent with the respawn notice + g_pPlayerResource->SetPlayerHealth(entindex(), m_iHealth); /// @todo Do this once per round instead of once per player if (TheNavMesh) --- mod/src/dlls/player_resource.cpp 2005/06/19 02:54:04 1.5 +++ mod/src/dlls/player_resource.cpp 2005/07/22 00:44:35 @@ -85,6 +85,13 @@ } //----------------------------------------------------------------------------- +// Purpose: Sets health value for a particular client (used to set on spawn so the data will be sent synchronously) +//----------------------------------------------------------------------------- +void CPlayerResource::SetPlayerHealth(int entindex, int health) { + m_iHealth.Set(entindex, health); +} + +//----------------------------------------------------------------------------- // Purpose: The Player resource is always transmitted to clients //----------------------------------------------------------------------------- int CPlayerResource::UpdateTransmitState() --- mod/src/dlls/player_resource.h 2005/06/18 21:16:29 1.3 +++ mod/src/dlls/player_resource.h 2005/07/22 00:42:57 @@ -26,6 +26,8 @@ virtual void UpdatePlayerData( void ); virtual int UpdateTransmitState(void); + void SetPlayerHealth(int entindex, int health); + protected: // Data for each player that's propagated to all clients // Stored in individual arrays so they can be sent down via datatables
Then you can remove the SendPropInt and RecvPropInt for CBasePlayer::m_iHealth...
--- src/cl_dll/c_baseplayer.cpp 26 Aug 2006 21:24:21 -0000 1.14 +++ src/cl_dll/c_baseplayer.cpp 4 Sep 2006 18:33:46 -0000 @@ -222,7 +222,7 @@ RecvPropEHandle( RECVINFO(m_hVehicle) ), RecvPropEHandle( RECVINFO(m_hUseEntity) ), - RecvPropInt (RECVINFO(m_iHealth)), + // RecvPropInt (RECVINFO(m_iHealth)), RecvPropInt (RECVINFO(m_lifeState)), RecvPropFloat (RECVINFO(m_flMaxspeed)), @@ -284,7 +284,7 @@ DEFINE_PRED_FIELD( m_hVehicle, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD_TOL( m_flMaxspeed, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.5f ), - DEFINE_PRED_FIELD( m_iHealth, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), + // DEFINE_PRED_FIELD( m_iHealth, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_fOnTarget, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_lifeState, FIELD_CHARACTER, FTYPEDESC_INSENDTABLE ), --- src/cl_dll/c_baseplayer.h 26 Aug 2006 21:24:21 -0000 1.19 +++ src/cl_dll/c_baseplayer.h 4 Sep 2006 18:33:46 -0000 @@ -377,7 +377,7 @@ EHANDLE m_hUseEntity; float m_flMaxspeed; - int m_iHealth; + void m_iHealth(); // hide the base class m_iHealth to ensure it's not used CInterpolatedVar< Vector > m_iv_vecViewOffset; --- src/dlls/player.cpp 3 Sep 2006 23:29:16 -0000 1.76 +++ src/dlls/player.cpp 4 Sep 2006 18:33:47 -0000 @@ -7298,7 +7298,7 @@ SendPropDataTable(SENDINFO_DT(pl), &REFERENCE_SEND_TABLE(DT_PlayerState), SendProxy_DataTableToDataTable), SendPropEHandle(SENDINFO(m_hVehicle)), SendPropEHandle(SENDINFO(m_hUseEntity)), - SendPropInt (SENDINFO(m_iHealth), 10 ), + // SendPropInt (SENDINFO(m_iHealth), 10 ), SendPropInt (SENDINFO(m_lifeState), 3, SPROP_UNSIGNED ), SendPropFloat (SENDINFO(m_flMaxspeed), 12, SPROP_ROUNDDOWN, 0.0f, 2048.0f ), // CL SendPropInt (SENDINFO(m_fFlags), PLAYER_FLAG_BITS, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN, SendProxy_CropFlagsToPlayerFlagBitsLength ), --- src/game_shared/gamemovement.cpp 26 Aug 2006 21:24:36 -0000 1.21 +++ src/game_shared/gamemovement.cpp 4 Sep 2006 18:33:47 -0000 @@ -490,7 +490,7 @@ bool CGameMovement::IsDead( void ) const { - return ( player->m_iHealth <= 0 ) ? true : false; + return ( player->GetHealth() <= 0 ) ? true : false; } //-----------------------------------------------------------------------------
Server: The client's team membership is pointlessly sent across the wire twice.
Similar to the above KI, but for another variable. Also this fixes an SDK crasher, but according to Yahn at Valve, Steam will be fixed soon to not do that.
Fix: Diff And Patch
--- mod/src/dlls/team.cpp 2005/06/11 22:14:30 1.2 +++ mod/src/dlls/team.cpp 2006/05/29 18:58:52 1.3 @@ -19,6 +19,7 @@ //----------------------------------------------------------------------------- void SendProxy_PlayerList( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) { + Assert(0); CTeam *pTeam = (CTeam*)pData; // If this assertion fails, then SendProxyArrayLength_PlayerArray must have failed. @@ -31,8 +32,11 @@ int SendProxyArrayLength_PlayerArray( const void *pStruct, int objectID ) { - CTeam *pTeam = (CTeam*)pStruct; - return pTeam->m_aPlayers.Count(); + // The RecvPropArray2 in general was seemingly broken in the May 25th-ish core engine update. + // The CTeam in particular was certainly broken at that time, however, thankfully it doesn't + // serve any important purpose. + // For backwards compatibility with old client, we disable it, rather than remove it entirely. + return 0; }
Server: weapon_citizensuitcase Assert on startup
Fix: Install copy of the SP SDK, then copy the scripts/ directory over
Server: Some bullet weapons set to do 0 damage.
Fix: Need to edit their AddAmmoType which are strangely set to 0 for some reason.
Server: Some projectile weapons set to do 0 damage.
Fix: Need to edit their source files and set a damage.
Client: --- Missing Vgui material vgui/steam/games/icon_cz
Fix: These files are used in the currently inaccessible Friends IM client. Create 4 vmts in their places of any design to remove the error.
- materials\VGUI\steam\games\icon_cs.vmt
- materials\VGUI\steam\games\icon_dod.vmt
- materials\VGUI\steam\games\icon_hl2mp.vmt
- materials\VGUI\servers\icon_secure_deny.vmt
Here's a patch to create files for the first three. (I don't see the icon_secure_deny.vmt error, so didn't create anything for it.)
--- materials/VGUI/steam/games/icon_cs.vmt 1969-12-31 18:00:00.000000000 -0600 +++ materials/VGUI/steam/games/icon_cs.vmt 2005-07-28 01:54:17.000000000 -0500 @@ -0,0 +1 @@ +"UnlitGeneric" {} --- materials/VGUI/steam/games/icon_dod.vmt 1969-12-31 18:00:00.000000000 -0600 +++ materials/VGUI/steam/games/icon_dod.vmt 2005-07-28 01:54:19.000000000 -0500 @@ -0,0 +1 @@ +"UnlitGeneric" {} --- materials/VGUI/steam/games/icon_hl2mp.vmt 1969-12-31 18:00:00.000000000 -0600 +++ materials/VGUI/steam/games/icon_hl2mp.vmt 2005-07-28 01:54:15.000000000 -0500 @@ -0,0 +1 @@ +"UnlitGeneric" {}
Fix2: Add clear to your rc file in cfg (extract from gcf if non-existant)
Server: The crossbow causes an assertion failure.
Fix: Comment out ai_activity.cpp line 53. This doesn't appear to be something that can be fixed in code?
Server? Client?: RL explosion invisible
Per http://www.chatbear.com/board.plm?a=viewthread&t=970,1107153392,30132&id=786504&b=4991&v=flatold
The patch to c_te_explosion.cpp was rolled into the 2006-08-04 SDK update, however it does not fix the issue. The issue still exists. My current speculation is that this is a bug in core or in the maps, but hard to say which.
sv_gravity is not associated with physics gravity
When gravity is changed, the physics gravity isn't updated
Fix: In movevars_shared.cpp:
inline void UpdatePhysicsGravity(float gravity) { if(physenv) physenv->SetGravity(Vector(0,0,-gravity)); } static void GravityChanged_Callback( ConVar *var, const char *pOldString ) { #ifndef CLIENT_DLL UpdatePhysicsGravity(var->GetFloat()); if(gpGlobals->mapname!=NULL_STRING) { IGameEvent *event = gameeventmanager->CreateEvent( "gravity_change" ); if ( event ) { event->SetFloat( "newgravity", var->GetFloat() ); gameeventmanager->FireEvent( event ); } } #endif } #ifdef CLIENT_DLL class CGravityChange : public IGameEventListener2, public CAutoGameSystem { public: bool Init() { gameeventmanager->AddListener(this,"gravity_change",false); return true; } void FireGameEvent( IGameEvent *event ) { UpdatePhysicsGravity(event->GetFloat("newgravity")); } }; static CGravityChange s_GravityChange; #endif ConVar sv_gravity ( "sv_gravity",DEFAULT_GRAVITY_STRING, FCVAR_NOTIFY | FCVAR_REPLICATED, "World gravity.", GravityChanged_Callback );
In your mod's events file (GameEvents.res/ModEvents.res):
"gravity_change" { "newgravity" "float" }
Server: util.cpp (531) : Assertion Failed: !"UTIL_GetLocalPlayer"
Occurs when taking damage to yourself from tossing a table straight up into the air.
Fix: The following patch fixes the Assert, and appears to be more functionally correct as well. Validation from Valve that the patch is correct would be appreciated. Diff And Patch
Index: mod/src/dlls/player.h =================================================================== --- mod/src/dlls/player.h 2005/02/19 22:20:29 1.2 +++ mod/src/dlls/player.h 2005/02/24 00:35:30 @@ -459,6 +459,7 @@ // mass/size limit set to zero for none static bool CanPickupObject( CBaseEntity *pObject, float massLimit, float sizeLimit ); virtual void PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize = true ) {} + virtual bool IsHoldingEntity( CBaseEntity *pEnt ); virtual void ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldindThis = NULL ) {} virtual float GetHeldObjectMass( IPhysicsObject *pHeldObject ); Index: mod/src/dlls/player.cpp =================================================================== --- mod/src/dlls/player.cpp 2005/02/21 00:05:42 1.3 +++ mod/src/dlls/player.cpp 2005/02/24 00:35:33 @@ -7447,3 +7447,7 @@ return cmd; } +bool CBasePlayer::IsHoldingEntity( CBaseEntity *pEnt ) +{ + return PlayerPickupControllerIsHoldingEntity( m_hUseEntity, pEnt ); +} Index: mod/src/dlls/physics_impact_damage.cpp =================================================================== --- mod/src/dlls/physics_impact_damage.cpp 2005/02/18 04:45:50 1.1.1.1 +++ mod/src/dlls/physics_impact_damage.cpp 2005/02/24 00:42:24 @@ -417,12 +417,22 @@ else if ( pEvent->pObjects[index>GetGameFlags() & FVPHYSICS_PLAYER_HELD ) { // if the player is holding the object, use it's real mass (player holding reduced the mass) - CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); - if ( pPlayer ) - { + CBasePlayer* pPlayer = NULL; + {for (int i = 1; i <= gpGlobals->maxClients; i++) { + CBasePlayer *temp_player = UTIL_PlayerByIndex(i); + if (temp_player + && temp_player->edict() + && temp_player->IsHoldingEntity(pEvent->pEntities[index]) + ) { + pPlayer = temp_player; + break; + } + }} + Assert(pPlayer && "object with FVPHYSICS_PLAYER_HELD but no player holding it"); + if (pPlayer) { float mass = pPlayer->GetHeldObjectMass( pEvent->pObjects[index] ); - if ( mass > 0 ) - { + Assert((mass > 0) && "player was holding object so mass should be non-zero"); + if (mass > 0) { invMass = 1.0f / mass; } }
(You could, though it's unlikely to impact performance much since this is not a frequently called function. Bloodykenny 17:55, 19 Jul 2005 (PDT))
Assert !"UTIL_GetLocalPlayer" when using combine ball
Fix: Diff And Patch
diff -u -r1.1.1.1 prop_combine_ball.cpp --- mod/src/dlls/hl2_dll/prop_combine_ball.cpp 2005/02/18 04:45:52 1.1.1.1 +++ mod/src/dlls/hl2_dll/prop_combine_ball.cpp 2005/02/24 01:34:21 @@ -788,9 +788,9 @@ pPhysicsObject->GetPosition( &vecPosition, NULL ); pPhysicsObject->GetVelocity( &vecVelocity, NULL ); - CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); - if ( pPlayer ) + if (gpGlobals->maxClients == 1) { + CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); Vector vecDelta; VectorSubtract( pPlayer->GetAbsOrigin(), vecPosition, vecDelta ); VectorNormalize( vecDelta );
Server/Client: Negative entitygroundcontact crash.
The implications of this SDK bug are not at all clear, but in debug mode you'll get an assert, and in release mode it will presumably segfault. The patch assumes anything negative or really large is bogus and dumps it.
I'm starting to wonder if maybe this is another symptom of the Physics Mayhem bugs. --Bloodykenny 17:24, 4 Nov 2005 (PST)
Fix: Diff And Patch
--- mod/src/game_shared/usercmd.cpp 2005/02/18 04:45:54 1.1.1.1 +++ mod/src/game_shared/usercmd.cpp 2005/03/23 02:24:00 @@ -290,7 +290,12 @@ #if defined( HL2_DLL ) if ( buf->ReadOneBit() ) { - move->entitygroundcontact.SetCount( buf->ReadShort() ); + int count = buf->ReadShort(); + if ((count < 0) || (count > 140)) { + Msg("Ignoring strange entitygroundcontact count: %d\n", count); + return; // why can this be less than 0, Valve? change to ReadWord()??? + } + move->entitygroundcontact.SetCount( count ); int i; for (i = 0; i < move->entitygroundcontact.Count(); i++)
Client: Spinning around quickly with the Stun Baton as your active weapon causes the screen to flash white
It's worth noting that recent updates to HL2DM have fixed this. However there has not yet been an SDK code update to show what the fix is. Basically Valve seems to have made the glow fade out completely in between swings.
Fix: Fix unknown
Fix: I haven't been able to determine exactly why this is an assert. It's just "Assert(0);" with no accompanying explanation, but commenting it out results in no problems it seems. Diff And Patch
--- mod/src/game_shared/basecombatweapon_shared.cpp 2005/02/18 04:45:53 1.1 +++ mod/src/game_shared/basecombatweapon_shared.cpp 2005/03/04 03:45:36 1.2 @@ -863,7 +863,7 @@ CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm == NULL ) { - Assert( false ); + //Assert( false ); return false; }
Client: The mod can appear to have frozen on initial startup
Originally posted by MattC here: http://www.chatbear.com/board.plm?a=viewthread&b=4991&t=234,1117553034,6915&s=0&id=868372
Fix: Issue a "progress_enable" command just before "map <mapname>".
engine->ClientCmd("progress_enable"); engine->ClientCmd("map test");
This should fix local servers. For connecting to a remote multiplayer server, the only issue appears to be that you can't switch to another window and then switch back to HL2. Doing so causes HL2 to never render progress info until load is fully complete. That seems to be an HL2 core bug unrelated (though very similar in appearance) to the fix above.
USE_VCR_MODE linker errors
This is because Valve wants to be able to somehow replay all of the things that happen in a mod and get back the exact same output. I'm still confused as to how that would work, or what the value really is, but anyway, if you need things like threading, you'll hit these errors.
My mod needed threading and commenting these out has never caused any issue. Though apparently it means my mod can't use VCR mode.
Fix: Comment out the appropriate lines in protected_things.h, for whatever VCR thing was failing. Note, don't just block out the whole file - the string part at the top is actually useful.
Lighting in Compile (RAD)
There is currently a rather severe lighting bug during RAD. Visible symptoms include: black models while in shadows cast by light_environment; large, unlit sections in "outdoor" type areas.
Fix: Pending.
Complaints about tv_delaymapchange in NON SRCTV Mods
Issue: Console reports an issue about tv_delaymapchange when loading a mod with no SRCTV Support.
Undone! you don't have to remove it, instead, add FCVAR_REPLICATED like all the other cvar's. It's doing it because it's a shared ConVar in both dll's and not being replicated. --omega
Instead, change to this:
Line 47 ConVar mp_timelimit( "mp_timelimit", "0", FCVAR_NOTIFY|FCVAR_REPLICATED, "game time per map in minutes" ); ConVar tv_delaymapchange( "tv_delaymapchange", "0", - 0, + FCVAR_NOTIFY|FCVAR_REPLICATED, "Delays map change until broadcast is complete" );
Physics models show up darker under switchable lights
Switchable lights are not taken into account for visibility of physics models when Source starts a map. So whenever a physics model is mostly lit by switchable lights, it will show up much darker when the map starts.
If the switchable lights are turned off and on again, or if a physics model is moved, then the visibility of this physics model is automatically fixed. But if the map is saved and reloaded, all physics models under switchable lights become darker again.
Fix: Fix unknown
Sticky Player Collisions / No lagcompensation
I've been chasing a fix for this for months for Dystopia, when two players collide with each other there's massive prediction errors and to the player it looks like they're jerking back and forth. It can mean real trouble when two players attempt to get through a doorway or something, and it sucks if you're trying to do a good melee system.
Anyways, I found out the cause of this problem is on the server, when it runs a players movement code, it first unlags all the other players on the server, presumably to help predict player vs. player collisions. The problem is, because two players have different pings, there's no authoritative point of impact for the collision, so the jerking around you see is caused by this unlagging. Now down to the fix, which is really simple:
player_command.cpp Line 42
// Move other players back to history positions based on local player's lag - lagcompensation->StartLagCompensation( player, cmd );
player_command.cpp Line 52
// Restore other players to current positions - lagcompensation->FinishLagCompensation( player );
player_command.cpp Line 348
// Let server invoke any needed impact functions moveHelper->ProcessImpacts(); + // Only do unlag for post think/post frame, which is mainly weapons stuff! - Teddy + lagcompensation->StartLagCompensation( player, ucmd ); RunPostThink( player ); + lagcompensation->FinishLagCompensation( player ); FinishCommand( player );
Pretty simple huh? You only need unlag for weapons really, and all the weapon hitscan code is run from the weapon's ItemPostFrame which is what the RunPostThink() runs. Let me know if it works for you! --Teddy 20:05, 12 Jun 2006 (PDT)
I added this fix to the latest version of the SDK (as of January, 2007) and I did not notice any difference. I believe this issue may have already been addressed in the latest SDK so this fix is uneccessary if you are running the latest SDK code. [User: Minh]
Minor/misc code neatenings/fixings
(This section is for issues in the codebase that you've spotted to be potentially dangerous but aren't actually causing obvious bugs/issues... every little improvement to the quality of the codebase helps, right?)
/src/cl_dll/game_controls/spectatorgui.cpp(508): The memset is setting twice as much memory as it should be to 0x0 because sizeof(playerName) already accounts for the fact that the elements are wchar_t type. Fix: Remove the "* sizeof( wchar_t)".
filter_damage_type doesn't work
Open dlls/filters.cpp
and replace
return info.GetDamageType() == m_iDamageType;
with
return ( (info.GetDamageType() & m_iDamageType ) ? true : false );
Floating SLAM's
When attaching a SLAM at a movable object, it doesn't explode when the object moves and so give a "floating SLAM".
Fix:
--- mod/src/dlls/hl2_dll/grenade_tripmine.h 18 Feb 2005 04:45:51 -0000 1.1.1.1 +++ mod/src/dlls/hl2_dll/grenade_tripmine.h 22 Jul 2006 22:32:28 -0000 @@ -36,6 +36,8 @@ void MakeBeam( void ); void KillBeam( void ); + void AttachToEntity(const CBaseEntity* const ent); + public: EHANDLE m_hOwner; @@ -49,6 +51,10 @@ Vector m_posOwner; Vector m_angleOwner; + const CBaseEntity* m_pAttachedObject; + Vector m_vecOldPosAttachedObject; + QAngle m_vecOldAngAttachedObject; + DECLARE_DATADESC(); }; --- mod/src/dlls/hl2mp_dll/grenade_tripmine.cpp 18 Feb 2005 04:45:51 -0000 1.1.1.1 +++ mod/src/dlls/hl2mp_dll/grenade_tripmine.cpp 22 Jul 2006 22:32:28 -0000 @@ -91,6 +91,8 @@ m_vecEnd = GetAbsOrigin() + m_vecDir * 2048; AddEffects( EF_NOSHADOW ); + + m_pAttachedObject = NULL; } @@ -224,7 +226,27 @@ return; } - SetNextThink( gpGlobals->curtime + 0.05f ); + // Detonate if the parent object moves + if ( + m_pAttachedObject + && ( + !VectorsAreEqual(m_vecOldPosAttachedObject, m_pAttachedObject->GetAbsOrigin(), 1.0f) + || !QAnglesAreEqual(m_vecOldAngAttachedObject, m_pAttachedObject->GetAbsAngles(), 1.0f) + ) + ) { + m_iHealth = 0; + Event_Killed(CTakeDamageInfo((CBaseEntity*)m_hOwner, this, 100, GIB_NORMAL)); + return; + } + + SetNextThink(gpGlobals->curtime + 0.05f); +} + +void CTripmineGrenade::AttachToEntity(const CBaseEntity* const ent) { + Assert(m_pAttachedObject == NULL); + m_pAttachedObject = ent; + m_vecOldPosAttachedObject = ent->GetAbsOrigin(); + m_vecOldAngAttachedObject = ent->GetAbsAngles(); } int CTripmineGrenade::OnTakeDamage_Alive( const CTakeDamageInfo &info ) --- mod/src/dlls/hl2mp_dll/grenade_tripmine.h 18 Feb 2005 04:45:51 -0000 1.1.1.1 +++ mod/src/dlls/hl2mp_dll/grenade_tripmine.h 22 Jul 2006 22:32:28 -0000 @@ -36,6 +36,8 @@ void MakeBeam( void ); void KillBeam( void ); + void AttachToEntity(const CBaseEntity* const ent); + public: EHANDLE m_hOwner; @@ -49,6 +51,10 @@ Vector m_posOwner; Vector m_angleOwner; + const CBaseEntity* m_pAttachedObject; + Vector m_vecOldPosAttachedObject; + QAngle m_vecOldAngAttachedObject; + DECLARE_DATADESC(); }; --- mod/src/game_shared/hl2mp/weapon_slam.cpp 17 Jun 2006 17:51:06 -0000 1.6 +++ mod/src/game_shared/hl2mp/weapon_slam.cpp 22 Jul 2006 22:32:28 -0000 @@ -371,6 +371,7 @@ CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripmine", tr.endpos + tr.plane.normal * 3, angles, NULL ); CTripmineGrenade *pMine = (CTripmineGrenade *)pEnt; + pMine->AttachToEntity(pEntity); pMine->m_hOwner = GetOwner(); pMine->SetDamage(pOwner->get_damage(AOA_SLAM)); #endif
Assertion Failed in utlbuffer.cpp
[ISSUE] An assertion is thrown from the following location in utlbuffer.cpp
:
CUtlBuffer::CUtlBuffer( const void *pBuffer, int nSize, int nFlags ) :
m_Memory( (unsigned char*)pBuffer, nSize ), m_Error(0)
{
Assert( nSize != 0 );
...
}
[FIX] Change the source to:
CUtlBuffer::CUtlBuffer( const void *pBuffer, int nSize, int nFlags ) :
m_Memory( (unsigned char*)pBuffer, nSize ), m_Error(0)
{
Assert( nSize >= 0 );
...
}
However, there appears to be a separate issue with dependencies in the VS project. For example, selecting Build Solution
may not reflect the above changes when running the project. For a temporary workaround, select Rebuild Solution
and then Build Solution
. The expected behavior is that rebuilding will produce a linker error about tier1.lib
, but building afterwards will succeed.
[TODO] Investigate VS project dependencies to come up with a fix that avoids having to rebuild the solution.
Constant physprops->GetSurfaceData( ) on Linux
The physprops->GetSurfaceData( ) for a trace returns always CHAR_TEX_CONCRETE on Linux with SDK 2007. The surface type is correctly detected on Windows though. This should be fixed in 2009 according to: [2].
Cannot re-ignite entities
There's a glich in SDK that does not call Extinguish() on entity once fire goes out, because it always returns NULL pointer, this causes inability to ignite same entity again. To fix this without changing header go to EntityFlame.cpp line 286.
Replace this
if ( m_hEntAttached ) { CBaseCombatCharacter *pAttachedCC = m_hEntAttached->MyCombatCharacterPointer(); if( pAttachedCC ) { // Notify the NPC that it's no longer burning! pAttachedCC->Extinguish(); } }
with this
if ( m_hEntAttached ) { //Cannot directly cast networked variables CBaseEntity *temp = m_hEntAttached; CBaseCombatCharacter *pAttachedCC = (CBaseCombatCharacter *)temp; if( pAttachedCC ) { // Notify the NPC that it's no longer burning! pAttachedCC->Extinguish(); } }
Other info and links
See also Core Known Issues List for the list of issues in the closed-source HL2 Core engine.
See also SDK Known Issues List Fixed for the list of SDK Known Issues fixed in new SDK revisions.
See also this nice general HL2 bug list on the steam forums. Many of the issues seem imbedded down inside the closed-source side of things, so they are outside the scope of this SDK Known Issues list.
There's also this Patch HL2 petition where users sign their name to beg Valve to fix the aforementioned bugs.
SDK Known Issues specific to memory leaks are on the Memory Leak Fixes page.