Difference between revisions of "General SDK Snippets & Fixes"

From Valve Developer Community
Jump to: navigation, search
m (Crossbow Bolt going through glass (func_breakable): Cleaned up a sentence that I added 3 years ago...)
(Added the snippet "Enabling shadow receiving on viewmodels")
 
(28 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
__FORCETOC__
 
__FORCETOC__
  
=Replace zombie's blood with human's blood=
+
= Snippets =
Human blood for zombie.
+
== Replace zombie blood with human blood ==
  
in hl2_dll\npc_zombie.cpp, go to line 279.
+
Human blood for zombies.
  
<pre>#ifdef HL2_EPISODIC
+
In '''src/game/server/hl2/npc_zombie.cpp''', go to line 279.
      SetBloodColor ( BLOOD_COLOR_ZOMBIE );</pre>
 
  
modify it to look like this:
+
<source lang="cpp">
 +
#ifdef HL2_EPISODIC
 +
      SetBloodColor ( BLOOD_COLOR_ZOMBIE );
 +
</source>
 +
 
 +
Modify it to look like this:
 +
<source lang="cpp">
 +
#ifdef HL2_EPISODIC
 +
      SetBloodColor ( BLOOD_COLOR_RED );
 +
</source>
  
<pre>#ifdef HL2_EPISODIC
+
== Remove headcrab from zombies ==
      SetBloodColor ( BLOOD_COLOR_RED );</pre>
 
  
 +
How to remove headcrab from zombies.
  
 +
In '''src/game/server/hl2/npc_zombie.cpp''' look for <code>void CZombie::Spawn( void )</code> then find this line.
 +
<source lang="cpp">
 +
m_fIsHeadless = false;
 +
</source>
  
=Remove Head Crab=
+
and simply change it to this
How to Remove HeadCrab from zombie
+
<source lang="cpp">
 +
m_fIsHeadless = true;
 +
</source>
  
in hl2_dll\npc_zombie.cpp look for void CZombie::Spawn( void ) then find this line.
+
Now open '''src/game/server/hl2/npc_BaseZombie.cpp''' and change the <code>HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold )</code> section to look like this:
m_fIsHeadless = false;
+
<source lang="cpp">
and simply change it to read this
 
m_fIsHeadless = true;
 
Now open hl2_dll\npc_BaseZombie.cpp and change this section to look like this.
 
<pre>
 
 
//-----------------------------------------------------------------------------
 
//-----------------------------------------------------------------------------
 
// Purpose: A zombie has taken damage. Determine whether he release his headcrab.
 
// Purpose: A zombie has taken damage. Determine whether he release his headcrab.
Line 31: Line 41:
 
HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold )
 
HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold )
 
{
 
{
return ( m_iHealth <= 0 && m_fIsTorso && IsChopped( info ) )?RELEASE_RAGDOLL_SLICED_OFF:RELEASE_NO;
+
return ( m_iHealth <= 0 && m_fIsTorso && IsChopped( info ) ) ? RELEASE_RAGDOLL_SLICED_OFF : RELEASE_NO;
 
}
 
}
</pre>
+
</source>
 
 
=Working CS:S Muzzle Flashes without Model Editing=
 
  
In c_baseanimating.cpp, at line 4130 (after the big switch statement), comment out the code so it looks like this
+
== Fixing imported CS:S weapons in HL2 based mods ==
  
if ( iAttachment != -1 && m_Attachments.Count() > iAttachment )
+
{{Main|Importing CSS Weapons Into HL2}}
{
 
/*
 
GetAttachment( iAttachment+1, attachOrigin, attachAngles );
 
int entId = render->GetViewEntity();
 
ClientEntityHandle_t hEntity = ClientEntityList().EntIndexToHandle( entId );
 
tempents->MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson );
 
*/
 
}
 
  
and insert the following code after the comment.
+
== Crossbow bolt going through glass (func_breakable) ==
  
<pre>
+
Open '''src/game/server/hl2/weapon_crossbow.cpp'''
if ( input->CAM_IsThirdPerson() )
 
{
 
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
 
pWeapon->GetAttachment( iAttachment+1, attachOrigin, attachAngles );
 
}
 
else
 
{
 
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
 
CBaseViewModel *vm = pPlayer->GetViewModel();
 
vm->GetAttachment( iAttachment+1, attachOrigin, attachAngles );
 
engine->GetViewAngles( attachAngles );
 
}
 
g_pEffects->MuzzleFlash( attachOrigin, attachAngles, 1.0, MUZZLEFLASH_TYPE_DEFAULT );
 
</pre>
 
  
Go to fx.cpp, under the statement <code>pParticle->m_vecVelocity.Init();</code> in <code>FX_MuzzleEffect</code>, place the following code.
+
Start off by adding <code>#include "func_break.h"</code>
  
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
+
Then in <code>CCrossbowBolt::BoltTouch( CBaseEntity *pOther )</code>, after:
Vector velocity = pPlayer->GetLocalVelocity();
+
<source lang="cpp">
pParticle->m_vecVelocity += velocity;
 
 
 
=Crossbow Bolt going through glass (func_breakable)=
 
 
 
Open weapon_crossbow.cpp
 
 
 
In <code>CCrossbowBolt::BoltTouch( CBaseEntity *pOther )</code> After :
 
<pre>
 
 
if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
 
if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
 
return;
 
return;
</pre>
+
</source>
Insert the following code :
+
 
<pre>
+
Insert the following code:
if(FClassnameIs(pOther, "func_breakable"))
+
<source lang="cpp">
 +
if ( FClassnameIs(pOther, "func_breakable") )
 
{
 
{
     CBreakable* pOtherEntity = static_cast<CBreakable*> (pOther);
+
     CBreakable* pOtherEntity = static_cast<CBreakable*>( pOther );
     if(pOtherEntity->GetMaterialType() == matGlass)
+
     if ( pOtherEntity->GetMaterialType() == matGlass )
 
         return;
 
         return;
 
}
 
}
</pre>
+
</source>
Don't forget to #include "func_break.h". This could be taken further, allowing the bolts to go through "matWeb" or through any "func_breakable_surf" for example.
+
 
 +
 
 +
{{todo|This could be taken further, allowing the bolts to go through <code>matWeb</code> or through any '''func_breakable_surf''' for example.}}
 +
 
 +
== Ignite ragdolls ==
  
=Ignite Your Ragdolls=
+
In your player's class (<code>CSDKPlayer</code> or <code>CBasePlayer</code>) find the <code>Event_Killed()</code> function. Add this inside of it:
In your player's class (CSDKPlayer or CBasePlayer) find the Event_Killed() function. Add this inside of it:
+
<source lang="cpp">
<pre>
 
 
if( info.GetDamageType() & (DMG_BLAST|DMG_BURN) )
 
if( info.GetDamageType() & (DMG_BLAST|DMG_BURN) )
 
{
 
{
Line 107: Line 89:
 
     }
 
     }
 
}
 
}
</pre>
+
</source>
 +
 
 +
If you don't have a ragdoll to ignite before that is called, make sure that code is placed after a call to <code>CreateRagdollEntity()</code>.
 +
If you're not doing that, add it in right above the <code>if( info.GetDamageType() & (DMG_BLAST|DMG_BURN) )</code> line.
  
If you don't have a ragdoll to ignite before that is called, make sure that code is placed after a call to CreateRagdollEntity(). If you're not doing that, add it in right above the
+
== Control height and width of icon progress bars ==
<code>
 
if( info.GetDamageType() & (DMG_BLAST|DMG_BURN) )
 
</code>
 
line.
 
  
=Control height and width of icon progress bars=
 
 
This allows you to control the height and width of progress bars drawn with icons instead of the bars being the same dimensions as the textures.<br>
 
This allows you to control the height and width of progress bars drawn with icons instead of the bars being the same dimensions as the textures.<br>
In the file <code>hud.h</code> add the function declaration:
+
In the file '''src/game/client/hud.h''' add the function declaration:
<pre>
+
<source lang="cpp">
 
void DrawIconProgressBarExt( int x, int y, int w, int h, CHudTexture *icon, CHudTexture *icon2, float percentage, Color &clr, int type );
 
void DrawIconProgressBarExt( int x, int y, int w, int h, CHudTexture *icon, CHudTexture *icon2, float percentage, Color &clr, int type );
</pre>
+
</source>
 +
 
 
Underneath the old declaration:
 
Underneath the old declaration:
<pre>
+
<source lang="cpp">
 
void    DrawIconProgressBar( int x, int y, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type );
 
void    DrawIconProgressBar( int x, int y, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type );
</pre>
+
</source>
  
Then in <code>hud_redraw.cpp</code> add the function itself:
+
Then in '''src/game/client/hud_redraw.cpp''' add the function itself:
<pre>
+
<source lang="cpp">
 
void CHud::DrawIconProgressBarExt( int x, int y, int w, int h, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type )
 
void CHud::DrawIconProgressBarExt( int x, int y, int w, int h, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type )
 
{
 
{
Line 156: Line 137:
 
}
 
}
 
}
 
}
</pre>
+
</source>
 +
 
 
This was tested with vertical bars, horizontal bars haven't been tested.
 
This was tested with vertical bars, horizontal bars haven't been tested.
  
=Enabling func_precipitation rendering whilst in a point_viewcontrol=
+
== Enabling func_precipitation rendering whilst in a point_viewcontrol ==
  
In viewrender.cpp find and delete:
+
In '''src/game/client/viewrender.cpp''' find and delete:
 +
<source lang="cpp">
 +
if ( CurrentViewID() == VIEW_MONITOR )
 +
  return;
 +
</source>
  
if ( CurrentViewID() == VIEW_MONITOR )
+
== Randomizing models ==
    return;
 
  
=Randomizing Models=
 
 
Have some global constant char* of every model:
 
Have some global constant char* of every model:
<pre>static const char* modelnames[] = {
+
<source lang="cpp">
"Model1", //0
+
static const char* modelnames[] = {
"Model2", //1
+
  "Model1", // 0
"Model3", //2
+
  "Model2", // 1
};</pre>
+
  "Model3", // 2
And choose one at random in Spawn:
+
};
<pre>SetModel (modelnames[ random->RandomInt( 0, ARRAYSIZE(modelnames) - 1 ) ]);</pre>
+
</source>
 +
 
 +
And choose one at random in the <code>Spawn()</code> function:
 +
<source lang="cpp">
 +
SetModel (modelnames[ random->RandomInt( 0, ARRAYSIZE(modelnames) - 1 ) ]);
 +
</source>
  
 
And if you wish to have a different skin for each model (provided your model was compiled with multiple skins), then you can add:
 
And if you wish to have a different skin for each model (provided your model was compiled with multiple skins), then you can add:
<pre>m_nSkin = random->RandomInt( 0, GetModelPtr()->numskinfamilies() - 1 );</pre>
+
<source lang="cpp">
 +
m_nSkin = random->RandomInt( 0, GetModelPtr()->numskinfamilies() - 1 );
 +
</source>
 +
 
 +
== Simple camera animation implementation for weapons ==
 +
 
 +
Go to '''src/game/client/view.cpp''' then head over to <code>void CViewRender::Render( vrect_t *rect )</code>
 +
 
 +
Scroll down until you find <code>RenderView( view, nClearFlags, flags );</code>, then paste this code above it:
 +
<source lang="cpp">
 +
if ( pPlayer && pPlayer->InFirstPersonView() && pPlayer->GetViewModel( 0 ) )
 +
{
 +
int iCamAttachment = pPlayer->GetViewModel( 0 )->LookupAttachment( "camera" );
 +
 
 +
if ( iCamAttachment != -1 )
 +
{
 +
Vector cameraOrigin = Vector(0, 0, 0);
 +
QAngle cameraAngles = QAngle(0, 0, 0);
 +
pPlayer->GetViewModel( 0 )->GetAttachmentLocal( iCamAttachment, cameraOrigin, cameraAngles );
 +
view.angles += cameraAngles;
 +
view.origin += cameraOrigin;
 +
}
 +
}
 +
</source>
 +
 
 +
{{note|Valve uses the  "attach_camera" attachment name in {{l4d2}} and "cam_driver" in {{csgo}}, if you prefer backwards compatibility.}}
 +
 
 +
== A way to suppress the "Node Graph out of Date. Rebuilding..." message ==
 +
 
 +
This snippet will hide the message from appearing unless [[Developer|developer]] mode is enabled.
 +
 
 +
 
 +
Go to '''src/game/server/ai_networkmanager.cpp''' then head over to <code>void CAI_NetworkManager::DelayedInit( void )</code>
 +
 
 +
Scroll down until you find this line of code: (Should be near line 1113)
 +
<source lang="cpp">
 +
UTIL_CenterPrintAll( "Node Graph out of Date. Rebuilding...\n" );
 +
</source>
 +
 
 +
And simply change it this:
 +
<source lang="cpp">
 +
if ( developer.GetBool() )
 +
UTIL_CenterPrintAll( "Node Graph out of Date. Rebuilding...\n" );
 +
</source>
 +
 
 +
{{idea|For those of you that want to keep this in but wants to spice things up a bit, replace '''"Rebuilding..."''' with '''"Refunding..."'''}}
 +
 
 +
== Self casting player shadows ==
 +
 
 +
Go to '''src/game/client/c_baseplayer.h''', scroll down until you find
 +
<source lang=cpp>
 +
virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
 +
</source>
 +
 
 +
and simply change that to:
 +
<source lang=cpp>
 +
virtual ShadowType_t ShadowCastType() { return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC; }
 +
</source>
 +
 
 +
Your playermodel (by default '''player.mdl''') should now cast shadows.
 +
 
 +
== Enabling shadow receiving on viewmodels ==
 +
 
 +
Go to '''src/game/shared/baseviewmodel_shared.h''', scroll down until you find
 +
<source lang=cpp>
 +
virtual bool ShouldReceiveProjectedTextures( int flags )
 +
{
 +
return false;
 +
}
 +
</source>
 +
 
 +
and simply change that to:
 +
<source lang=cpp>
 +
virtual bool ShouldReceiveProjectedTextures( int flags )
 +
{
 +
return true;
 +
}
 +
</source>
 +
 
 +
Your viewmodels should now be able to receive shadows.
 +
 
 +
= Fixes =
 +
== Stopping viewmodels from getting rotated when zooming ==
 +
 
 +
In '''src/game/client/view.cpp''' find <code>void CViewRender::SetUpViews()</code> and search for the line
 +
<source lang="cpp">
 +
view.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;
 +
</source>
  
=Stopping viewmodels from getting rotated when zooming=
 
in CViewRender::SetUpView (view.cpp) search the line
 
<source lang="cpp">m_View.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;</source>
 
 
and replace it with
 
and replace it with
<source lang="cpp">m_View.fovViewmodel = abs(g_pClientMode->GetViewModelFOV() - flFOVOffset);</source>
+
<source lang="cpp">
 +
view.fovViewmodel = fabs( g_pClientMode->GetViewModelFOV() - flFOVOffset );
 +
</source>
 +
 
 
That will simply stop negative FOVs to occur, which were causing a rotating of 180°.
 
That will simply stop negative FOVs to occur, which were causing a rotating of 180°.
  
=Restoring Combine Elite Soldier hability to use the alt fire of the SMG1=
+
== Restoring the Combine Elite Soldier's ability to use the alt-fire of the SMG1 ==
On server/hl2/weapon_smg1.cpp, go to the line 48 and replace '''''WeaponRangeAttack2Condition( float flDot, float flDist )''''' for this:
 
<source lang="cpp">int WeaponRangeAttack2Condition();</source>
 
  
Now from the lines 231 to 256 (all the disabled code) replace it with this code:
+
In '''src/game/server/hl2/weapon_smg1.cpp''', go to line 48 and replace <code>WeaponRangeAttack2Condition( float flDot, float flDist )</code> with this:
<div style="max-height:10em; overflow:auto;"><source lang="cpp">case EVENT_WEAPON_AR2_ALTFIRE:
+
<source lang="cpp">
{
+
int WeaponRangeAttack2Condition();
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
+
</source>
  
Vector vecShootOrigin, vecShootDir;
+
Now from the lines 249 to 274 (all the disabled code) replace it with this code:
vecShootOrigin = pOperator->Weapon_ShootPosition();
+
<source lang="cpp">
//vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );
+
case EVENT_WEAPON_AR2_ALTFIRE:
 +
{
 +
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
  
//Checks if it can fire the grenade
+
Vector vecShootOrigin, vecShootDir;
WeaponRangeAttack2Condition();
+
vecShootOrigin = pOperator->Weapon_ShootPosition();
 +
//vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );
  
Vector vecThrow = m_vecTossVelocity;
+
//Checks if it can fire the grenade
 +
WeaponRangeAttack2Condition();
  
//If on the rare case the vector is 0 0 0, cancel for avoid launching the grenade without speed
+
Vector vecThrow = m_vecTossVelocity;
//This should be on WeaponRangeAttack2Condition(), but for some unknown reason return CASE_NONE
 
//doesn't stop the launch
 
if (vecThrow == Vector(0, 0, 0)){
 
break;
 
}
 
  
CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create("grenade_ar2", vecShootOrigin, vec3_angle, npc);
+
//If on the rare case the vector is 0 0 0, cancel for avoid launching the grenade without speed
pGrenade->SetAbsVelocity( vecThrow );
+
//This should be on WeaponRangeAttack2Condition(), but for some unknown reason return CASE_NONE
pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400)); //tumble in air
+
//doesn't stop the launch
pGrenade->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
+
if (vecThrow == Vector(0, 0, 0)){
 +
break;
 +
}
  
pGrenade->SetThrower(GetOwner());
+
CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create("grenade_ar2", vecShootOrigin, vec3_angle, npc);
 +
pGrenade->SetAbsVelocity( vecThrow );
 +
pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400)); //tumble in air
 +
pGrenade->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
  
pGrenade->SetGravity(0.5); // lower gravity since grenade is aerodynamic and engine doesn't know it.
+
pGrenade->SetThrower(GetOwner());
 +
 
 +
pGrenade->SetGravity(0.5); // lower gravity since grenade is aerodynamic and engine doesn't know it.
 
 
pGrenade->SetDamage(sk_plr_dmg_smg1_grenade.GetFloat());
+
pGrenade->SetDamage(sk_plr_dmg_smg1_grenade.GetFloat());
  
if (g_pGameRules->IsSkillLevel(SKILL_HARD))
+
if (g_pGameRules->IsSkillLevel(SKILL_HARD))
{
+
{
m_flNextGrenadeCheck = gpGlobals->curtime + RandomFloat(2, 3);
+
m_flNextGrenadeCheck = gpGlobals->curtime + RandomFloat(2, 3);
}
+
}
else{
+
else{
m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
+
m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
}
+
}
  
m_iClip2--;
+
m_iClip2--;
}
+
}
break;</source></div>
+
break;
 
+
</source>
On next go to line 397 (or where is declared the WeaponRangeAttack2Condition() function) and replace it with this:
 
<div style="max-height:10em; overflow:auto;"><source lang="cpp">int CWeaponSMG1::WeaponRangeAttack2Condition()
 
{
 
CAI_BaseNPC *npcOwner = GetOwner()->MyNPCPointer();
 
  
//return COND_NONE;
+
Now go to the <code>int CWeaponSMG1::WeaponRangeAttack2Condition( float flDot, float flDist )</code> function and replace it with this:
 +
<source lang="cpp">
 +
int CWeaponSMG1::WeaponRangeAttack2Condition()
 +
</source>
  
/*
+
And near the top of the function, comment out <code>return COND_NONE;</code> like so:
// --------------------------------------------------------
+
<source lang="cpp">
// Assume things haven't changed too much since last time
+
//return COND_NONE;
// --------------------------------------------------------
+
</source>
if (gpGlobals->curtime < m_flNextGrenadeCheck )
 
return m_lastGrenadeCondition;
 
*/
 
  
// -----------------------
+
For the last step, since this is only cosmetic, go to '''src/game/server/hl2/npc_combine.cpp'''.
// If moving, don't check.
 
// -----------------------
 
if ( npcOwner->IsMoving())
 
return COND_NONE;
 
  
CBaseEntity *pEnemy = npcOwner->GetEnemy();
+
On line 381, disable the <code>DevWarning</code> (only in case you don't want to see it neither on DEV mode):
 +
<source lang="cpp">
 +
//DevWarning("**Combine Elite Soldier MUST be equipped with AR2\n");
 +
</source>
  
if (!pEnemy)
+
Between lines 2321 and 2325, you can replace that part of the code with the following, so you no longer hear the AR2 effect when using the SMG1:
return (COND_NONE);
+
<source lang="cpp">
 
+
if ( pEvent->event == COMBINE_AE_BEGIN_ALTFIRE )
Vector vecEnemyLKP = npcOwner->GetEnemyLKP();
+
{
if ( !( pEnemy->GetFlags() & FL_ONGROUND ) && pEnemy->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) )
+
//We want it to use different sounds depending on the weapon
 +
if ( FClassnameIs(GetActiveWeapon(), "weapon_ar2") )
 
{
 
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
+
EmitSound( "Weapon_CombineGuard.Special1" );
// be grenaded.
 
// don't throw grenades at anything that isn't on the ground!
 
return (COND_NONE);
 
 
}
 
}
+
else if ( FClassnameIs(GetActiveWeapon(), "weapon_smg1") )
// --------------------------------------
 
//  Get target vector
 
// --------------------------------------
 
Vector vecTarget;
 
if (random->RandomInt(0,1))
 
 
{
 
{
// magically know where they are
+
EmitSound( "Weapon_SMG1.Double" );  
vecTarget = pEnemy->WorldSpaceCenter();
 
 
}
 
}
 
else
 
else
 
{
 
{
// toss it to where you last saw them
+
EmitSound( "Weapon_CombineGuard.Special1" ); // We let this play by default
vecTarget = vecEnemyLKP;
 
 
}
 
}
// vecTarget = m_vecEnemyLKP + (pEnemy->BodyTarget( GetLocalOrigin() ) - pEnemy->GetLocalOrigin());
+
handledEvent = true;
// estimate position
+
}
// vecTarget = vecTarget + pEnemy->m_vecVelocity * 2;
+
</source>
 +
 
 +
== Restoring dropship container gun rotation functionality ==
 +
 
 +
This is to make it so that the gun on the combine dropship can rotate again
 +
 
 +
Go to line 873 in '''src/game/server/hl2/npc_combinedropship.cpp''' and in the <code>PopulatePoseParameters( void )</code> function replace the following lines
 +
<source lang="cpp">
 +
m_poseWeapon_Pitch = LookupPoseParameter( "weapon_pitch" );
 +
m_poseWeapon_Yaw = LookupPoseParameter( "weapon_yaw" );
 +
</source>
 +
 
 +
with:
 +
<source lang="cpp">
 +
m_poseWeapon_Pitch = m_hContainer->LookupPoseParameter( "weapon_pitch" );
 +
m_poseWeapon_Yaw = m_hContainer->LookupPoseParameter( "weapon_yaw" );
 +
</source>
 +
 
 +
Now your gun should rotate and shoot again!
 +
 
 +
== Fixing the acid damage white flash sticking around bug ==
 +
 
 +
This is a very easy fix, I'm surprised no one has patched this.
 +
 
 +
Go to '''src/game/shared/hl2/hl2_gamerules.cpp''' and at line 209 add <code>DMG_ACID</code>, like so:
 +
<source lang="cpp">
 +
return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) != 0 );
 +
</source>
  
 +
And it's fixed. Someone, please spread this knowledge.
  
if ( ( vecTarget - npcOwner->GetLocalOrigin() ).Length2D() <= COMBINE_MIN_GRENADE_CLEAR_DIST )
+
== Schrodinger's/Quantum crouch fix ==
{
+
 
// crap, I don't want to blow myself up
+
See: https://wiki.sourceruns.org/wiki/Schrodinger's_Crouch
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
+
 
return (COND_NONE);
+
 
}
+
Another easy fix.
  
// ---------------------------------------------------------------------
+
Go to '''src/game/shared/gamemovement.cpp''' then head over to <code>void CGameMovement::FinishDuck( void )</code> (Line 4194)
// Are any friendlies near the intended grenade impact area?
 
// ---------------------------------------------------------------------
 
CBaseEntity *pTarget = NULL;
 
  
while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ) ) != NULL )
+
At the very top, you should see this:
{
+
<source lang="cpp">
//Check to see if the default relationship is hatred, and if so intensify that
+
if ( player->GetFlags() & FL_DUCKING )
if ( npcOwner->IRelationType( pTarget ) == D_LI )
+
return;
{
+
</source>
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
 
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
 
return (COND_WEAPON_BLOCKED_BY_FRIEND);
 
}
 
}
 
  
// ---------------------------------------------------------------------
+
Now all you have to do is comment it out, that's it!
// Check that throw is legal and clear
 
// ---------------------------------------------------------------------
 
// FIXME: speed is based on difficulty...
 
  
Vector vecToss = VecCheckThrow( this, npcOwner->GetLocalOrigin() + Vector(0,0,60), vecTarget, 600.0, 0.5 );
+
== Fixing the NPC not blinking bug ==
  
if (vecToss != vec3_origin)
+
NPCs not being able to blink has been a bug for mods ever since the Steampipe update. It was fixed in an update for HL2 + episodes on the 26th of September 2019, but the code was never pushed to the public repo.
{
 
m_vecTossVelocity = vecToss;
 
  
// don't check again for a while.
 
// JAY: HL1 keeps checking - test?
 
//m_flNextGrenadeCheck = gpGlobals->curtime;
 
m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
 
return (COND_CAN_RANGE_ATTACK2);
 
}
 
else
 
{
 
// don't check again for a while.
 
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
 
return (COND_WEAPON_SIGHT_OCCLUDED);
 
}
 
}</source></div>
 
  
For the last step, since this is only cosmetic, go to server/hl2/npc_combine.npc.
+
Fixing this is as easy as correcting a single line of code.
  
On line 381, disable the DevWarning (only in case you don't want to see it neither on DEV mode):
+
Go to '''src/game/client/c_baseflex.cpp''' then head over to the <code>void C_BaseFlex::SetupWeights( ... )</code> function.
<source lang="cpp">//DevWarning("**Combine Elite Soldier MUST be equipped with AR2\n");</source>
 
  
Between lines 2321 and 2325, you can replace that part of the code with the following, so you not longer hear the AR2 effect when using the SMG1:
+
Then at line 1152 correct the following line of code from:
<source lang="cpp">if ( pEvent->event == COMBINE_AE_BEGIN_ALTFIRE )
+
<source lang=cpp>
{
+
m_iBlink = AddGlobalFlexController( "UH" );
//We want it use different sounds depending of the weapon
+
</source>
if (FClassnameIs(GetActiveWeapon(), "weapon_ar2"))
+
to
{
+
<source lang=cpp>
EmitSound("Weapon_CombineGuard.Special1");
+
m_iBlink = AddGlobalFlexController( "blink" );
}
+
</source>
else if (FClassnameIs(GetActiveWeapon(), "weapon_smg1"))
 
{
 
EmitSound("Weapon_SMG1.Double");
 
}
 
else
 
{
 
EmitSound("Weapon_CombineGuard.Special1"); //We left this play by default
 
}
 
handledEvent = true;
 
}</source>
 
  
=restoring dropship container gun rotation functionality=
+
Congratulations! You have successfully fixed NPC blinking, it was as easy as that.
This is to make it so that the gun on the combine dropship can rotate again
 
  
Go to line 901 in server/hl2/npc_combinedropship.cpp and add these two line:
+
== Fix smooth friction sounds using the incorrect soundhandle ==
<source lang="cpp">if ( m_hContainer )
 
{
 
  
m_hContainer->SetName( AllocPooledString("dropship_container") );
+
Fixes a tiny inconsistency. The bug causes the incorrect sound params to be used.
m_hContainer->SetAbsOrigin( GetAbsOrigin() );
 
m_hContainer->SetAbsAngles( GetAbsAngles() );
 
m_hContainer->SetParent(this, 0);
 
m_hContainer->SetOwnerEntity(this);
 
m_hContainer->Spawn();
 
  
IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
 
if ( pPhysicsObject )
 
{
 
pPhysicsObject->SetShadow( 1e4, 1e4, false, false );
 
pPhysicsObject->UpdateShadow( m_hContainer->GetAbsOrigin(), m_hContainer->GetAbsAngles(), false, 0 );
 
}
 
  
m_hContainer->SetMoveType( MOVETYPE_PUSH );
+
Go to '''src/game/shared/physics_shared.cpp''' then head over to <code>void PhysFrictionSound( ... )</code>
m_hContainer->SetGroundEntity( NULL );
 
  
// Cache off container's attachment points
+
Near the bottom of the function, you should see this line of code within an <code>if</code> statement:
m_iAttachmentTroopDeploy = m_hContainer->LookupAttachment( "deploy_landpoint" );
+
<source lang=cpp>
m_iAttachmentDeployStart = m_hContainer->LookupAttachment( "Deploy_Start" );
+
soundHandle = &psurf->soundhandles.scrapeRough;
m_iMuzzleAttachment = m_hContainer->LookupAttachment( "muzzle" );
+
</source>
m_iMachineGunBaseAttachment = m_hContainer->LookupAttachment( "gun_base" );
 
// NOTE: gun_ref must have the same position as gun_base, but rotates with the gun
 
m_iMachineGunRefAttachment = m_hContainer->LookupAttachment( "gun_ref" );
 
  
m_poseWeapon_Pitch = m_hContainer->LookupPoseParameter("weapon_pitch"); //added these two lines
+
Now all you have to do is change that to this:
m_poseWeapon_Yaw = m_hContainer->LookupPoseParameter("weapon_yaw");
+
<source lang=cpp>
 +
soundHandle = &psurf->soundhandles.scrapeSmooth;
 +
</source>
  
}</source>
+
== Restoring the Combine Soldier's ability to emit pain sounds ==
  
Now your gun should rotate and shoot again!
+
Go to '''src/game/server/hl2/npc_combine.h''' and find <code>void PainSound( void );</code>
  
=Fixing the acid damge white flash sticking around bug=
+
And change it to this:
This is a very easy fix, I'm surprised no one has patched this.
+
<source lang=cpp>
go to shared/hl2/hl2_gamerules.cpp and go to line 209
+
void PainSound( const CTakeDamageInfo &info );
 +
</source>
  
<source lang="cpp">bool CHalfLife2::Damage_IsTimeBased( int iDmgType )
+
Now head over to '''src/game/server/hl2/npc_combine.cpp''' and find <code>void CNPC_Combine::PainSound ( void )</code>
{
 
// Damage types that are time-based.
 
#ifdef HL2_EPISODIC
 
// This makes me think EP2 should have its own rules, but they are #ifdef all over in here.
 
return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) != 0 ); //add DMG_ACID to this line
 
#else
 
return BaseClass::Damage_IsTimeBased( iDmgType );
 
#endif
 
}</source>
 
  
And it's fixed. Someone please spread this knowledge.
+
And like before, change it to this:
 +
<source lang=cpp>
 +
void CNPC_Combine::PainSound( const CTakeDamageInfo &info )
 +
</source>
  
  
[[Category:Snippets]][[Category:Programming]]
+
[[Category:Snippets]]
 +
[[Category:Bug fixes]]
 +
[[Category:Programming]]

Latest revision as of 17:44, 31 March 2021


Snippets

Replace zombie blood with human blood

Human blood for zombies.

In src/game/server/hl2/npc_zombie.cpp, go to line 279.

#ifdef HL2_EPISODIC
       SetBloodColor ( BLOOD_COLOR_ZOMBIE );

Modify it to look like this:

#ifdef HL2_EPISODIC
       SetBloodColor ( BLOOD_COLOR_RED );

Remove headcrab from zombies

How to remove headcrab from zombies.

In src/game/server/hl2/npc_zombie.cpp look for void CZombie::Spawn( void ) then find this line.

m_fIsHeadless = false;

and simply change it to this

m_fIsHeadless = true;

Now open src/game/server/hl2/npc_BaseZombie.cpp and change the HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold ) section to look like this:

//-----------------------------------------------------------------------------
// Purpose: A zombie has taken damage. Determine whether he release his headcrab.
// Output : YES, IMMEDIATE, or SCHEDULED (see HeadcrabRelease_t)
//-----------------------------------------------------------------------------
HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold )
{
	return ( m_iHealth <= 0 && m_fIsTorso && IsChopped( info ) ) ? RELEASE_RAGDOLL_SLICED_OFF : RELEASE_NO;
}

Fixing imported CS:S weapons in HL2 based mods

Main article: Importing CSS Weapons Into HL2

Crossbow bolt going through glass (func_breakable)

Open src/game/server/hl2/weapon_crossbow.cpp

Start off by adding #include "func_break.h"

Then in CCrossbowBolt::BoltTouch( CBaseEntity *pOther ), after:

if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
	return;

Insert the following code:

if ( FClassnameIs(pOther, "func_breakable") )
{
    CBreakable* pOtherEntity = static_cast<CBreakable*>( pOther );
    if ( pOtherEntity->GetMaterialType() == matGlass )
        return;
}


To do: This could be taken further, allowing the bolts to go through matWeb or through any func_breakable_surf for example.

Ignite ragdolls

In your player's class (CSDKPlayer or CBasePlayer) find the Event_Killed() function. Add this inside of it:

if( info.GetDamageType() & (DMG_BLAST|DMG_BURN) )
{
    if( m_hRagdoll )
    {
        CBaseAnimating *pRagdoll = (CBaseAnimating *)CBaseEntity::Instance(m_hRagdoll);
        if( info.GetDamageType() & (DMG_BURN|DMG_BLAST) )
        {
            pRagdoll->Ignite(45, false, 10 );
        }
    }
}

If you don't have a ragdoll to ignite before that is called, make sure that code is placed after a call to CreateRagdollEntity(). If you're not doing that, add it in right above the if( info.GetDamageType() & (DMG_BLAST|DMG_BURN) ) line.

Control height and width of icon progress bars

This allows you to control the height and width of progress bars drawn with icons instead of the bars being the same dimensions as the textures.
In the file src/game/client/hud.h add the function declaration:

void	DrawIconProgressBarExt( int x, int y, int w, int h, CHudTexture *icon, CHudTexture *icon2, float percentage, Color &clr, int type );

Underneath the old declaration:

void    DrawIconProgressBar( int x, int y, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type );

Then in src/game/client/hud_redraw.cpp add the function itself:

void CHud::DrawIconProgressBarExt( int x, int y, int w, int h, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type )
{
	if ( icon == NULL )
		return;

	//Clamp our percentage
	percentage = min( 1.0f, percentage );
	percentage = max( 0.0f, percentage );

	int	height = icon->Height();
	int	width  = icon->Width();

	//Draw a vertical progress bar
	if ( type == HUDPB_VERTICAL )
	{
		int	barOfs = height * percentage;

		icon2->DrawSelfCropped( 
			x, y,  // Pos
			0, 0, width, barOfs, // Cropped subrect
			w, (h * percentage), clr );

		icon->DrawSelfCropped( 
			x, y + (h * percentage), 
			0, barOfs, width, height - barOfs, // Cropped subrect
			w, h - (h * percentage), clr );
	}
}

This was tested with vertical bars, horizontal bars haven't been tested.

Enabling func_precipitation rendering whilst in a point_viewcontrol

In src/game/client/viewrender.cpp find and delete:

if ( CurrentViewID() == VIEW_MONITOR )
   return;

Randomizing models

Have some global constant char* of every model:

static const char* modelnames[] = {
   "Model1", // 0
   "Model2", // 1
   "Model3", // 2
};

And choose one at random in the Spawn() function:

SetModel (modelnames[ random->RandomInt( 0, ARRAYSIZE(modelnames) - 1 ) ]);

And if you wish to have a different skin for each model (provided your model was compiled with multiple skins), then you can add:

m_nSkin = random->RandomInt( 0, GetModelPtr()->numskinfamilies() - 1 );

Simple camera animation implementation for weapons

Go to src/game/client/view.cpp then head over to void CViewRender::Render( vrect_t *rect )

Scroll down until you find RenderView( view, nClearFlags, flags );, then paste this code above it:

if ( pPlayer && pPlayer->InFirstPersonView() && pPlayer->GetViewModel( 0 ) )
{
	int iCamAttachment = pPlayer->GetViewModel( 0 )->LookupAttachment( "camera" );

	if ( iCamAttachment != -1 )
	{
		Vector cameraOrigin = Vector(0, 0, 0);
		QAngle cameraAngles = QAngle(0, 0, 0);
		pPlayer->GetViewModel( 0 )->GetAttachmentLocal( iCamAttachment, cameraOrigin, cameraAngles );
		view.angles += cameraAngles;
		view.origin += cameraOrigin;
	}
}
Note.png Note: Valve uses the "attach_camera" attachment name in <Left 4 Dead 2> and "cam_driver" in Counter-Strike: Global Offensive, if you prefer backwards compatibility.

A way to suppress the "Node Graph out of Date. Rebuilding..." message

This snippet will hide the message from appearing unless developer mode is enabled.


Go to src/game/server/ai_networkmanager.cpp then head over to void CAI_NetworkManager::DelayedInit( void )

Scroll down until you find this line of code: (Should be near line 1113)

UTIL_CenterPrintAll( "Node Graph out of Date. Rebuilding...\n" );

And simply change it this:

if ( developer.GetBool() )
	UTIL_CenterPrintAll( "Node Graph out of Date. Rebuilding...\n" );
Idea:For those of you that want to keep this in but wants to spice things up a bit, replace "Rebuilding..." with "Refunding..."

Self casting player shadows

Go to src/game/client/c_baseplayer.h, scroll down until you find

virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }

and simply change that to:

virtual ShadowType_t ShadowCastType() { return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC; }

Your playermodel (by default player.mdl) should now cast shadows.

Enabling shadow receiving on viewmodels

Go to src/game/shared/baseviewmodel_shared.h, scroll down until you find

virtual bool ShouldReceiveProjectedTextures( int flags )
{
	return false;
}

and simply change that to:

virtual bool ShouldReceiveProjectedTextures( int flags )
{
	return true;
}

Your viewmodels should now be able to receive shadows.

Fixes

Stopping viewmodels from getting rotated when zooming

In src/game/client/view.cpp find void CViewRender::SetUpViews() and search for the line

view.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;

and replace it with

view.fovViewmodel = fabs( g_pClientMode->GetViewModelFOV() - flFOVOffset );

That will simply stop negative FOVs to occur, which were causing a rotating of 180°.

Restoring the Combine Elite Soldier's ability to use the alt-fire of the SMG1

In src/game/server/hl2/weapon_smg1.cpp, go to line 48 and replace WeaponRangeAttack2Condition( float flDot, float flDist ) with this:

int WeaponRangeAttack2Condition();

Now from the lines 249 to 274 (all the disabled code) replace it with this code:

case EVENT_WEAPON_AR2_ALTFIRE:
{
	CAI_BaseNPC *npc = pOperator->MyNPCPointer();

	Vector vecShootOrigin, vecShootDir;
	vecShootOrigin = pOperator->Weapon_ShootPosition();
	//vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );

	//Checks if it can fire the grenade
	WeaponRangeAttack2Condition();

	Vector vecThrow = m_vecTossVelocity;

	//If on the rare case the vector is 0 0 0, cancel for avoid launching the grenade without speed
	//This should be on WeaponRangeAttack2Condition(), but for some unknown reason return CASE_NONE
	//doesn't stop the launch
	if (vecThrow == Vector(0, 0, 0)){
		break;
	}

	CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create("grenade_ar2", vecShootOrigin, vec3_angle, npc);
	pGrenade->SetAbsVelocity( vecThrow );
	pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400)); //tumble in air
	pGrenade->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);

	pGrenade->SetThrower(GetOwner());

	pGrenade->SetGravity(0.5); // lower gravity since grenade is aerodynamic and engine doesn't know it.
		
	pGrenade->SetDamage(sk_plr_dmg_smg1_grenade.GetFloat());

	if (g_pGameRules->IsSkillLevel(SKILL_HARD))
	{
		m_flNextGrenadeCheck = gpGlobals->curtime + RandomFloat(2, 3);
	}
	else{
		m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
	}

	m_iClip2--;
}
break;

Now go to the int CWeaponSMG1::WeaponRangeAttack2Condition( float flDot, float flDist ) function and replace it with this:

int CWeaponSMG1::WeaponRangeAttack2Condition()

And near the top of the function, comment out return COND_NONE; like so:

//return COND_NONE;

For the last step, since this is only cosmetic, go to src/game/server/hl2/npc_combine.cpp.

On line 381, disable the DevWarning (only in case you don't want to see it neither on DEV mode):

//DevWarning("**Combine Elite Soldier MUST be equipped with AR2\n");

Between lines 2321 and 2325, you can replace that part of the code with the following, so you no longer hear the AR2 effect when using the SMG1:

if ( pEvent->event == COMBINE_AE_BEGIN_ALTFIRE )
{
	//We want it to use different sounds depending on the weapon
	if ( FClassnameIs(GetActiveWeapon(), "weapon_ar2") )
	{
		EmitSound( "Weapon_CombineGuard.Special1" );
	}
	else if ( FClassnameIs(GetActiveWeapon(), "weapon_smg1") )
	{
		EmitSound( "Weapon_SMG1.Double" ); 
	}
	else
	{
		EmitSound( "Weapon_CombineGuard.Special1" ); // We let this play by default
	}
	handledEvent = true;
}

Restoring dropship container gun rotation functionality

This is to make it so that the gun on the combine dropship can rotate again

Go to line 873 in src/game/server/hl2/npc_combinedropship.cpp and in the PopulatePoseParameters( void ) function replace the following lines

m_poseWeapon_Pitch = LookupPoseParameter( "weapon_pitch" );
m_poseWeapon_Yaw = LookupPoseParameter( "weapon_yaw" );

with:

m_poseWeapon_Pitch = m_hContainer->LookupPoseParameter( "weapon_pitch" );
m_poseWeapon_Yaw = m_hContainer->LookupPoseParameter( "weapon_yaw" );

Now your gun should rotate and shoot again!

Fixing the acid damage white flash sticking around bug

This is a very easy fix, I'm surprised no one has patched this.

Go to src/game/shared/hl2/hl2_gamerules.cpp and at line 209 add DMG_ACID, like so:

return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) != 0 );

And it's fixed. Someone, please spread this knowledge.

Schrodinger's/Quantum crouch fix

See: https://wiki.sourceruns.org/wiki/Schrodinger's_Crouch


Another easy fix.

Go to src/game/shared/gamemovement.cpp then head over to void CGameMovement::FinishDuck( void ) (Line 4194)

At the very top, you should see this:

if ( player->GetFlags() & FL_DUCKING )
	return;

Now all you have to do is comment it out, that's it!

Fixing the NPC not blinking bug

NPCs not being able to blink has been a bug for mods ever since the Steampipe update. It was fixed in an update for HL2 + episodes on the 26th of September 2019, but the code was never pushed to the public repo.


Fixing this is as easy as correcting a single line of code.

Go to src/game/client/c_baseflex.cpp then head over to the void C_BaseFlex::SetupWeights( ... ) function.

Then at line 1152 correct the following line of code from:

m_iBlink = AddGlobalFlexController( "UH" );

to

m_iBlink = AddGlobalFlexController( "blink" );

Congratulations! You have successfully fixed NPC blinking, it was as easy as that.

Fix smooth friction sounds using the incorrect soundhandle

Fixes a tiny inconsistency. The bug causes the incorrect sound params to be used.


Go to src/game/shared/physics_shared.cpp then head over to void PhysFrictionSound( ... )

Near the bottom of the function, you should see this line of code within an if statement:

soundHandle = &psurf->soundhandles.scrapeRough;

Now all you have to do is change that to this:

soundHandle = &psurf->soundhandles.scrapeSmooth;

Restoring the Combine Soldier's ability to emit pain sounds

Go to src/game/server/hl2/npc_combine.h and find void PainSound( void );

And change it to this:

void PainSound( const CTakeDamageInfo &info );

Now head over to src/game/server/hl2/npc_combine.cpp and find void CNPC_Combine::PainSound ( void )

And like before, change it to this:

void CNPC_Combine::PainSound( const CTakeDamageInfo &info )