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Make project compile on Linux #1

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merged 1 commit into from
Mar 11, 2022

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MegaBrutal
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I made it compile on Linux, tested by building on Ubuntu 18.04.6 Bionic Beaver and running on Ubuntu 21.10 Impish Indri. Because I don't have a Windows MSVC build environment to test whether it still compiles, this likely breaks the Windows build; however if it does, hopefully it takes very little effort to fix for both platforms.

I experienced one big problem with the mod, when I turn left and right with the mouse, the arc I can turn in is limited, so I can't turn a full circle and continuously in one direction. I don't know if this is present on Windows too or only on Linux, and whether my modifications are to blame.

This HLSDK vs. SDL issue might be related:
ValveSoftware/halflife#1377

- Updated CMake files to support build on Linux
- Deleted original Linux makefiles as they are not needed since CMake is introduced
- Fixed minor problems in the code which prevented the project from compiling

It likely breaks the Windows build, but hopefully it only causes minor problems
those are easy to fix in a way that allows the project to compile on both platforms.

The Linux CMake files don't try to deploy the built libraries to the game mod
directory (people likely build in a separate environment, not where they have the
game installed).
@wootguy
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wootguy commented Mar 11, 2022

Weird you saw the mouse issue too. I made an issue about that earlier, but thought it was my fault because it fixed itself later.

@wootguy wootguy merged commit 8059652 into wootguy:master Mar 11, 2022
wootguy added a commit that referenced this pull request Dec 20, 2023
- max of 64 targets to match sven
- trigger mode parser added (value with #0 suffix = off, #1 = on, #2 = kill)
wootguy added a commit that referenced this pull request Jan 22, 2024
probably caused by a pointer to a deleted weapon

stack trace:
#0 in ?? ()
#1 in GetWeaponData at dlls/client.cpp:1301
wootguy added a commit that referenced this pull request Feb 18, 2024
looks like another case where EHANDLE should have been used. Stack trace:

Program terminated with signal SIGSEGV, Segmentation fault.
#0  CBasePlayerWeapon::ItemPostFrame (this=0xa50b7f0) at /home/hlds/sven/valve/addons/SevenKewp/dlls/weapon/CBasePlayerWeapon.cpp:96
96		if (!(m_pPlayer->pev->button & IN_ATTACK))
#0  CBasePlayerWeapon::ItemPostFrame (this=0xa50b7f0) at /home/hlds/sven/valve/addons/SevenKewp/dlls/weapon/CBasePlayerWeapon.cpp:96
#1  0xf1f1b9ed in CBasePlayer::PostThink (this=<optimized out>, this@entry=<error reading variable: value has been optimized out>) at /home/hlds/sven/valve/addons/SevenKewp/dlls/CBasePlayer.cpp:2594

m_pPlayer was NULL
wootguy added a commit that referenced this pull request Feb 18, 2024
looks like another case where EHANDLE should have been used. Stack trace:

Program terminated with signal SIGSEGV, Segmentation fault.
#0  CBasePlayerWeapon::ItemPostFrame (this=0xa50b7f0) at CBasePlayerWeapon.cpp:96
96		if (!(m_pPlayer->pev->button & IN_ATTACK))
#0  CBasePlayerWeapon::ItemPostFrame (this=0xa50b7f0) at CBasePlayerWeapon.cpp:96
#1  0xf1f1b9ed in CBasePlayer::PostThink (this=<optimized out>, this@entry=<error reading variable: value has been optimized out>) at CBasePlayer.cpp:2594

m_pPlayer was NULL
wootguy added a commit that referenced this pull request Feb 18, 2024
looks like another case where EHANDLE should have been used. Stack trace:

Program terminated with signal SIGSEGV, Segmentation fault.
#0  CBasePlayerWeapon::ItemPostFrame (this=0xa50b7f0) at CBasePlayerWeapon.cpp:96
96		if (!(m_pPlayer->pev->button & IN_ATTACK))
#0  CBasePlayerWeapon::ItemPostFrame (this=0xa50b7f0) at CBasePlayerWeapon.cpp:96
#1  0xf1f1b9ed in CBasePlayer::PostThink (this=<optimized out>, this@entry=<error reading variable: value has been optimized out>) at CBasePlayer.cpp:2594

m_pPlayer was NULL
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2 participants