mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-07 17:29:36 +00:00
fix windows build scripts, add windows opus support
This commit is contained in:
@@ -113,7 +113,7 @@ void EndLoadingUpdates()
|
||||
}
|
||||
}
|
||||
|
||||
static int LoadLibraryThreadFunc()
|
||||
static uintp LoadLibraryThreadFunc(void *pParam)
|
||||
{
|
||||
RefreshScreenIfNecessary();
|
||||
return 15;
|
||||
|
||||
@@ -1847,7 +1847,7 @@ void CBugUIPanel::OnSubmit()
|
||||
extern CGlobalVars g_ServerGlobalVariables;
|
||||
char misc2[ 256 ];
|
||||
|
||||
long mapfiletime = g_pFileSystem->GetFileTime( modelloader->GetName( host_state.worldmodel ), "GAME" );
|
||||
time_t mapfiletime = g_pFileSystem->GetFileTime( modelloader->GetName( host_state.worldmodel ), "GAME" );
|
||||
if ( !isPublic && mapfiletime != 0L )
|
||||
{
|
||||
char filetimebuf[ 64 ];
|
||||
|
||||
+2
-1
@@ -209,10 +209,11 @@ static ConVar sv_consistency( "sv_consistency", "1", FCVAR_REPLICATED, "Legacy v
|
||||
|
||||
/// XXX(JohnS): When steam voice gets ugpraded to Opus we will probably default back to steam. At that time we should
|
||||
/// note that Steam voice is the highest quality codec below.
|
||||
static ConVar sv_voicecodec( "sv_voicecodec", "vaudio_celt", 0,
|
||||
static ConVar sv_voicecodec( "sv_voicecodec", "vaudio_opus", 0,
|
||||
"Specifies which voice codec to use. Valid options are:\n"
|
||||
"vaudio_speex - Legacy Speex codec (lowest quality)\n"
|
||||
"vaudio_celt - Newer CELT codec\n"
|
||||
"vaudio_opus - Latest Opus codec (highest quality, comes by default)\n"
|
||||
"steam - Use Steam voice API" );
|
||||
|
||||
|
||||
|
||||
+1
-1
@@ -1176,7 +1176,7 @@ InitReturnVal_t CEngineAPI::Init()
|
||||
m_bRunningSimulation = false;
|
||||
|
||||
// Initialize the FPU control word
|
||||
#if defined(WIN32) && !defined( SWDS ) && !defined( _X360 ) && !defined (__arm__)
|
||||
#if defined(WIN32) && !defined( SWDS ) && !defined( _X360 ) && !defined (__arm__) && !defined(PLATFORM_WINDOWS_PC64)
|
||||
_asm
|
||||
{
|
||||
fninit
|
||||
|
||||
@@ -161,7 +161,7 @@ public:
|
||||
void SetMainWindow( SDL_Window* window );
|
||||
#else
|
||||
#ifdef WIN32
|
||||
int WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
|
||||
LRESULT WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
|
||||
#endif
|
||||
void SetMainWindow( HWND window );
|
||||
#endif
|
||||
@@ -514,7 +514,7 @@ void VCR_HandlePlaybackMessages(
|
||||
// FIXME: It would be nice to remove the need for this, which we can do
|
||||
// if we can make unicode work when running inside hammer.
|
||||
//-----------------------------------------------------------------------------
|
||||
static LONG WINAPI CallDefaultWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
|
||||
static LRESULT WINAPI CallDefaultWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
if ( unicode )
|
||||
return unicode->DefWindowProcW( hWnd, uMsg, wParam, lParam );
|
||||
@@ -575,10 +575,10 @@ void XBX_HandleInvite( DWORD nUserId )
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main windows procedure
|
||||
//-----------------------------------------------------------------------------
|
||||
int CGame::WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
LRESULT CGame::WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
|
||||
{
|
||||
LONG lRet = 0;
|
||||
LRESULT lRet = 0;
|
||||
HDC hdc;
|
||||
PAINTSTRUCT ps;
|
||||
|
||||
@@ -848,7 +848,7 @@ int CGame::WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
//-----------------------------------------------------------------------------
|
||||
// Creates the game window
|
||||
//-----------------------------------------------------------------------------
|
||||
static LONG WINAPI HLEngineWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
|
||||
static LRESULT WINAPI HLEngineWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
return g_Game.WindowProc( hWnd, uMsg, wParam, lParam );
|
||||
}
|
||||
@@ -952,7 +952,7 @@ bool CGame::CreateGameWindow( void )
|
||||
memset( &wc, 0, sizeof( wc ) );
|
||||
|
||||
wc.style = CS_OWNDC | CS_DBLCLKS;
|
||||
wc.lpfnWndProc = CallDefaultWindowProc;
|
||||
wc.lpfnWndProc = static_cast<WNDPROC>(CallDefaultWindowProc);
|
||||
wc.hInstance = m_hInstance;
|
||||
wc.lpszClassName = CLASSNAME;
|
||||
|
||||
|
||||
@@ -19,7 +19,8 @@ def build(bld):
|
||||
source = [
|
||||
'voiceencoder_celt.cpp',
|
||||
'../frame_encoder/voice_codec_frame.cpp',
|
||||
'../../../tier1/interface.cpp'
|
||||
'../../../tier1/interface.cpp',
|
||||
'../../../public/tier0/memoverride.cpp'
|
||||
]
|
||||
|
||||
includes = [
|
||||
|
||||
@@ -17,6 +17,7 @@ def configure(conf):
|
||||
def build(bld):
|
||||
source = [
|
||||
'mp3codecs.cpp',
|
||||
'../../../public/tier0/memoverride.cpp'
|
||||
]
|
||||
|
||||
includes = [
|
||||
|
||||
@@ -17,7 +17,8 @@ def build(bld):
|
||||
source = [
|
||||
'voiceencoder_opus.cpp',
|
||||
'../frame_encoder/voice_codec_frame.cpp',
|
||||
'../../../tier1/interface.cpp'
|
||||
'../../../tier1/interface.cpp',
|
||||
'../../../public/tier0/memoverride.cpp'
|
||||
]
|
||||
|
||||
includes = [
|
||||
|
||||
@@ -19,7 +19,8 @@ def build(bld):
|
||||
source = [
|
||||
'VoiceEncoder_Speex.cpp',
|
||||
'../frame_encoder/voice_codec_frame.cpp',
|
||||
'../../../tier1/interface.cpp'
|
||||
'../../../tier1/interface.cpp',
|
||||
'../../../public/tier0/memoverride.cpp'
|
||||
]
|
||||
|
||||
includes = [
|
||||
|
||||
Reference in New Issue
Block a user