Fix compilation under MSVC(VS2019)

This commit is contained in:
JusicP 2022-01-13 16:18:38 +02:00
parent 94fb7d4c00
commit 5e27785d40
127 changed files with 195 additions and 95 deletions

22
.gitignore vendored
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@ -1,6 +1,7 @@
*.mak
*.mak.vpc_crc
*.vpc_crc
*.vpc.*
*.project
*obj_*
build/
@ -8,3 +9,24 @@ build/
.lock-waf*
__pycache__
*.pyc
.vs/
Debug/
Debug_*/
Release/
Release_*/
*.tlog/
*.obj
*.pch
*.log
*.idb
*.pdb
*.rc
*.bin
*.vcxproj*
*.sln
*.dll*
*.exp
*.ilk
ValveETWProviderEvents.h
game/client/*/client.lib
game/server/*/server.lib

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@ -15,6 +15,8 @@ $Configuration
$AdditionalIncludeDirectories "$BASE;$SRCDIR\dx9sdk\include" [$WINDOWS]
$AdditionalIncludeDirectories "$BASE;$SRCDIR\x360xdk\include\win32\vs2005" [$WINDOWS]
$AdditionalIncludeDirectories "$BASE;$SRCDIR\thirdparty\stb"
$PreprocessorDefinitions "$BASE;NO_X360_XDK;" [!$X360]
}
}

1
creategameprojects.bat Normal file
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@ -0,0 +1 @@
devtools\bin\vpc.exe /2019 +game /hl2 /mksln game.sln

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\source_cryptlib_include.vpc"
@ -142,6 +142,7 @@ $Project "Dedicated"
$Lib tier2
$Lib tier3
$Lib vgui_controls [$WIN32]
$Lib vpklib
$LibExternal "$SRCDIR/thirdparty/libedit-3.1/src/.libs/libedit" [$LINUXALL]
$ImpLibExternal steam_api
$ImpLib SDL2 [$SDL]

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@ -46,6 +46,8 @@ typedef enum {SIS_SUCCESS, SIS_FAILURE, SIS_NOTAVAIL} sndinitstat;
// hack - need to include latest dsound.h
#undef DSSPEAKER_5POINT1
#undef DSSPEAKER_7POINT1
#undef DSSPEAKER_7POINT1_SURROUND
#undef DSSPEAKER_5POINT1_SURROUND
#define DSSPEAKER_5POINT1 6
#define DSSPEAKER_7POINT1 7
#define DSSPEAKER_7POINT1_SURROUND 8

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\source_replay.vpc"

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@ -6,7 +6,7 @@
$Macro SRCDIR "..\..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
@ -15,7 +15,7 @@ $Configuration
$Compiler
{
$AdditionalIncludeDirectories "$BASE,$SRCDIR\thirdparty\minimp3\,..\..\..\public,..\..\..\public\tier1,..\..,..\..\..\common,..\..\audio\public"
$PreprocessorDefinitions "$BASE;"
$DisableSpecificWarnings "$BASE;4706"
}
}

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\source_cryptlib_include.vpc"

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

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@ -4761,7 +4761,7 @@ C_BaseEntity *C_BaseEntity::Instance( int iEnt )
#ifdef WIN32
#pragma warning( push )
#include <typeinfo.h>
#include <typeinfo>
#pragma warning( pop )
#endif

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@ -16,7 +16,6 @@ $MacroRequired "GAMENAME"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\protobuf_builder.vpc"
$Include "$SRCDIR\vpc_scripts\source_replay.vpc" [$TF]
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration "Debug"
{
@ -506,6 +505,8 @@ $Project
$File "$SRCDIR\public\haptics\haptic_msgs.cpp" [!$X360]
$File "$SRCDIR\public\haptics\haptic_utils.cpp" [$WIN32&&!$X360]
$File "$SRCDIR\game\client\touch.cpp"
$Folder "Sixense"
{
$File "sixense\in_sixense.cpp"

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@ -9,7 +9,6 @@ $Macro GAMENAME "hl2" [!$SOURCESDK]
$Macro GAMENAME "mod_hl2" [$SOURCESDK]
$Include "$SRCDIR\game\client\client_base.vpc"
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration
{

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@ -15,6 +15,7 @@ $include "$SRCDIR\game\shared\tf\tf_gcmessages_include.vpc"
$Include "$SRCDIR\game\client\client_econ_base.vpc"
$Include "$SRCDIR\vpc_scripts\source_saxxyawards.vpc"
$Include "$SRCDIR\utils\itemtest_lib\itemtest_lib_support.vpc" [$WORKSHOP_IMPORT_ENABLE]
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration
{

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@ -22,7 +22,7 @@ static CPDumpPanel *g_pPDumpPanel = NULL;
// retaining our own warning setup...ywb
#ifdef WIN32
#pragma warning( push )
#include <typeinfo.h>
#include <typeinfo>
#pragma warning( pop )
#endif

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@ -283,7 +283,7 @@ struct CInterpolatedVarEntryBase<Type, false>
{
Assert(maxCount==1);
}
Type *NewEntry( Type *pValue, int maxCount, float time )
Type *NewEntry( const Type *pValue, int maxCount, float time )
{
Assert(maxCount==1);
changetime = time;

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@ -120,7 +120,7 @@ entities. Each one is useful under different conditions.
#include "utllinkedlist.h"
#include "utldict.h"
#ifdef WIN32
#include <typeinfo.h>
#include <typeinfo>
#else
#include <typeinfo>
#endif

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@ -7,7 +7,7 @@
#include "cbase.h"
#include "c_baseentity.h"
#ifdef WIN32
#include <typeinfo.h>
#include <typeinfo>
#endif
#include "tier0/vprof.h"

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@ -1,5 +1,5 @@
#include "cbase.h"
#include "convar.h"
#include <dlfcn.h>
#include <string.h>
#include "vgui/IInputInternal.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
@ -234,24 +234,26 @@ CON_COMMAND( touch_toggleselection, "toggle visibility on selected button in edi
void CTouchControls::Init()
{
m_bHaveAssets = true;
#ifndef _WIN32
if( getAssets() == 0 )
{
m_bHaveAssets = false;
base_textureID = vgui::surface()->CreateNewTextureID(true);
vgui::surface()->DrawSetTextureRGBA( base_textureID, base_img_rgba, 120, 96, 0, true );
}
#endif
int w,h;
engine->GetScreenSize( w, h );
screen_w = w; screen_h = h;
Msg("grid_x: %f, grid_y: %x\n", GRID_X, GRID_Y);
Msg("grid_x: %f, grid_y: %f\n", GRID_X, GRID_Y);
configchanged = false;
config_loaded = false;
btns.EnsureCapacity( 64 );
look_finger = move_finger = resize_finger = -1;
forward = side = 0;
scolor = rgba_t( -1, -1, -1, -1 );
scolor = rgba_t( 255, 255, 255, 255 );
state = state_none;
swidth = 1;
move_button = edit = selection = NULL;
@ -776,7 +778,6 @@ void CTouchControls::WriteConfig()
if( f )
{
CTouchButton *button;
filesystem->FPrintf( f, "//=======================================================================\n");
filesystem->FPrintf( f, "//\t\t\ttouchscreen config\n" );
filesystem->FPrintf( f, "//=======================================================================\n" );

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@ -8,7 +8,7 @@
#include "cbase.h"
#ifdef _WIN32
#include "typeinfo.h"
#include "typeinfo"
// BUGBUG: typeinfo stomps some of the warning settings (in yvals.h)
#pragma warning(disable:4244)
#elif POSIX

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro OUTBINNAME "server"
$Macro OUTBINDIR "$SRCDIR\..\game\$GAMENAME\bin"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Macro DEVKITBINDIR "$GAMENAME\bin" [$X360]
// It's important to include $GAMENAME in the generated_proto directory
// to avoid race conditions when multiple games are in one solution.
@ -16,7 +16,6 @@ $MacroRequired "GAMENAME"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$include "$SRCDIR\vpc_scripts\protobuf_builder.vpc"
$Include "$SRCDIR\vpc_scripts\source_replay.vpc" [$TF]
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration "Debug"
{

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@ -11,6 +11,7 @@ $Include "$SRCDIR\game\server\server_base.vpc"
$Include "$SRCDIR\game\server\server_econ_base.vpc"
$include "$SRCDIR\game\shared\tf\tf_gcmessages_include.vpc"
$Include "$SRCDIR\game\server\nav_mesh.vpc"
$Include "$SRCDIR\game\protobuf_include.vpc"
$Configuration
{

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$Include "$SRCDIR\vpc_scripts\source_saxxyawards.vpc"

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
@ -13,7 +13,7 @@ $Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE;$SRCDIR\thirdparty\SDL2" [!$SDL] // If $SDL, then we already have this from source_video_base.vpc.
$AdditionalIncludeDirectories "$BASE;$SRCDIR\thirdparty\SDL" [!$SDL] // If $SDL, then we already have this from source_video_base.vpc.
$PreprocessorDefinitions "$BASE;VERSION_SAFE_STEAM_API_INTERFACES"
}
$Linker
@ -34,6 +34,7 @@ $Project "inputsystem"
$File "key_translation.cpp"
$File "key_translation.h"
$File "steamcontroller.cpp"
$File "touch_sdl.cpp"
}
$Folder "Public Headers"

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@ -1187,7 +1187,7 @@ extern void InitGL4ES();
// Output : int APIENTRY
//-----------------------------------------------------------------------------
#ifdef WIN32
extern "C" __declspec(DLL_EXPORT) int LauncherMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
DLL_EXPORT int LauncherMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
#else
DLL_EXPORT int LauncherMain( int argc, char **argv )
#endif

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

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@ -62,15 +62,13 @@ $Configuration
// Note that the PDB must be checked in with the name it is linked as or else the debugger
// will not be able to find it. That's why it is checked in as default.pdb.
// override with specific behavior
$CommandLine "call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\hl2.exe $SRCDIR" "\n" \
"call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\default.pdb $SRCDIR" "\n" \
"copy $(TargetPath) $OUTBINDIR\hl2.exe" "\n" \
$CommandLine "copy $(TargetPath) $OUTBINDIR\hl2.exe" "\n" \
"if ERRORLEVEL 1 goto BuildEventFailed" "\n" \
"copy $(TargetDir)\default.pdb $OUTBINDIR\default.pdb" "\n" \
"if ERRORLEVEL 1 goto BuildEventFailed" "\n" \
"if exist $(TargetDir)$(TargetName).map copy $(TargetDir)$(TargetName).map $OUTBINDIR\hl2.map" "\n" \
"call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\hl2.dat $SRCDIR" "\n" \
"$OUTBINDIR\bin\newdat $OUTBINDIR\hl2.exe" "\n" \
//"call $SRCDIR\vpc_scripts\valve_p4_edit.cmd $OUTBINDIR\hl2.dat $SRCDIR" "\n" \
//"$OUTBINDIR\bin\newdat $OUTBINDIR\hl2.exe" "\n" \
"goto BuildEventOK" "\n" \
":BuildEventFailed" "\n" \
"echo *** ERROR! PostBuildStep FAILED for $(ProjectName)! EXE or DLL is probably running. ***" "\n" \

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@ -76,7 +76,7 @@ public:
// Texture streaming!
virtual ResidencyType_t GetCurrentResidence() const { return RESIDENT_NONE; };
virtual ResidencyType_t GetTargetResidence() const { return RESIDENT_NONE; };
virtual bool MakeResident( ResidencyType_t newResidence ) {};
virtual bool MakeResident( ResidencyType_t newResidence ) { return false; };
virtual void UpdateLodBias() {};
// Various texture polling methods

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

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@ -3499,7 +3499,7 @@ void CShaderAPIDx8::ResetRenderState( bool bFullReset )
SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
// No shade mode yet
m_DynamicState.m_ShadeMode = NULL;
m_DynamicState.m_ShadeMode = (D3DSHADEMODE)NULL;
ShadeMode( SHADER_SMOOTH );
m_DynamicState.m_bHWMorphingEnabled = false;

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Macro OUTBINNAME "shaderapidx9"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

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@ -83,12 +83,12 @@ public:
return _color[index];
}
bool operator == (const Color &rhs)
bool operator == (const Color &rhs) const
{
return Q_memcmp( this, &rhs, sizeof(Color) ) == 0;
}
bool operator != (const Color &rhs)
bool operator != (const Color &rhs) const
{
return !(operator==(rhs));
}

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@ -383,7 +383,7 @@ public:
#pragma warning(disable:4290)
#pragma warning(push)
#include <typeinfo.h>
#include <typeinfo>
// MEM_DEBUG_CLASSNAME is opt-in.
// Note: typeid().name() is not threadsafe, so if the project needs to access it in multiple threads

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@ -203,12 +203,12 @@ ALLOC_CALL void *_realloc_base( void *pMem, size_t nSize )
return ReallocUnattributed( pMem, nSize );
}
ALLOC_CALL void *_recalloc_base( void *pMem, size_t nSize )
ALLOC_CALL void *_recalloc_base( void *pMem, size_t nCount, size_t nSize )
{
void *pMemOut = ReallocUnattributed( pMem, nSize );
void *pMemOut = ReallocUnattributed( pMem, nCount * nSize );
if ( !pMem )
{
memset( pMemOut, 0, nSize );
memset( pMemOut, 0, nCount * nSize);
}
return pMemOut;
}
@ -242,7 +242,7 @@ void * __cdecl _realloc_crt(void *ptr, size_t size)
void * __cdecl _recalloc_crt(void *ptr, size_t count, size_t size)
{
return _recalloc_base( ptr, size * count );
return _recalloc_base( ptr, size, count );
}
ALLOC_CALL void * __cdecl _recalloc ( void * memblock, size_t count, size_t size )

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@ -9,7 +9,7 @@
//-----------------------------------------------------------------------------
$macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
// NOTE: We don't want to include source_replay.vpc here. The only purpose
// REPLAY_ENABLED // serves in this project is for includes like netmessages.h

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@ -5,7 +5,7 @@
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Macro OUTBINDIR "$LIBPUBLIC"
$Macro OUTBINDIR "$SRCDIR\..\game\bin"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"

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@ -211,7 +211,7 @@ bool CCustomGames::CheckTagFilter( gameserveritem_t &server )
V_SplitString( m_szTagFilter, ",", TagList );
for ( int i = 0; i < TagList.Count(); i++ )
{
if ( ( Q_strnistr( server.m_szGameTags, TagList[i], MAX_TAG_CHARACTERS ) ) == TagsExclude() )
if ( ( Q_strnistr( server.m_szGameTags, TagList[i], MAX_TAG_CHARACTERS ) ) == (const char*)TagsExclude() )
{
bRetVal = false;
break;

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