source-engine/game/server/stargate/STUBS.cpp
Deploy Bot 44cb9a4837 StargateTC port — initial integration into nillerusr/source-engine
P1: Source files
- Copy 9 server stargate files + sg_constants.h + sg_weapons.cpp from
  StargateTCSource/sourcecode/ into game/server/stargate/ and
  game/shared/stargate/.
- Add $Folder "Stargate" block to server_hl2mp.vpc and client_hl2mp.vpc.
- Extend $AdditionalIncludeDirectories with stargate paths.

P2/P3: Gamerules + player patches
- hl2mp_gamerules.h: add TEAM_JAFFA=4, TEAM_UNAS=5 to team enum.
- hl2mp_gamerules.cpp: preserve 5 Stargate spawn classnames in
  s_PreserveEnts[]; rename teams to Tau'ri/Goa'uld/Jaffa/Unas;
  rename game description to "StargateTC"/"StargateTC Teamplay".
- hl2mp_player.cpp: EntSelectSpawnPoint now searches Stargate spawn
  classnames first (torri/goauld/marine/unas) with per-team fallback
  chain to combine/rebel/deathmatch.

Build: 0 errors. Server.dll 13.19MB, client.dll 9.85MB.
Runtime test: window title "StargateTC", live game launches,
HEALTH 100 HUD renders, HL2MP MOTD shown, sky/world geometry renders.
Response system loads 217 rules without crashing (was the original
Mapbase+VS2022 heap-corruption point).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 14:08:44 +01:00

39 lines
1.4 KiB
C++

//============= Copyright © StargateTC Source Team =============================
//
// One-file stubs for the remaining preserved entities. Each just registers its
// classname against CBaseEntity so the engine accepts maps that reference them
// (otherwise vbsp/spawn would log "Spawnfunction for <classname> not found").
//
// Replace these one by one as gameplay is ported — copy a stub out into its
// own file and flesh it out following the dhd_console.cpp / sg_event.cpp
// pattern.
//
//==============================================================================
#include "cbase.h"
#define STUB_ENTITY(classname) \
class C##classname : public CBaseAnimating \
{ \
public: \
DECLARE_CLASS( C##classname, CBaseAnimating ); \
void Spawn() override \
{ \
BaseClass::Spawn(); \
SetSolid( SOLID_VPHYSICS ); \
SetMoveType( MOVETYPE_NONE ); \
Msg( "[StargateTC] inert stub spawned: " #classname "\n" ); \
} \
}; \
LINK_ENTITY_TO_CLASS( classname, C##classname )
STUB_ENTITY( stargate_dialer );
STUB_ENTITY( goauld_sarcophagus );
STUB_ENTITY( zat_pickup );
STUB_ENTITY( staff_pickup );
STUB_ENTITY( naqahdah_pickup );
// Weapons — eventually derive from CBaseHL2MPCombatWeapon. For now an inert
// pickup so maps spawn-clean.
STUB_ENTITY( zat_gun );
STUB_ENTITY( staff_gun );