| Commit message (Collapse) | Author | Age | Files | Lines |
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Testing on :99 showed the material $alpha path is a dead end: UnlitGeneric
takes translucency from the base texture/vertex alpha, and the debug materials
have neither. Follow Amalgam: apply alpha with IVRenderView::SetBlend
(VEngineRenderView014 slot 4) around the model draw, saving/restoring it.
To have something translucent to blend, write a tiny UnlitGeneric VMT with
$model 1 + $translucent 1 + a white base texture to
<game>/<mod>/materials/hl2hake/translucent.vmt (plus a custom/ copy). It is
written by a preload constructor so it exists before the material system scans
its search paths, then loaded once with FindMaterial. Styles 0/3/4/6 use it
when the colour alpha is below 255.
Also:
- Visible wireframe + through-wall: fill the visible silhouette first so the
through-wall pass cannot show in the wireframe gaps, then draw a brightened
contour. Style 6 is now "Solid + contour" (recolour + visible edges).
- find_modules builds local snapshots and publishes them under a mutex; the
setup thread and the server retry could reset the shared vectors live and
crash at startup.
Verified on :99: Solid + alpha 64 renders a see-through viewmodel, Solid +
contour shows a blue fill with bright blue contours, Additive is a translucent
coloured glow and Fullbright is a white additive glow.
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The server RandomSeed GOT slot was hardcoded to 0xce1348, measured on the
older bin/server.so. The anniversary branch loads hl2_complete/bin/server.so,
whose R_386_JMP_SLOT for RandomSeed is 0xce5348, so the patch hit unrelated
writable data and no spread silently did nothing.
- Read the relocation from the loaded module's ELF (module_jump_slot) instead
of hardcoding, with the two known offsets as fallback.
- Override whenever the RandomSeed caller's `this` is the local server player
(CBaseEntity::FireBullets) instead of matching a hardcoded return-address
range that also moved between builds.
- m_takedamage is a char (FIELD_CHARACTER) in the 2013 SDK; resolve it as such
and read a byte, so the IMMUNE damage tag actually works.
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- entitylist slot 6 (GetHighestEntityIndex); class name via
GetClientNetworkable -> GetClientClass (replaces the unsafe slot-2 call)
- HL2 SP NPCs: class CAI_BaseNPC + m_lifeState, since NPC m_iHealth is not
networked; model names from VModelInfoClient006 for labels/friend-foe
- real HP/HP-max from the listen-server entity (IVEngineServer021 ->
PEntityOfEntIndex -> edict->m_pUnk -> GetBaseEntity) using offsets scanned
from server.so's datamap; validated against the client model index
- world_to_screen via IVDebugOverlay003::ScreenPosition (fixes box drift)
- maxs sanity clamp, NPC-only debug logging, neutral colour for wildlife
- build.sh: restore -o libhl2hake.so and add server.cpp
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