This is a full resource port of PS2 Half-Life to PC. No ifs, ands or buts. This mod has an aim to be as close to the original as possible (even ugly 8-bit dithered skyboxes are included). This mod is also powered by custom DLL with such new entities as: "item_healthcharger", "item_recharge", "item_eyescanner", "item_generic", "env_warpball", "trigger_playerfreeze", "trigger_random", "env_warpball" and Blue Shift entities (vest, helmet, Rosenberg; useful for PS2 mods development). [Credits] Half-Life: Valve; PS2 Half-Life port: Gearbox; PS2 to PC port by supadupaplex. [Used tools] DLL was assembled and compiled in "Visual Studio Community" by MS; Code for Blue Shift entities was borrowed from here: "github.com/FWGS/hlsdk-xash3d/blob/blueshift/dlls/"; Maps were ported with Triang3l's "BS2PC"; Other resources were ported with my "PS2 HL tools"; Other tools: GIMP, MSPaint, Kratisto's mdldec, Blender, HL SDK, HxD.

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supadupaplex Author
supadupaplex - - 59 comments

В классе родительского объекта (item_healthcharger) я сделал указатель на экземпляр класса дочернего объекта (bottle). В методе спавна родительского объекта я вызываю функцию создания дочернего объекта с сохранением его адреса в указатель.

pBottle = GetClassPtr((CHealthBottle *)NULL);
pBottle->Spawn();

По этому указателю я потом вызываю метод дочернего объекта, управляющий bonecontroller'ом.

pBottle->SetLevel(0.7);

У меня тоже был вылет после ухода на другую карту, поборол добавлением такой штуки в классы родительского и дочернего объектов:

virtual int ObjectCaps(void) { return CBaseAnimating::ObjectCaps() &~FCAP_ACROSS_TRANSITION; }

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