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Black Mesa support#78

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MyGamepedia wants to merge 10 commits into
TF2-DMB:masterfrom
MyGamepedia:bms
Open

Black Mesa support#78
MyGamepedia wants to merge 10 commits into
TF2-DMB:masterfrom
MyGamepedia:bms

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@MyGamepedia

@MyGamepedia MyGamepedia commented Jul 23, 2026

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Full Black Mesa support, a couple of bug fixes, added Black Mesa nav mesh/area features. Compiles under SourceMod 1.12.
Everything was tested on Windows build, the Linux build needs some tests (cuz i was unable):

  • Does it compile ?
  • Does it work without errors ?

It's also better to check if TF2 build is working without errors.
Includes cbasenpc_bmsnavtest, so you can test bms nav features pretty quickly.
I expect this needs a review, I'm not too familiar with how extensions are coded, so I guess some things could be done better, but at very least, the Windows build is working pretty well. Didn't test absolutely everything, but overall I'm happy with how it works. Here is demo I used for the extension abilities showcase in Crowbar/HECU Collective discord servers: https://youtu.be/zxkjcR4G7MQ

Full changes log:
cbasenpc.txt:

  • added bms signs, offsets, etc.

AMBuildScript:

  • now compiles black mesa.

configure.py:

  • should work now

AMBuilder:

  • split bms and tf2 things, tf2 gameruls and tf2 nav/area to tf2, bms nav/area to bms
  • included cbasenpc_bmsnavtest.sp

cbasenpc_internal.cpp:

  • tf2 gamerules stuff is now under macro

extension.cpp:

  • tf2 stuff under tf2 macro
  • proper unload so if it doesn't load it doesn't crash the game

helpers.cpp:

  • iirc the changes for 1.12 compile

natives.cpp:

  • removed double basecombatcharacter::setup

natives\bms:

  • black mesa has custom classes for CNavMesh/CNavArea with CBlackMesa prefix.

entityfactory.cpp, behavior.cpp:

  • changed context->GetContext() to context so it can compile

nav.cpp:

  • split bms and tf2 nav.cpp version via macro

takedamageinfo.cpp:

  • throw error for black mesa if used GettDamageForForceCalc/SetDamageForForceCalc

serialrefresher.cpp:

  • used different algorithm to get framesnapshotmanager in bms

baseanimating.cpp, baseanimating.h:

  • bms wil use offset for CBaseAnimating::mSequenceDuration
  • used different algorithm to get GetAnimationEvent in bms

baseentity.cpp, baseentity.h:

  • new code to get CBaseEntity::PhysicsMarkEntitiesAsTouching and g_TouchTrace.
  • black mesa will use trigger_auto_crouch for BEGIN_VAR instead of trigger_stun.
  • added CBaseEntity::SDK_OnUnload() for proper unload.

bms_nav_area.h:

  • CBlackMesaNavArea class.

nav_mesh.cpp:

  • will give more info when unloaded for CNavMesh::Load reasons.
  • used symbols for bms linux build.

takedamageinfo.cpp:

  • m_flDamageForForce moved as tf2 only.

toolsnav_mesh.h:

  • added "vstdlib/random.h" to compile.

cbasenpc.txt:

  • new data + fixes to prev commit

PackageScript:

  • bms folder included

bms\nav.inc:

  • methodmap for CBlackMesaNavArea

pluginentityfactory.h:

  • added sensitive classname compare fix, need for newlights and gonarch spawn.

NextBotEventResponderInterface.h:

  • added OnThreatChanged(CBaseEntity*) for bms

nav_area.h:

  • bms crash fixes

NextBotGroundLocomotion.h:

  • bms crash fix

bms/activity.inc:

  • bms activity enum version, taked from SourceCoop

cbasenpc.inc:

  • added CBASENPC_BLACKMESA and CBASENPC_TF2 macro, this allows you to compile the same plugin for different games.

baseanimating.inc:

  • split tf2 and bms activity versions

takedamageinfo.inc:

  • split so crit features only in tf2 plugins

cbasenpc_bmsnavtest.sp:

  • simple plugin to test bms nav.

AMBuildScript:
- now compiles black mesa.
configure.py
- should work now
AMBuilder:
- split bms and tf2 things, tf2 gameruls and tf2 nav/area to tf2, bms nav/area to bms
cbasenpc_internal.cpp:
- tf2 gamerules stuff is now under macro
extension.cpp:
- tf2 stuff under tf2 macro
- proper unload so if it doesn't load it doesn't crash the game
helpers.cpp:
- iirc the changes for 1.12 compile
natives.cpp:
- removed double basecombatcharacter::setup
natives\bms:
- black mesa has custom classes for CNavMesh/CNavArea with CBlackMesa prefix.
entityfactory.cpp, behavior.cpp:
- changed context->GetContext() to context so it can compile
nav.cpp:
- split bms and tf2 nav.cpp version via macro
takedamageinfo.cpp:
- throw error for black mesa if used GettDamageForForceCalc/SetDamageForForceCalc
serialrefresher.cpp:
- used different algorithm to get framesnapshotmanager in bms
baseanimating.cpp, baseanimating.h:
- bms wil use offset for CBaseAnimating::mSequenceDuration
- used different algorithm to get GetAnimationEvent in bms
baseentity.cpp, baseentity.h:
- new code to get CBaseEntity::PhysicsMarkEntitiesAsTouching and g_TouchTrace.
- black mesa will use trigger_auto_crouch for BEGIN_VAR instead of trigger_stun.
- added CBaseEntity::SDK_OnUnload() for proper unload.
bms_nav_area.h:
- CBlackMesaNavArea class.
nav_mesh.cpp:
- will give more info when unloaded for CNavMesh::Load reasons.
takedamageinfo.cpp:
- m_flDamageForForce moved as tf2 only.
toolsnav_mesh.h:
- added "vstdlib/random.h" to compile.
cbasenpc.txt:
- new data + fixes to prev commit
PackageScript:
- bms folder included
bms\nav.inc:
- methodmap for CBlackMesaNavArea
black mesa doesn't always use lowercase only classnames, so newlights and gonarch doesn't appear, newlight_point will appear but newLight_Point won't (the second case used by maps). this fixes the issue.
nav area map crash fix, fixed offsets for UpdateLastKnownArea and OnNavAreaChanged, nextbot spawn crashes
- fixed "Host_Error: DLL_SetView: not a client" error, the reason is silly... the sign was for OnRestore and not for LookupPoseParameter, i wasted my entire day on this...
- cbasenpc_example.sp now will compile.
- added bmsnavtest.sp for black mesa nav mesh/area test goals.
- Now the compiler will split Black Mesa and TF2 features, this is taked from SourceCoop. By default, TF2 version compiled. Currently this affect activity.inc file include and damage crit type natives.
- Moved TF2 activity.inc version to tf subfolder.
- moved bmsnavtest.sp.
- added cbasenpc_bmsnavtest.sp to AMBuilder from scripting folder.
@Kenzzer

Kenzzer commented Jul 24, 2026

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Everything was tested on Windows build, the Linux build needs some tests

Even if it's half broken/no linux support, PR like these are always a welcomed addition.

I'm quite busy currently, so I'm going to review the PR over several days. Still thanks for your work!

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