Commit Graph

214 Commits

Author SHA1 Message Date
Marco Cawthorne 149693c735
Delete some junk left-over lines in some decorative NPCs 2021-09-30 23:32:07 +02:00
Marco Cawthorne 9b838f9898
PMove: Adjust jumpheight. Since we removed airstepping, jumps have become
harder. This should be approximately close to the original.
2021-09-22 21:09:35 +02:00
Marco Cawthorne 0c9811d3e3
Gamerules: Disable monster spawning in multiplayer, also fix draw being
called when the weapon is already selected.
2021-09-18 01:33:26 +02:00
Marco Cawthorne e3dae1cc73
WEAPON_TRIPMINE: Remove old debug print 2021-09-16 19:26:06 +02:00
Marco Cawthorne 287e4045de
FX_GaussBeam: Remove old debug print 2021-09-16 19:22:28 +02:00
Marco Cawthorne 8cccf020e5
PMove: Set standard airstepheight to 0 2021-09-16 17:51:32 +02:00
Marco Cawthorne ca2c886d8e
WEAPON_GAUSS: Fix missing ammo deduction for primary fire, add a decal
for first-impact under high-energy mode.
2021-09-16 17:50:47 +02:00
Marco Cawthorne c8a493fb00
Use GetSpawnX() methods instead of peeking into some attribute that
may change.
2021-09-16 17:36:03 +02:00
Marco Cawthorne fb11cb5f8f
Remove the timer hacks I did when I was figuring out the timing
problem
2021-09-15 22:59:53 +02:00
Marco Cawthorne 3c040996c7
Remove input_sequence definition. 2021-09-15 22:45:46 +02:00
Marco Cawthorne 724caae659
monster_scientist: Don't do pain sound when we're already dead. 2021-09-12 00:20:09 +02:00
Marco Cawthorne aa58233974
Spawns: Use setorigin_safe() 2021-09-12 00:13:49 +02:00
Marco Cawthorne bd84d76685
Animation jitter fix for players. 2021-09-08 20:16:32 +02:00
Marco Cawthorne 8535399f7b
Update WEAPON_EGON to work with .predraw instead of CBaseFX (deprecated)
which will allow for streamlined weapon visuals for first and thirdperson
modes.
2021-09-02 09:40:47 +02:00
Marco Cawthorne 84b8e583ca WEAPON_EGON: Fix jerky animation on idle. 2021-08-29 23:01:19 +02:00
Marco Cawthorne 7f9f3c7d9a Tweak reload-timers in case we got a race condition between think and
input.
2021-08-29 20:01:58 +02:00
Marco Cawthorne 8d1f3d8412 HUD: Make armor display appear from bottom to top. 2021-08-29 19:43:09 +02:00
Marco Cawthorne 280484600d #ifdef out the GAUSS beam to VALVE so other mods compile better. 2021-08-29 18:28:49 +02:00
Marco Cawthorne 4635b900c6 WEAPON_EGON: Make the beam visible across the network. 2021-08-29 18:23:52 +02:00
Marco Cawthorne 94523a060f Clean leftover reference of TRAIL_GAUSSBEAM 2021-08-29 17:53:40 +02:00
Marco Cawthorne 24d7388580 WEAPON_GAUSS: More work towards the visual stuff this weapon offers by
fixing beams and things.
2021-08-29 17:45:33 +02:00
Marco Cawthorne 4f8c9ff3db Menu: Enable model preview.
Gamerules: Remove redundant game-rule check.
2021-08-29 13:26:37 +02:00
Marco Cawthorne 8fb85a9b1e Menu-FN needs a higher FTE requirement to compile now 2021-08-12 12:37:25 +02:00
Marco Cawthorne 5d44660dfa Gamerules: ifdef the VALVE specific bits. 2021-08-01 11:21:58 +02:00
Marco Cawthorne c45b7e2b62 Gamerules: Fraglimit now being respected, also registering mp_timelimit and
mp_fraglimit officially.
2021-08-01 11:01:54 +02:00
Marco Cawthorne ed71d7a97a Add decoupled viewmodel effects 2021-08-01 08:54:52 +02:00
Marco Cawthorne 4278d1fd61 Tweak the explosion effect to be a bit bigger, with sparks and stuff 2021-07-19 13:43:25 +02:00
Marco Cawthorne fdb258af2e Run Physics_Run() directly instead of PMove_Run(), which will be removed
eventually.
2021-06-18 09:27:27 +02:00
Marco Cawthorne 8f051dd406 Updated the game-specific PMove code to be part of our player class 2021-06-08 15:31:21 +02:00
Marco Cawthorne a2602bb131 Fix for WEAPON_GAUSS not displaying the draw animation 2021-05-29 12:46:32 +02:00
Marco Cawthorne 6484cf0ff9 Compile a menu.dat for FreeHL with GAME_DIR set to "valve" 2021-05-28 19:36:21 +02:00
Marco Cawthorne d7293c8871 Client: Separate flashlight code from player.qc. 2021-05-22 20:36:55 +02:00
Marco Cawthorne 66e375f117 item_weaponbox: Support for GEARBOX ammo types 2021-05-22 20:26:53 +02:00
Marco Cawthorne f9aa283592 Weapons: Add weapon reload timers. 2021-05-22 16:41:21 +02:00
Marco Cawthorne 4c4be5946c Gamerules: When the player dies, the WEAPON_SATCHEL items will detonate
with him.
2021-05-22 16:41:07 +02:00
Marco Cawthorne 0116364803 item_weaponbox: Don't include ITEM_SATCHEL if ammo_satchels is 0, same for other throw and
placement weapons.
2021-05-22 16:40:07 +02:00
Marco Cawthorne 692b0eb214 Add support for cl_himodels. 2021-05-20 22:59:49 +02:00
Marco Cawthorne 243b3f29bc Add support for top/bottom color on players and viewmodels.
Added weapon weights values (thanks scripts/weapons_?.txt from HL:S)
2021-05-20 16:04:11 +02:00
Marco Cawthorne 7290c631d8 Use PMove_SetSize() to get accurate bbox info. 2021-05-16 23:12:30 +02:00
Marco Cawthorne 7723261567 Fix that dead but spectating team members don't show up in the scoreboard.
Spectators already are team 0, so they wouldn't be queried here anyway!
2021-05-12 15:48:19 +02:00
Marco Cawthorne 67191ac794 WEAPON_SHOTGUN its reload sequence can now be interrupted by either primary or secondary fire 2021-05-10 13:39:32 +02:00
Marco Cawthorne 061ea05c05 Fix precache warnings for some client-side shells. Not exactly necessary
but pleases the compiler.
2021-05-10 13:25:57 +02:00
Marco Cawthorne 8878715c85 Update Animation_TimerUpdate to conform with upstream Nuclide.
Make player models run timers at the end of every predraw to ensure smooth
animation.
2021-05-10 12:24:00 +02:00
Marco Cawthorne dc378c688b Use Base its damage.qc instead of FreeHL its. Go over the BloodFX to limit
the amount of decals one blood drop spawns. Make it so that Snarks can be
shot.
2021-05-10 11:35:48 +02:00
Marco Cawthorne f43ad5d661 Shared: Inherit weapon_common from Nuclide's base game 2021-05-10 08:16:22 +02:00
Marco Cawthorne ced4cb5bf8 Simplify prediction code with the help from upstream changes. 2021-05-08 17:45:58 +02:00
Marco Cawthorne 4dd9923a05 kill some old/unused enumerations. we need to fix SendEntity() if we want
to ever use them.
2021-05-07 13:33:38 +02:00
Marco Cawthorne 9201e2e131 Just inherit the fx_spark from Nuclide's base SDK, as it's essentially the
same thing now.
2021-04-07 12:58:29 +02:00
Marco Cawthorne fe4bfc455f Handle player model weapon attachments & animation for all the weapons! 2021-04-06 09:20:12 +02:00
Marco Cawthorne 07090c5780 Get rid of Weapons_PlaySound(), it's obsolete. 2021-04-03 14:39:16 +02:00
Marco Cawthorne 32dff220ec WEAPON_HORNETGUN now uses sound shaders for the secondary fire too. Oops 2021-04-03 14:36:55 +02:00
Marco Cawthorne 5ad23eb22a Change pSeat references to pSeatLocal where applicable. 2021-03-31 13:42:24 +02:00
Marco Cawthorne 12183f669f Add m_flEventFrame to the player seat struct 2021-03-30 07:32:24 +02:00
Marco Cawthorne eb543c189d Use the new View_AddEvent() function for handling shell ejections 2021-03-29 21:54:23 +02:00
Marco Cawthorne e536f11c74 WEAPON_EGON: Add shake effect to the impacted region, where the beam hits
to be more close to OG Half-Life
2021-03-29 10:13:54 +02:00
Marco Cawthorne 024d19d1c1 Scoreboard: skip observers/spectators from counting height for centerscores 2021-03-27 07:52:24 +01:00
Marco Cawthorne c1bea796b7 Add spectator HUD and make the Scoreboard ignore any non player clients 2021-03-24 07:52:10 +01:00
Marco Cawthorne 353afa1769 item_suit: make sure we precache item.respawn 2021-03-23 09:17:53 +01:00
Marco Cawthorne bfb660db02 Client: Add shell ejection code to WEAPON_GLOCK and WEAPON_MP5 2021-03-17 14:35:56 +01:00
Marco Cawthorne 85dc94b2a7 Include draw.qc from Nuclide's base game 2021-03-17 06:26:22 +01:00
Marco Cawthorne 88ca098c51 Register sound shaders for gasp/water pmove sounds 2021-03-13 04:25:28 +01:00
Marco Cawthorne 977b336a9b Make sure we call SetSize() after we SetModel, because with the cvar
sv_gameplayfix_setmodelsize_qw SetModel() calls override the size as well.
2021-03-11 11:12:42 +01:00
Marco Cawthorne 9c4f63ccf2 Merge client/input.qc and server/input.qc into shared/input.qc for reasons
regarding prediction.
2021-03-09 11:51:13 +01:00
Marco Cawthorne 1a25ccc334 Initial commit, carried over from Nuclide's Git on March 8th 2021 2021-03-08 10:53:48 +01:00