Marco Cawthorne
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753af7e8fb
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Ripping things out, move most weapon projectiles into EntityDef
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2023-07-27 23:08:26 -07:00 |
Marco Cawthorne
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6a8ac02add
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Weapons now respect the startammo parameter passed over their pickup function. (needed by OP4CTF)
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2023-06-28 08:52:39 -07:00 |
Marco Cawthorne
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67d2f03a26
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Remove QUAKED comments for weapon pickups (handled by build_game.sh and defs now)
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2023-06-01 10:16:25 -07:00 |
Marco Cawthorne
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0b2955695a
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Use entityDefs instead of hard-coded item pickups
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2023-05-08 11:17:52 -07:00 |
Marco Cawthorne
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dfeff42e6a
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WEAPON_TRIPMINE: use Destroy() instead of remove()
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2023-01-17 22:03:39 -08:00 |
Marco Cawthorne
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f8f9703df3
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Minor tweaks to the weapons, notably WEAPON_GAUSS.
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2022-08-12 14:29:08 -07:00 |
Marco Cawthorne
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b0dbd92aca
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WEAPON_SATCHEL: Draw satchel viewmodel again if there's no more satchels we can detonate.
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2022-08-06 12:05:51 -07:00 |
Marco Cawthorne
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120e6988c4
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Shared: Avoid use of 'self' in weapon code where applicable. Leftovers from older times.
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2022-08-06 11:39:42 -07:00 |
Marco Cawthorne
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8fad0d7dc1
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WEAPON_TRIPMINE: Wiggle with SetBody and SetFrame on the pickup a bit.
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2022-04-26 21:03:32 -07:00 |
Marco Cawthorne
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d1962767b4
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Rebased against the latest Nuclide commit.
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2022-03-15 19:34:26 -07:00 |
Marco Cawthorne
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fd71e623f7
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Fix some warnings and indentation.
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2022-03-14 11:18:05 -07:00 |
Marco Cawthorne
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0293f9a441
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Update copyright information
Remove pmodel attributes from the player class.
Sound shaders for weapon firing now call alerts to AI.
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2022-03-13 16:57:51 -07:00 |
Marco Cawthorne
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4f573b1571
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Give all weapons an .isempty and .type definition to help the botlib AI
a little more
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2022-03-10 18:59:25 -08:00 |
Marco Cawthorne
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8d1dbdd79c
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Shared: Go over the weapon pickup logic for all the weapons to ensure
we guarantee new pickups properly.
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2022-01-03 16:45:24 -08:00 |
Marco Cawthorne
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dd4a063fd0
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Unbreak WEAPON_SNARK and WEAPON_TRIPMINE that broke during a recent
refactor of the base monster class.
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2021-12-12 20:50:29 -08:00 |
Marco Cawthorne
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e3dae1cc73
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WEAPON_TRIPMINE: Remove old debug print
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2021-09-16 19:26:06 +02:00 |
Marco Cawthorne
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fb11cb5f8f
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Remove the timer hacks I did when I was figuring out the timing
problem
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2021-09-15 22:59:53 +02:00 |
Marco Cawthorne
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8535399f7b
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Update WEAPON_EGON to work with .predraw instead of CBaseFX (deprecated)
which will allow for streamlined weapon visuals for first and thirdperson
modes.
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2021-09-02 09:40:47 +02:00 |
Marco Cawthorne
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243b3f29bc
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Add support for top/bottom color on players and viewmodels.
Added weapon weights values (thanks scripts/weapons_?.txt from HL:S)
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2021-05-20 16:04:11 +02:00 |
Marco Cawthorne
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dc378c688b
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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.
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2021-05-10 11:35:48 +02:00 |
Marco Cawthorne
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f43ad5d661
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Shared: Inherit weapon_common from Nuclide's base game
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2021-05-10 08:16:22 +02:00 |
Marco Cawthorne
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ced4cb5bf8
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Simplify prediction code with the help from upstream changes.
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2021-05-08 17:45:58 +02:00 |
Marco Cawthorne
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fe4bfc455f
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Handle player model weapon attachments & animation for all the weapons!
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2021-04-06 09:20:12 +02:00 |
Marco Cawthorne
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5ad23eb22a
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Change pSeat references to pSeatLocal where applicable.
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2021-03-31 13:42:24 +02:00 |
Marco Cawthorne
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1a25ccc334
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Initial commit, carried over from Nuclide's Git on March 8th 2021
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2021-03-08 10:53:48 +01:00 |