Marco Cawthorne
2c6da152ed
Clean up more and more warnings fteqcc yells about
2022-11-30 14:21:55 -08:00
Marco Cawthorne
29a1bea943
Misc consistency cleanups
2022-11-22 22:37:07 -08:00
Marco Cawthorne
2265047bfe
Fix a bunch of nonvirtual/virtual mismatching going on that's been caught by the new compiler.
2022-11-16 14:04:10 -08:00
Marco Cawthorne
ecf5988584
PropData: Breakmodels now spawn fully client-side! This will remove a lot of network overhead.
2022-11-14 19:50:23 -08:00
Marco Cawthorne
cbc8fda92a
PropData: Might as well extend the syntax to allow for more than just submodel specification. BreakModel text definition can now also override rendercolor, renderamt, rendermode and renderfx!
2022-11-11 17:06:35 -08:00
Marco Cawthorne
440f4b047f
PropData: Rewrite how BreakModel entries are precached, now that the model line no longer is just a path to a model.
2022-11-11 15:31:38 -08:00
Marco Cawthorne
8b15c59ecd
func_breakable: use BreakModel_Spawn instead of FX_BreakModel.
2022-11-11 15:04:33 -08:00
Marco Cawthorne
5f126516c6
Server: Add new global g_dmg_vecLocation, which gives an approximate damage impact location.
2022-11-11 15:04:11 -08:00
Marco Cawthorne
1b6cb974ed
PropData: Add Nuclide specific extension that allows developers to specify which submodels to use when spawning 'BreakModel' gibs.
2022-11-11 15:03:17 -08:00
Marco Cawthorne
39854c0740
NSClientPlayer: UpdatePlayerAnimation() is now calling when running player physics, and also run seperately for non predicted player entities during predraw.
2022-11-11 14:18:14 -08:00
Marco Cawthorne
298ba7a041
NSTraceAttack: offset decals a little when placing them near a wall so they don't count as inside of them on certain angles.
2022-11-10 17:21:56 -08:00
Marco Cawthorne
bb92aaf37f
NSClientPlayer: Fix ladder climbing sounds from not playing.
2022-11-10 15:41:42 -08:00
Marco Cawthorne
841e89e2c5
Physics_WaterMove: Fix the mistake of changing watertype to WaterLevel() which were two different things.
2022-11-02 14:44:26 -07:00
Marco Cawthorne
e9f735adc5
NSVehicle: Remove any velocity from the driver when they're attached to a vehicle.
2022-11-01 20:16:25 -07:00
Marco Cawthorne
003bc5d88a
Removal of Footsteps_Update outside of NSClientPlayer. Mods now have the full ability to override steps within the player class. Method name subject to change.
2022-11-01 19:54:56 -07:00
Marco Cawthorne
606edfadcc
Get rid of unused functions inside src/client/predict.qc that were long deprecated.
2022-11-01 19:23:18 -07:00
Marco Cawthorne
843dcc8284
Kill src/client/player.qc. We now have overridable methods dedicated for updating player animations, attachments and more inside NSClientPlayer.
...
Some of these APIs are still subject to change but they're being deployed in TW 1.35 right now.
2022-11-01 19:12:40 -07:00
Marco Cawthorne
2945e1f65d
Add support for Source Engine decal groups (scripts/decals.txt).
2022-10-27 20:04:11 -07:00
Marco Cawthorne
36fdd443d2
Change 'material' over to 'surfaceprop'. Implement new networked event EV_SURFIMPACT.
...
Surfaceproperty impacts are now fully done on the client. Server has no concept of
impacts beyond the point of announcing them.
The next step: NSTraceAttack should be fully shared between client/server so
that the local player doesn't need to be told about their own EV_SURFIMPACT events
by the server, thus saving a bit of bandwidth.
2022-10-26 12:50:08 -07:00
Marco Cawthorne
dcfdf531ce
Move the duties of hlmaterials.txt into surfaceproperties.txt, since Source has a 'gamematerial' keyword we should use instead.
2022-10-16 00:36:18 -07:00
Marco Cawthorne
f01e90ad2e
Merge material property definitions into the surfaceproperties system to streamline
...
everything more and to allow level designers custom properties without recompiling
the game-logic. This will also make it more Source Engine compatible.
2022-10-15 22:43:32 -07:00
Marco Cawthorne
db2d3b1730
Get rid of hlmaterials.qc by making the look-up happen fully within NSMaterial.qc as part of the newly unified material routines.
...
There's also a new file (hlmaterials.txt) that is subject to change which will allow you
to add many custom material definitions without hard-coding a thing. Which fixes conflicts between different GoldSrc games.
2022-10-15 20:32:40 -07:00
Marco Cawthorne
7ad6d9c457
Make games buildable again, caused by renaming Spraylogo and GameRules classes/files.
2022-10-14 15:49:59 -07:00
Marco Cawthorne
e499a7d484
Documented the Nuclide System (NS) classes.
2022-10-14 13:08:47 -07:00
Marco Cawthorne
d4ce7cb8c2
Documentation: started documenting all the functions in src/server/entry.qc
2022-10-10 12:30:31 -07:00
Marco Cawthorne
3a280f70f9
Documentation: Start documented all entry functions in src/client/entry.qc
2022-10-10 11:45:23 -07:00
Marco Cawthorne
45d58a8742
leave comment in base/mapcycle.txt
2022-10-03 14:43:52 -07:00
Marco Cawthorne
0713c390b9
Menu-FN: Force _pext_vrinputs to 0 upon init, as the physics will otherwise break. (FTEQW issue)
2022-09-25 16:29:20 -07:00
Marco Cawthorne
b92a3a9da5
PMove_Custom: Go over some checks, one trace_fraction check was wrong and caused us to not slide along rotating brushes (doors) properly.
2022-09-12 23:07:33 -07:00
Marco Cawthorne
3117042eef
NSRenderableEntity: give glowmod more precision over the network for shader enhancements...
2022-09-12 22:32:02 -07:00
Marco Cawthorne
2838984603
NSRenderableEntity: Network .frame1time whenever .frame changes.
2022-09-12 14:06:31 -07:00
Marco Cawthorne
b3755bf0a2
func_pushable: func_pushables shouldn't collide with anything but BODY type objects for now
...
to work around the collision issues on maps such as cs_estate
2022-09-12 14:01:51 -07:00
Marco Cawthorne
30195592ce
PMove_Custom: add LADDERFACING define so mods can decide whether clients have to face a ladder brush in order to climb it.
...
PMoveCustom_AccelLadder: calculate jump velocity depending on the direction facing the ladder.
2022-09-12 08:17:20 -07:00
Marco Cawthorne
843ef32908
PMove_Custom: unset the FL_ONLADDER flag when not directly facing a ladder
2022-09-11 14:14:40 -07:00
Marco Cawthorne
02a1218ee7
func_vehicle: unset any velocity applied to our driver, since they're sticking to us.
2022-09-11 13:56:11 -07:00
Marco Cawthorne
2aa6917026
Get rid of this debug line in NSTalkMonster
2022-09-10 11:21:13 -07:00
Marco Cawthorne
6c7e3e8c06
NSRenderableEntity: add new overridable method (void) HandleAnimEvent(float, int string)
...
Also fix the mouth-flapping on NSTalkMonster.
2022-09-10 09:56:15 -07:00
Marco Cawthorne
30a482e80e
NSVehicle: add two new overridable methods. (bool)PreventPlayerMovement and (bool)PreventPlayerFire
2022-09-08 13:59:18 -07:00
Marco Cawthorne
04fe295035
NSVehicle: don't change the drivers' movetype
2022-09-08 13:38:02 -07:00
Marco Cawthorne
9deb12b68d
func_breakable: This still used Hide() for some reason, changed to Disappear()
...
Misc cleanup.
2022-09-02 22:02:54 -07:00
Marco Cawthorne
5a7d082af7
Move touch handlers into NSTrigger, remove trigger_multiple's own version of the team check.
2022-08-31 15:18:06 -07:00
Marco Cawthorne
31bb9b4042
Abstract timers to make sure MOVETYPE_PUSH entities are handled without game/mod developers having to think much about them.
...
Also change rechargers to MOVETYPE_NONE instead of PUSH, as it won't be moving anyway.
2022-08-31 13:24:55 -07:00
Marco Cawthorne
05eb10904e
func_vehicle: Make it shared/predicted. The smoothest it's ever been!
2022-08-28 09:20:34 -07:00
Marco Cawthorne
1bb1f03167
Tweak item_pickup/drop behaviour a little
2022-08-27 22:07:03 -07:00
Marco Cawthorne
9e675c212d
Implement 'cleardecals' client command, as well as an SVC_CGAMEPACKET for servers to request clients' clear their decal cache.
2022-08-27 22:05:31 -07:00
Marco Cawthorne
27529eb3a6
NSTimer: Add SetupTimer(entity, void(), float, bool) and RunTimer() methods.
2022-08-27 11:21:11 -07:00
Marco Cawthorne
267a956ec9
NSEntity: add Disappear() method. Mods that used Hide() to remove an entity from the active game will have to switch to this instead.
2022-08-27 11:20:38 -07:00
Marco Cawthorne
7a252ad213
NSEntity: new methods to simplify a lot of common tasks added. ScheduleThink(void(), float) and WithinBounds(entity) will surely be helpful.
...
Went over gs-entbase/server and made sure to use the new Think handlers to safely deal with MOVETYPE_PUSH
and handle any fun edge cases where time may be 0.0f.
func_breakable has also been fixed, since the changed Show/Hide behaviour prevented
them from getting destroyed fully.
2022-08-26 15:39:00 -07:00
Marco Cawthorne
acaa918403
NSTimer: initial implementation of an object timer. Handles temporary (self garbgage collecting) timers as well.
2022-08-25 18:52:04 -07:00
Marco Cawthorne
c67e4b5276
NSView: move constructor and set the sensitivity defaults.
2022-08-25 18:35:20 -07:00