Marco Cawthorne
d885e2e643
BotLib: lot of work done on recognizing weapon types, making proper use of
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Weapons_IsEmpty() checks - more fixes for pathfinding; the ability to set
walk and movespeed externally via method overrides; several bugfixes in
relation to firing (and getting stuck on pressing other keys.
2022-03-08 21:50:30 -08:00
Marco Cawthorne
53f5780ac0
Improvements to console output to make debugging easier, simplified
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entry.qc by pushing more code into external functions. Add support
for mods to override networked events (after we added support for
ent update overrides the other week).
2022-03-03 14:16:02 -08:00
Marco Cawthorne
c8ea9f3e3f
Move platform/test_maps.pk3dir to base/test_maps.pk3dir
2022-02-23 01:56:43 -08:00
Marco Cawthorne
d4de286086
Menu-FN: Add 'menumap' to the liblist.gam extended specification.
2022-02-23 01:41:43 -08:00
Marco Cawthorne
47a37af545
Client: Allow mods to override entity updates of gs-entbase.
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prop_vehicle_drivable: Initial work towards suspension.
2022-02-11 17:09:08 -08:00
Marco Cawthorne
bef8dfb117
Base: Some minor edits to facilitate the TW akimbo weapons (clean this later...)
2022-02-04 15:24:43 -08:00
Marco Cawthorne
bcf9e2e758
Cleaning up some warnings.
2022-02-01 13:37:21 -08:00
Marco Cawthorne
1beb466b81
Base: .pitch reference fix.
2022-02-01 10:10:29 -08:00
Marco Cawthorne
419e89e861
Client: Some minor work towards making the textmenu/game_text code respect
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actual font data handled by Nuclide via external fontdef files.
2022-01-31 13:57:30 -08:00
Marco Cawthorne
578da4a779
Add VGUI_Active() which returns whether or not we're drawing VGUI elements,
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add SNDFL_ALERTS to sound shaders, which will alert enemy AI of suspicious
behaviour, fix a health-setting bug in NSSurfacePropEntity and remove
playerslot check in item_pickup from base/
2022-01-28 16:02:00 -08:00
Marco Cawthorne
06d07738b6
Clean up the base classes, get rid of having to manually include the entbase
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defs.h for the respective progs.
2022-01-20 16:23:29 -08:00
Marco Cawthorne
749424aa84
NSMonster: Add support for actions (used in e.g. HLMDL) to query which seq
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to play. This will be expanded shortly in-engine to support more formats...
2022-01-06 19:27:08 -08:00
Marco Cawthorne
799f21305d
Base: item_pickup should re-setsize() after updating the pickup's model.
2022-01-06 15:02:52 -08:00
Marco Cawthorne
9d4d7afdcd
Big overhaul of momentary_door, momentary_rot_button... now onto the last
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entity until Hazard Course is fully functional from beginning to end.
2022-01-04 21:54:42 -08:00
Marco Cawthorne
840a4e32bd
Server: Fix bug where holding down +use will make you pass through player
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clips.
2021-12-14 10:36:39 -08:00
Marco Cawthorne
5ea389dc71
Change FX_Corpse_Spawn's header to work around a possible compiler bug that
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gets triggered in cstrike.
2021-12-13 12:56:01 -08:00
Marco Cawthorne
7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst
2021-12-13 11:47:55 -08:00
Marco Cawthorne
b670c994c1
build_engine.sh: Support building of HL2/SRC2004 content via the new plugin
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that you can enable in build.cfg...
base_player: Add MakeTempSpectator() and MakePlayer(), so gamemodes have it
easier to handle in-game status changes...
NSRenderableEntity: Add support for 'modelscale' key
2021-11-09 17:33:16 +01:00
Marco Cawthorne
c22b001f60
Cleanup: get rid of the ancient Font_LoadFont() wrapper, pipe _all_ text
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font info through our internal font_s data structure.
2021-11-04 22:48:19 +01:00
Marco Cawthorne
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
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and memory usage thanks to intelligent boxing of fields.
Added Util_TimeToString, removed old VOX code, added lots of new helper
classes...
2021-10-20 01:19:10 +02:00
Marco Cawthorne
736ecb61f8
TraceAttack: check surfaceflags on world traces, m_iMaterial on anything
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else.
2021-10-15 09:37:51 +02:00
Marco Cawthorne
147969e8a8
Client: Add Weapons_EnableModel() and Weapons_DisableModel() so weapons can
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manually control the visibility regardless of viewzoom setting
2021-10-08 21:50:04 +02:00
Marco Cawthorne
574980bb1d
CGameRules: Now incorporates DamageApply and DamageRadius, thus making you
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able to have gamerule specific logic for inflicting damage to entities.
2021-10-07 23:30:21 +02:00
Marco Cawthorne
7acdd8a2d6
Base: Weapons_SetModel; make sure the viewmodel's bbox gets set to point
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size every time the model changes, in case the sv_gameplayfix for setmodel
sizes hack is enabled.
2021-10-04 22:47:52 +02:00
Marco Cawthorne
251713121c
PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
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now be augmented. prop_physics entities can already make use of them.
2021-09-21 20:33:09 +02:00
Marco Cawthorne
cba54d3e2b
Added crossprint, changed input_sequence from int to float as
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it's now integrated into the engine, however as a float (blame DP)
2021-09-15 22:44:31 +02:00
Marco Cawthorne
2a86794d67
Add precache_cubemap() to src/client/defs.h
2021-09-02 21:11:54 +02:00
Marco Cawthorne
527318bd65
Deprecate CBaseFX, introduce .predraw for weapon functions.
2021-09-02 09:39:37 +02:00
Marco Cawthorne
9fb574d920
CBaseEntity: Fix error for when games are not compiled with GS_RENDERFX
2021-08-03 07:15:25 +02:00
Marco Cawthorne
0709688f9f
Add base/default.cfg, some fallback menu assets.
2021-08-02 22:36:36 +02:00
Marco Cawthorne
1ec3cf2e8e
Decouple Camera/Viewmodel effects from src/ into base/src/
2021-08-01 08:53:21 +02:00
Marco Cawthorne
972304bf23
Update base/liblist.gam
2021-07-19 11:27:11 +02:00
Marco Cawthorne
971b76f938
Menu-FN: Added support for parsing gameinfo.txt from Source Engine games
2021-06-13 09:04:29 +02:00
Marco Cawthorne
243c875a3f
CBaseTrigger: Add support for Source Engine's FireUser/OnUser 1-4 trigger
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inputs/outputs.
2021-05-29 10:52:47 +02:00
Marco Cawthorne
a4a40be8ae
Menu-FN: Parse "minversion" command from liblist.gam.
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Base: Document example liblist heavily.
2021-05-28 21:24:57 +02:00
Marco Cawthorne
2082f1355a
Menu-FN: Parse liblist.gam files instead of relying on manifests outright.
2021-05-28 10:26:42 +02:00
Marco Cawthorne
19065e4810
Base Game: Adding some base weapon helper functions, will make dealing with
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multi-state weapons like shotguns during reloads easier.
2021-05-25 08:33:35 +02:00
Marco Cawthorne
148c5f0e86
Base: Unset think() of the player if they're alive and switching weapons.
2021-05-22 20:37:53 +02:00
Marco Cawthorne
09528c2944
Add support for top/bottom color on players and viewmodels.
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Fix func_breakable's sound shader from precaching non existing sounds.
2021-05-20 16:01:07 +02:00
Marco Cawthorne
8072ba2872
Add Weapons_Sound() back, because now it'll be useful
2021-05-17 20:18:25 +02:00
Marco Cawthorne
c5cea7a162
Base: Weapons now track weight (for Weapons_SwitchBest)
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BotLib: Add CreateObjective() method that can be overridden
2021-05-12 15:42:20 +02:00
Marco Cawthorne
aef65b5749
Shared: Add frametime parameter to Animation_TimerUpdate().
2021-05-10 12:22:12 +02:00
Marco Cawthorne
1485544b91
Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.
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Go over TraceAttack and make it combine multiple Damage_Apply calls into
one.
2021-05-10 11:33:31 +02:00
Marco Cawthorne
a3ecd78f17
CBaseMonster: support for spawnflag MSF_IGNOREPLAYER (64).
2021-05-10 08:14:10 +02:00
Marco Cawthorne
64745eb23c
Overhaul prediction routines by boxing the generic client attributes away
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from the game specific code. Add some helper macros... clean a whole bunch
up.
2021-05-08 17:44:16 +02:00
Marco Cawthorne
76507b3e9e
Client: Handle EFX_Shutdown() for OpenAL Environmental FX
2021-05-07 16:29:24 +02:00
Marco Cawthorne
7a9d50b4c9
Strip Weapons_PlaySound() from base
2021-05-07 13:30:44 +02:00
Marco Cawthorne
54be70da80
fx_spark: make it use our sound shader definitions
2021-04-07 12:57:23 +02:00
Marco Cawthorne
44ab18793c
Rearrange how we execute and time our player animation logic
2021-04-06 09:18:17 +02:00
Marco Cawthorne
e5ba0406fd
Added pSeatLocal, which is like pSeat but games no longer break if upstream
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Nuclide expects new fields. You might have to migrate some fields over.
2021-03-31 13:40:27 +02:00
Marco Cawthorne
9319e63619
View_AddEvent: Add hack to cache and verify we're playing the event only on our frame of choice
2021-03-30 07:30:33 +02:00
Marco Cawthorne
b043b57ed5
Get rid of the View_EjectShell* functions I added last week and replace it
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with the much cooler View_AddEvent() which allows for much more.
2021-03-29 21:52:53 +02:00
Marco Cawthorne
48d1b1ad0d
Client: View_EjectShell is now replaced by three different variations.
2021-03-17 14:34:26 +01:00
Marco Cawthorne
3d1041fcf6
Added ClientGame callbacks for PreDraw and PostDraw calls.
2021-03-17 06:24:38 +01:00
Marco Cawthorne
f8798d6084
Base: Merge client/input.qc and server/input.qc into shared/input.qc, as
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it makes a lot more sense of prediction purposes
2021-03-09 11:39:52 +01:00
Marco Cawthorne
fc75a1be11
Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have
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now been reworked to have fully networked ammo that's also fully affected
by rollback netcode. Big diff, mods WILL break. Beware.
2021-02-28 02:31:27 +01:00
Marco Cawthorne
3037d38b9a
Base-Mod: Document client and server progs.src a bit more to encourage
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a kind-of structure.
2021-02-17 11:16:30 +01:00
Marco Cawthorne
a902b702ae
Small building adjustment to the mod progs.src and Makefiles.
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Changed some client progs function names for readability, more to come
2021-02-17 00:44:40 +01:00
Marco Cawthorne
02efa21e3d
Move game-specific sources into their respective mod-dirs. This was planned
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for a while and was inevitable. Latest fteqcc required that fixes a limit
with paths. Also added src/server/mapcycle.qc
2021-02-08 13:35:15 +01:00