Commit Graph

18 Commits

Author SHA1 Message Date
Marco Cawthorne 578da4a779
Add VGUI_Active() which returns whether or not we're drawing VGUI elements,
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 52dfde0cf1
Sound: Add Sound_PlayLocal() which is a 'sound shader' analogue to to
localsound()
2022-01-07 13:46:16 -08:00
Marco Cawthorne 9d4d7afdcd
Big overhaul of momentary_door, momentary_rot_button... now onto the last
entity until Hazard Course is fully functional from beginning to end.
2022-01-04 21:54:42 -08:00
Marco Cawthorne f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
Marco Cawthorne 1e31ab2955
Following last commit, we allocate EFX data statically up-front too. 2021-11-15 03:59:39 +01:00
Marco Cawthorne 58734ec4d2
Improve VM memory usage by avoiding fragmentation in sound shaders and prop
data. Games can enable dynamic memory allocation by setting SOUNDSHADER_DYNAMIC
and PROPDATA_DYNAMIC in their progs.src
2021-11-15 03:46:59 +01:00
Marco Cawthorne 98d9f8f618
Sound: Convert legacy attenuations to Q unit radii upon parsing. 2021-10-23 13:45:59 +02:00
Marco Cawthorne 251713121c
PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
now be augmented. prop_physics entities can already make use of them.
2021-09-21 20:33:09 +02:00
Marco Cawthorne 56e07c3f06
CGameRules: Add MonstersSpawn(), now game-modes can be queried for whether
or not monster entities spawn on init.
2021-09-16 21:16:37 +02:00
Marco Cawthorne cba54d3e2b
Added crossprint, changed input_sequence from int to float as
it's now integrated into the engine, however as a float (blame DP)
2021-09-15 22:44:31 +02:00
Marco Cawthorne 81116646e4
Sound_Distance: Use pointsound, because the engine may do a funny
with channels and whatnot in the OpenAL backend. It works when
no entities are involved.
2021-09-12 01:17:26 +02:00
Marco Cawthorne f884b3d35d
Separate networking between CBaseEntity and CBaseMonster, needs
cleaning.
2021-09-12 00:13:24 +02:00
Marco Cawthorne 2a86794d67
Add precache_cubemap() to src/client/defs.h 2021-09-02 21:11:54 +02:00
Marco Cawthorne 8ba5bc56d2
Sound: Added 'distshader' keyword support... which will play a
another sound definition at global attenuation (explosions like this)
2021-09-02 10:10:27 +02:00
Marco Cawthorne 1485544b91 Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.
Go over TraceAttack and make it combine multiple Damage_Apply calls into
one.
2021-05-10 11:33:31 +02:00
Marco Cawthorne 64745eb23c Overhaul prediction routines by boxing the generic client attributes away
from the game specific code. Add some helper macros... clean a whole bunch
up.
2021-05-08 17:44:16 +02:00
Marco Cawthorne b49815872c Sound Shaders: Exit out when we attempt to play a shader that hasn't been
precached.
2021-03-13 04:24:53 +01:00
Marco Cawthorne 02efa21e3d Move game-specific sources into their respective mod-dirs. This was planned
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
Renamed from src/shared/sound.c (Browse further)