Marco Cawthorne
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736ecb61f8
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TraceAttack: check surfaceflags on world traces, m_iMaterial on anything
else.
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2021-10-15 09:37:51 +02:00 |
Marco Cawthorne
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d283c309cd
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Add missing material/impact definition for sand. Document some other ids
of interest that are used in L4D and GO.
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2021-10-11 23:29:26 +02:00 |
Marco Cawthorne
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1485544b91
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Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.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.
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2021-05-10 11:33:31 +02:00 |
Marco Cawthorne
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64745eb23c
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Overhaul prediction routines by boxing the generic client attributes away
from the game specific code. Add some helper macros... clean a whole bunch
up.
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2021-05-08 17:44:16 +02:00 |
Marco Cawthorne
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25f657532c
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Server: Limit hitbody sound in traceattacks to entities that can actually bleed, not just take damage
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2021-04-10 22:49:30 +02:00 |
Marco Cawthorne
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b043b57ed5
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Get rid of the View_EjectShell* functions I added last week and replace it
with the much cooler View_AddEvent() which allows for much more.
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2021-03-29 21:52:53 +02:00 |
Marco Cawthorne
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5b07ee41a9
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Add damage_bullet sound shader definitions. Those are played when a bullet
successfully hits a hurtable body.
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2021-03-27 09:09:10 +01:00 |
Marco Cawthorne
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02efa21e3d
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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
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2021-02-08 13:35:15 +01:00 |