Marco Cawthorne
8b15c59ecd
func_breakable: use BreakModel_Spawn instead of FX_BreakModel.
2022-11-11 15:04:33 -08:00
Marco Cawthorne
9deb12b68d
func_breakable: This still used Hide() for some reason, changed to Disappear()
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Misc cleanup.
2022-09-02 22:02:54 -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.
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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
517614fd37
Major overhaul that'll make savegames a lot better. Every entity we implement should have a Save/Restore function.
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AI noes recalculates their route in case of a loaded savegame... And much more.
2022-08-10 14:24:06 -07:00
Marco Cawthorne
66b09de431
Big commit fixing many regressions since crunch hit. env_sprite has been reworked.
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multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode.
Remove GS_RENDERFX option. Too many entities rely on its functionality anyway.
Fixed some rendermode behaviour - ladders will no longer be visible.
You can now see the playermodel (and no longer the viewmodel) in mirrors.
Fixed a lot of warnings.
2022-07-07 09:10:14 -07:00
Marco Cawthorne
a463498f60
Huge cleanup. Add initial code for the revamped material definition system.
2022-06-01 17:38:52 -07:00
Marco Cawthorne
87d9614b23
GS-EntBase: Convert more entities to the new Touch() method.
2022-04-24 22:10:35 -07:00
Marco Cawthorne
a34c9a8059
env_sprite: Hack to accept materials instead of models
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func_breakable: Some minor fixes
prop_physics/func_physbox: Add PHYSICS_STATIC ifdef for when a game does not want fakephysics either
NSSurfacePropEntity: max_health will now be set along with health in SpawnKey()
2022-04-16 18:42:38 -07:00
Marco Cawthorne
e45987d65c
NSEntity: Added new methods based on GMod's API. More to follow.
2022-04-02 00:10:25 -07:00
Marco Cawthorne
6fb067eed3
My name has changed, so an update to the copyright to reflect it.
2022-03-11 11:40:43 -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
6dcf76ac5d
func_breakable: Be more paranoid about checking health and propdata overrides
2022-01-03 13:02:56 -08:00
Marco Cawthorne
d3dcb3a12b
GS-EntBase: Cleanup and fixes regarding which func_ entities support the
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'angles' key for visuals. trigger_hurt damagetype tweaks (needs more tests)
as well as monstermaker fixes and SF_ROT_TOGGLE func_door_rotatings no
longer auto-return...
2022-01-03 00:23:20 -08:00
Marco Cawthorne
5bf3545e69
GS-EntBase: Added a ton more Save/Restore functions for many core entities.
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Player entity is also getting save/restored now.
2021-10-28 04:29:11 +02:00
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
70fe95e5a7
Add support for Source styled surfaceproperties.txt definitions, which
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is incorporated into func_breakable/pushable already. Mods can now control
material/surface properties without code.
2021-10-15 19:01:36 +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
3bceff6a2c
Implement and parse the propdata system from Source 2004 and make our
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func_breakable entity aware of it.
2021-09-17 19:31:22 +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
56a616ec8b
CBaseEntity: Add reliable methods to query what certain attributes where
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when the entity first spawned. (e.g. GetSpawnOrigin())
2021-09-16 17:34:56 +02:00
Marco Cawthorne
50c3f27a69
GS-Entbase: Document spawnflags throughly in QUAKED comments.
2021-07-17 21:04:34 +02:00
Marco Cawthorne
d744bf2272
GS-Entbase: QUAKED comment improvements for level editors
2021-07-14 11:49:30 +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
075033e93c
func_breakable: fix typo in sound shader name
2021-03-27 09:15:02 +01:00
Marco Cawthorne
0207b52d0f
func_breakable: Add indepth explanation of SF_TRIGGER in the QUAKED comment
2021-03-13 04:57:06 +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