Marco Cawthorne
bfad97f6eb
prop_dynamic: Remove redundant .health set code that's now handled in the
...
parent class.
PropData: Fix a bug that fails to check our cache properly, resulting in
the first entry being returned when no data is properly defined.
2021-11-21 04:23:33 +01:00
Marco Cawthorne
eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
...
like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
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
08c3a4a576
SurfData: Goodbye to DAMAGE_MATERIAL. We streamline that process now so
...
that all entities will use surfaceParm defined info by default unless
overriden by an entity. + Set up sane defaults for surface properties.
2021-11-13 01:38:20 +01:00
Marco Cawthorne
b670c994c1
build_engine.sh: Support building of HL2/SRC2004 content via the new plugin
...
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
3bb88216c8
Add DAMAGE_MATERIAL as a possible .takedamage value, this may just be a
...
temp way for model based entities to communicate whether or not they use
that in-model surfaceflags.
2021-11-06 07:15:13 +01:00
Marco Cawthorne
aa0ccf4413
Add test_grenadeclip.
...
Add helper functions to convert RGB255 to ^x color codes.
Small fixes for fonts in vguilib.
2021-11-03 21:54:43 +01:00
Marco Cawthorne
d25a597d71
Player: SetSize() after the .flags field update in case their bbox changed
...
and we aren't running physics on their entity.
Viewmodels: Add cvar v_modellag (Default: 0)
2021-10-30 00:59:31 +02:00
Marco Cawthorne
5bf3545e69
GS-EntBase: Added a ton more Save/Restore functions for many core entities.
...
Player entity is also getting save/restored now.
2021-10-28 04:29:11 +02:00
Marco Cawthorne
98c234da48
SurfaceData: Non NSSurfacePropEntity class ents will just use the generic world check for impact effect lookup.
2021-10-27 03:06:29 +02:00
Marco Cawthorne
98d9f8f618
Sound: Convert legacy attenuations to Q unit radii upon parsing.
2021-10-23 13:45:59 +02:00
Marco Cawthorne
64eb0cc11d
PMove: Be more aggressive with our unstuck function.
2021-10-21 21:27:58 +02:00
Marco Cawthorne
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
...
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
...
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
d283c309cd
Add missing material/impact definition for sand. Document some other ids
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of interest that are used in L4D and GO.
2021-10-11 23:29:26 +02:00
Marco Cawthorne
726332c78e
CBaseEntity: Add Ignite(), Exinguish(), IsOnFire() methods according to the
...
Source 2004 spec (controllable lifetimes etc.)
2021-10-04 13:22:40 +02:00
Marco Cawthorne
12753616df
Remove some left-over junk code that no longer runs
2021-09-30 23:32:47 +02:00
Marco Cawthorne
59ee0bd359
PMove: Pressing jump will now make you jump off the ladder, like in HL and
...
some other games.
2021-09-30 23:19:01 +02:00
Marco Cawthorne
2b377fdd79
Document the various CONTENTBITS that are relevant to us and reserve
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a GRENADECLIP content bit, so levels can be optimised for nade throws.
2021-09-24 10:48:05 +02:00
Marco Cawthorne
565d8ad7e7
PMove: Add flag FL_ONUSABLE, which will tell us if we're looking/hovering
...
over something that we can +use on.
2021-09-23 01:01:59 +02:00
Marco Cawthorne
5439bfb59b
CBaseEntity: Mark some methods as nonvirtual, fix some regressions with
...
func_healthcharger/recharger, trigger_gravity
2021-09-22 20:56:20 +02:00
Marco Cawthorne
451beedb0c
CBasePhysics: add support for explosions upon destruction, provided via
...
propdata.
2021-09-21 21:11:02 +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
3bceff6a2c
Implement and parse the propdata system from Source 2004 and make our
...
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
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
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
10b2ff1fca
Add setorigin_safe(), which is just like setorigin but pushes
...
entities upwards out of the ground.
2021-09-12 00:12:55 +02:00
Marco Cawthorne
d94a5f33eb
GS-EntBase: Add prop_vehicle_driveable, for model based 4-wheel
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vehicles.
2021-09-11 22:43:14 +02:00
Marco Cawthorne
5578b0e602
GS-EntBase: Add client-side prediction for func_tankmortar.
2021-09-08 20:17:13 +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
4a2cde56cc
Clean up pseudorandom() a bit.
2021-09-02 09:47:48 +02:00
Marco Cawthorne
9fa091db43
Reserve 3 SRC'04 rendermodes, implement RM_DONTRENDER.
2021-09-01 22:41:11 +02:00
Marco Cawthorne
fd05c2419c
Minor cleanup of SendFlags assignments, fix for 'sv respawn_ents' affecting players.
2021-09-01 22:11:30 +02:00
Marco Cawthorne
1657ff3e29
GS-EntBase: Move I/O system into CBaseEntity, add Skin, Disable/EnableShadow inputs...
2021-09-01 21:30:10 +02:00
Marco Cawthorne
57f1408b8c
Add UpdateView() to CBaseVehicle, to let vehicles override the
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camera properties in CSQC_UpdateView before rendering.
2021-09-01 15:19:50 +02:00
Marco Cawthorne
6cea322f6a
base_player: Network v_angle[1] along with angles[1]
2021-08-29 18:28:11 +02:00
Marco Cawthorne
34505bcacf
GS-EntBase: Fix crash with vehicles by networking them separately
...
from CBaseEntity, which will assign the needed client-side input
method for prediction
2021-08-28 21:25:38 +02:00
Marco Cawthorne
d4fccac03f
Work towards making vehicles predicted, this is ongoing.
2021-08-19 17:54:08 +02:00
Marco Cawthorne
62b5e300d7
Set default physics cvars up on init, as the engine has some set to "" and
...
thus renders our autocvar definitions useless.
2021-08-14 09:13:27 +02:00
Marco Cawthorne
883a64b744
Remove ftebug_checkpvs(), undefined behaviour was causing things to pop
...
in and out of existence. There was no fault with FTE's implementation after
all. Change func_dustmotes, prop_rope and env_glow to querying player pos
more reliably.
2021-06-29 10:47:51 +02:00
Marco Cawthorne
97bc849abe
Add cvar ftebug_checkpvs, to see work around something that hasn't been
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fixed yet.
2021-06-28 19:52:36 +02:00
Marco Cawthorne
7f00e9354d
Add shared/platform.h which will send hints as to what target platform
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we're dealing with (pc, touch, web, console etc.)
2021-06-18 09:26:24 +02:00
Marco Cawthorne
de63f37a52
Call Math_FixDelta before networking a bunch of different entity angles.
2021-06-16 11:56:28 +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
17368be5e7
Moved the PMove code into the base_player class, so mods can override
...
sections at will
2021-06-08 15:30:47 +02:00
Marco Cawthorne
3efae50481
GS-Entbase: Make use of setmodelindex() instead of directly assigning
...
modelindex.
PMove: Hack to get stop gravity=0 from breaking runstandardplayerphysics if
CUSTOMPHYSICS is not defined
2021-06-08 09:17:35 +02:00
Marco Cawthorne
b2c15d8fa4
build_editor.sh: Add check for env variable BUILD_CLEAN
2021-06-04 13:03:26 +02:00
Marco Cawthorne
af139751e0
setmodel(): verify if model exists in PATH and set it to an error one if
...
it's not present.
2021-06-01 12:40:53 +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
03b16ff905
Add Vox_Sentence_Broadcast() and Vox_Sentence_Single
2021-05-25 10:25:20 +02:00
Marco Cawthorne
4964ba3859
Shared: Give base_player class a constructor.
2021-05-25 08:35:22 +02:00
Marco Cawthorne
09528c2944
Add support for top/bottom color on players and viewmodels.
...
Fix func_breakable's sound shader from precaching non existing sounds.
2021-05-20 16:01:07 +02:00
Marco Cawthorne
2d17321554
Small fix to avoid spam in my inbox.
2021-05-17 20:15:49 +02:00
Marco Cawthorne
448b9bd20d
Client: MakeStatic func_wall ents where we can do it on.
...
Shared: Bench PMove_Run using the engines builtin runstandardplayerphysics
2021-05-16 23:08:08 +02:00
Marco Cawthorne
c5cea7a162
Base: Weapons now track weight (for Weapons_SwitchBest)
...
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
368e19f784
Spectator: Make sure we set spec_mode and spec_ent in the constructor to
...
some in-bound defaults. Fixes crash in HUD_Spectator()
2021-05-10 12:21:40 +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
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
...
from the game specific code. Add some helper macros... clean a whole bunch
up.
2021-05-08 17:44:16 +02:00
Marco Cawthorne
6da1f3c4fa
GS-Entbase: massive optimisation - any func_wall and illusionary without a
...
targetname will not be networked and handled 100% client-side.
2021-04-10 09:35:06 +02:00
Marco Cawthorne
fca8620cba
Server: Physics variables are now controlled via sv_ cvars like they
...
usually are in idTech, however we're now checking them every frame and
updating the networked infokeys in question
2021-04-06 12:22:32 +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
5b07ee41a9
Add damage_bullet sound shader definitions. Those are played when a bullet
...
successfully hits a hurtable body.
2021-03-27 09:09:10 +01:00
Marco Cawthorne
08a4080c66
Some minor spectate input code cleanup, make it so that we cache the last
...
valid player position so we don't get warped to [0,0,0] when a player being
tracked dies.
2021-03-27 07:50:40 +01:00
Marco Cawthorne
95739c7a20
Basic spectator implementation for all games.
2021-03-24 07:50:30 +01:00
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
fc75a1be11
Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have
...
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
89be1ea628
PMove: Fixed water movement code a bit so we don't sink while moving
2021-02-16 11:02:39 +01:00
Marco Cawthorne
2449fa492e
Half-Life: Fix viewmodel still drawing when dead, player moving
2021-02-13 10:07:52 +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
Marco Cawthorne
aeae39fc9a
Materials_FixName: Fix typo
2021-01-25 12:09:43 +01:00
Marco Cawthorne
4cf229d946
CBaseEntity: Don't send origin/size info when 0 upon entering PVS
2021-01-22 16:05:40 +01:00
Marco Cawthorne
93728d283c
Added Materials_FixName() for preparing materials.txt lookups
2021-01-22 15:54:06 +01:00
Marco Cawthorne
4b5125d97f
CBaseEntity: Optimisation in SendEntity regarding predictable defaults.
2021-01-21 01:29:26 +01:00
Marco Cawthorne
f8606ae7e7
Extend impacts to the full spectrum of material definitions, sound shaders
...
and all. Still needs patch for Counter-Strike.
2021-01-19 10:37:28 +01:00
Marco Cawthorne
3662565879
Unscrew player animation and fix a bug involving botlib overriding
...
important playermethods on bot-clients with CBaseEntity ones.
2021-01-06 15:54:17 +01:00
Marco Cawthorne
ae6f3ebdfb
Lots more documentation in server/*.c, minor fixes for some mod guns like
...
They Hunger, Gearbox, SciHunt and Poke646. Also cvar support for 'pausable'
2021-01-06 13:58:37 +01:00
Marco Cawthorne
6638e7324d
BotLib: Improve the rendering of waypoints and radii, including highlights
...
for the nearest node.
2021-01-02 18:52:09 +01:00
Marco Cawthorne
d1b1431b8a
BotLib: Bots ought to switch weapons now when they pick an item up!
...
Also moved the way_menu cmd into its own file...
2020-12-28 19:59:37 +01:00
Marco Cawthorne
f52638c715
Half-Life: Auto-reload for the few weapons it applies for (when empty)
2020-12-28 19:57:47 +01:00
Marco Cawthorne
5edcdb892c
BotLib: My last commit before weekend hits. More pathfinding work, added
...
a temporary interface for in-game waypointing... Bots will combat you too.
2020-12-26 07:27:34 +01:00
Marco Cawthorne
86daed3eec
Added a stripped down base game tree, which should pose as a decent
...
entry-point for starters into the SDK
2020-12-22 01:56:44 +01:00
Marco Cawthorne
6583a42a87
Change magic numbers of BSP version checks to macro defines.
2020-12-13 00:56:11 +01:00
Marco Cawthorne
74192c2f78
Implement basic EV_SHAKE event & adding 'shakes' key multiplier to sound
...
shaders. Client-side sound shaders will get proper shake duration matching
the sound sample length too. Fancy stuff you can try.
2020-12-12 06:24:48 +01:00
Marco Cawthorne
f38bf28b9e
Go over the default.cfg's of all the example games. Make it so that
...
Skill_GetValue() requires a default value set.
2020-12-12 01:54:00 +01:00
Marco Cawthorne
fbc2aaeeec
light: Make sure we're overriding patterns if switch_style is above 0 and
...
below 11. You also want to go update worldspawn/vmap...
2020-12-09 16:47:43 +01:00
Marco Cawthorne
c130ab2c38
PMove: Added macros to let mods override a bunch of physics variables so
...
they keep their fingers out of pmove.c
2020-12-08 12:00:10 +01:00
Marco Cawthorne
3195b4c196
light: Improved entity documentation, deprecated spawnflags & 1 for any non
...
idTech 2 BSP files. Use start_active instead.
2020-12-07 18:16:45 +01:00
Marco Cawthorne
23c5d14420
Added func_monitor and point_camera. Along with a test_monitor map to
...
showcases rendertargets working.
2020-12-01 20:43:25 +01:00
Marco Cawthorne
2fa4fd159c
Move CLASSEXPORT from server/defs.h to shared/defs.h
2020-12-01 12:32:42 +01:00
Marco Cawthorne
1d02dccbb5
trigger_camera: Misc improvements, plus added test map.
2020-11-28 22:52:56 +01:00
Marco Cawthorne
e0f5124cce
func_button: Add remaining Outputs: OnDamaged, OnIn, OnOut, OnUseLocked
2020-11-28 13:58:51 +01:00
Marco Cawthorne
1a3dca71ec
env_projectedtexture: Initial implementation, updated map test_dlights.
2020-11-27 19:23:21 +01:00
Marco Cawthorne
b6f9242752
info_particle_system: Initial implementation, along with example map test_particles.
2020-11-27 03:05:21 +01:00
Marco Cawthorne
6073f73979
Working around a compiler bug in fteqcc (presumably) where for some reason
...
it allows me to override some fields inside a class, but not PlayerUse().
2020-11-25 10:32:42 +01:00
Marco Cawthorne
ebc287f2e8
Make sure 'valve' compiles without GS_RENDERFX.
2020-11-13 11:17:42 +01:00
Marco Cawthorne
1cbd41f66b
Documentation: Comment some of the prediction code more, as some may be
...
reading it as we speak
2020-11-08 04:45:52 +01:00
Marco Cawthorne
422741a295
GS-Entbase: Add Input/Output methods for func_conveyor, func_guntarget,
...
func_wall_toggle
2020-10-31 14:32:23 +01:00
Marco Cawthorne
97d19c1b37
Add shared/include.src, so we touch gamename/include.src less for global
...
changes.
2020-10-30 12:21:00 +01:00
Marco Cawthorne
90478acec4
Menu-FN: Make the Internet server browser refresh more useful
2020-10-27 00:21:53 +01:00
Marco Cawthorne
4aa8a70063
CBaseVehicle: Added vehicleflags, make sure each vehicle has the ability
...
to suppress movement and/or fire while the 'driver' is using the vehicle.
2020-10-25 12:06:22 +01:00
Marco Cawthorne
8cbbeaae24
Platform: Add gl_stipplealpha support to models.
2020-10-25 11:50:15 +01:00
Marco Cawthorne
4962f82f89
Move entity-update/event definitions for game-specific cases out of root
...
src/shared.
2020-10-24 13:11:02 +02:00
Marco Cawthorne
00a8ee2a00
env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints.
2020-10-24 03:32:34 +02:00
Marco Cawthorne
0f50c46623
Platform: Added blood decal for non-Q3BSP.
...
GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
2020-10-23 05:15:59 +02:00
Marco Cawthorne
d9dababe65
Moved all possibly game-specific flags (such as FL_FLASHLIGHT) into gflags,
...
this affects mods. Please check the diff to see what you'll need to adjust.
2020-10-22 16:30:37 +02:00
Marco Cawthorne
d0342b128c
light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
...
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
2020-10-22 02:23:05 +02:00
Marco Cawthorne
f4ade524fe
Client: Fixed some warnings and some added some paranoid free() calls.
2020-10-16 02:26:45 +02:00
Marco Cawthorne
074e1cc120
Client/Platform: Added some base impact decal examples for non HL BSP...
...
this will change a bit more to include more material types. Patience!
2020-10-15 19:02:55 +02:00
Marco Cawthorne
868b9d1b04
Fix some misc warnings the new fteqcc brought up, along with some other tiny changes.
2020-09-13 19:14:28 +02:00
Marco Cawthorne
518deec5c6
scripted_sequence: Improve support for triggering via radius. This gets the retinal scanner type entities working for example.
2020-09-10 13:36:19 +02:00
Marco Cawthorne
ca5a7feede
Cleaned up misc warnings.
2020-09-09 08:05:34 +02:00
Marco Cawthorne
50ccbf4b9a
Add func_tank, func_tankmortar and generally faff about with input code.
2020-09-04 21:28:06 +02:00
Marco Cawthorne
3ca223b673
PMove: Added a bit of a punchangle when falling/falldamage hits
2020-09-02 04:09:33 +02:00
Marco Cawthorne
5e821a5651
Removed obsolete parameter from Death() and Pain(), as those are now residing in globals.
2020-08-31 10:56:31 +02:00
Marco Cawthorne
69ed06b1fe
PMove: Block jumping when FL_FROZEN is set on a player
2020-08-26 22:39:24 +02:00
Marco Cawthorne
108da90299
Counter-Strike: Moved spriteframe() cache around, because FTE doesn't seem to want to execute it in this particular function... compiler bug?
2020-08-17 05:48:14 +02:00
Marco Cawthorne
d61afb0b63
Counter-Strike: Added client-side LED glow to WEAPON_C4BOMB
2020-08-17 05:38:39 +02:00
Marco Cawthorne
4c61b07666
Scientist Hunt: Fixed crosshair alignment with cl_hudaspect on WEAPON_CANNON
2020-08-16 07:46:02 +02:00
Marco Cawthorne
f8b8bb18f7
Half-Life: Make WEAPON_TRIPMINE solid again once it's readied, don't use floating point precision for the beam for reasons.
2020-08-14 23:00:03 +02:00
Marco Cawthorne
e82cc69671
Scientist Hunt: Add skill_scihunt.cfg and make the weapons damage values respect the internal values.
2020-07-25 00:46:18 +02:00
Marco Cawthorne
030cf0f21a
Half-Life: Fixed purely visual bug in the WEAPON_SATCHEL ammo counter, where it'd falsely subtract 1 satchel when exploding them all.
2020-07-12 00:14:29 +02:00
Marco Cawthorne
80c5cdc5f9
Half-Life: Fix the bug that WEAPON_SNARK doesn't get removed from the inventory when all snarks have been deployed.
2020-07-12 00:00:41 +02:00
Marco Cawthorne
b649ab78ca
Half-Life: Added check for violence_hblood and violence_hgibs and acting
...
accordingly.
2020-07-09 21:24:02 +02:00
Marco Cawthorne
18627889f9
Half-Life: Fix WEAPON_SNARK in multiplayer, targetting
2020-07-07 23:41:35 +02:00
Marco Cawthorne
f54826986f
Half-Life: Fix WEAPON_TRIPMINE spawning in multiplayer.
2020-07-06 19:30:19 +02:00
Marco Cawthorne
37a3494559
Fix 3 small warnings.
2020-06-28 10:52:13 +02:00
Marco Cawthorne
25b7cbcf47
Half-Life: Remove references of .armor from WEAPON_TRIPMINE
2020-06-25 11:06:57 +02:00
Marco Cawthorne
66aef13819
Purge cstrike.old from the src tree.
2020-06-12 17:14:05 +02:00
Marco Cawthorne
1b27e26582
func_friction: Added implementation of a friction modifier for player entities. This affects pmove.c as well.
2020-06-12 13:37:37 +02:00
Marco Cawthorne
d5a74fc5a8
Scientist Hunt: Remove redundant player class attribute definitions.
2020-06-12 12:10:29 +02:00
Marco Cawthorne
61983ec2d8
Counter-Strike: Add progress bar for defusal and other tasks.
2020-06-09 00:23:18 +02:00
Marco Cawthorne
ae394e9703
Counter-Strike: Make the ammo counter display 1 for WEAPON_C4BOMB (as it's currently a single use item).
2020-06-08 23:48:03 +02:00
Marco Cawthorne
cef8ba0443
Make cstrike use spriteframe() for HUD gfx
2020-05-31 13:20:04 +02:00
Marco Cawthorne
c709117209
Switch to using spriteframe() for HUD sprites in valve, scihunt
2020-05-31 12:54:04 +02:00
Marco Cawthorne
828a41eff8
Fix new compiler warnings.
2020-05-30 23:08:11 +02:00
Marco Cawthorne
4d201c281b
Fix armor indirection bug. The compiler ought to warn about name conflicts like these.
2020-05-28 19:53:24 +02:00
Marco Cawthorne
fe251faf81
Physics: define stand-in values for non CSTRIKE and VALVE defined games
2020-05-08 07:44:40 +02:00
Marco Cawthorne
674206349a
Half-Life: Fix crash with obituaries and invalid weapons.
2020-05-04 05:48:19 +02:00
Marco Cawthorne
cca1e646c2
Counter-Strike: Changed WEAPON_USP45 firing rate to be closer to 1.5's.
...
It was based on the values of CS:S before (as those are not hard-coded...)
2020-05-03 23:50:11 +02:00
Marco Cawthorne
2db9d5bf31
Gunman Chronicles: Unstuck secondary option menus.
2020-05-03 05:39:34 +02:00
Marco Cawthorne
fc3f124d24
Progs.src for server-side codebases are much simpler now, player class now
...
inherits the base_player class, which is a new addition.
2020-05-03 05:26:06 +02:00
Marco Cawthorne
a025a41e73
Simplified the client progs.src file for each game massively.
2020-05-02 23:57:25 +02:00
Marco Cawthorne
c1e4070b61
Made obituary code game-specific.
2020-05-02 05:57:36 +02:00
Marco Cawthorne
bfa3412277
Cleaned up some warnings.
2020-05-02 05:28:21 +02:00
Marco Cawthorne
b7c2c61a88
Obituaries: We now read hud.txt for the icons, so we no longer have to
...
define them inside the code. This should automate quite a bit of legwork
2020-05-02 02:36:37 +02:00
Marco Cawthorne
9ea07752f8
Scientist Hunt: Add some basic logic for the insanity mode. This adds
...
sh_insanity (cvar). Also fixed some shared Half-Life ish stuff with
blood, trigger_hurt entities... too tired to list
2020-04-30 05:58:17 +02:00
Marco Cawthorne
cf34e1d678
Half-Life: Make player death-flatline a sound shader
2020-04-28 06:13:22 +02:00
Marco Cawthorne
70ddc6a150
Counter-Strike: Cleaned up the weapon-table
2020-04-28 06:09:57 +02:00
Marco Cawthorne
92aac3489f
Counter-Strike: Added intermission logic.
2020-04-26 20:57:13 +02:00
Marco Cawthorne
9ace996ada
Counter-Strike: Make sure we drop our current weapon, as well as the C4
...
bomb if we do happen to carry it.
2020-04-26 13:40:03 +02:00
Marco Cawthorne
3b0d7b7fdc
Weapons: Make sure dropped items get purged between rounds.
2020-04-26 13:23:18 +02:00
Marco Cawthorne
0c0b9938b7
Went over weapon-drop logic to handle ammo, undroppable weapons.
...
Added basic intermission logic to HL:DM for fraglimit/timelimit being hit.
Cleaned up WeaponAPI to get rid of killicons, which should be handled
elsewhere.
2020-04-26 13:17:19 +02:00
Marco Cawthorne
321256c009
Counter-Strike: Tweak the punchangle/recoil to feel closer to 1.5. It was
...
a bit too low before I feel.
2020-04-25 22:29:35 +02:00
Marco Cawthorne
ece32f1c51
Counter-Strike: Tweak the kill-icon for WEAPON_C4BOMB so it's the generic
...
death one.
2020-04-25 22:29:00 +02:00
Marco Cawthorne
82d14b46d8
CGameRules: Allow different MaxItemPerSlot limits per slot type.
2020-04-24 05:37:54 +02:00
Marco Cawthorne
cc0e7edec0
Counter-Strike: Went over the kill icons for all the weapons.
2020-04-24 05:37:25 +02:00
Marco Cawthorne
876468fc29
Fixed a bug in which self wasn't reset in Weapons_AddItem()
2020-04-23 22:42:09 +02:00
Marco Cawthorne
7c0315d56f
Added CGameRules::MaxItemPerSlot to let gamemodes/rules allow how many
...
items we allow per inventory/HUD slot. CS's is 1 in multiplayer.
2020-04-23 21:02:38 +02:00
Marco Cawthorne
b95f7c37eb
FX: Moved all the particle descriptions into the appropriate places.
2020-04-23 14:26:43 +02:00
Marco Cawthorne
090461860e
Added cmd "lastinv" and "drop".
2020-04-23 07:36:19 +02:00
Marco Cawthorne
051d07fbcf
TraceAttack: Added support for weapon-specific penetration values.
...
Counter-Strike now uses those, values are those from CS:S's 2011 weapon
scripts.
2020-04-23 06:51:39 +02:00
Marco Cawthorne
f79863d3c1
Counter-Strike: WEAPON_FLASHBANG now does some fancy calculation for
...
flashing players.
2020-04-23 04:33:11 +02:00
Marco Cawthorne
a31b3b0e47
Counter-Strike: Updated the WEAPON_SMOKEGRENADE smoke particle effect.
2020-04-23 03:41:56 +02:00
Marco Cawthorne
b44ea3320f
FX: Moved particle definitions into the respective FX init functions.
2020-04-23 03:22:45 +02:00
Marco Cawthorne
d72fc4d17c
FX: Cleaned up inits and organized everything into the relevant game
...
specific directories, so mods can now inherit/override effects easier.
2020-04-23 03:13:29 +02:00
Marco Cawthorne
d0ec99b5b1
CBaseEntity: Got rid of all the net_ attributes (except origin, angles)
...
which should give us a lil boost since we no longer need to save that
much mem.
2020-04-22 23:33:18 +02:00
Marco Cawthorne
5521c44b72
PMove: Added phy_wateraccelerate. Some mods have such a low phy_accelerate
...
that clients can't escape a swimming pool.
2020-04-22 18:37:28 +02:00
Marco Cawthorne
bfacfc5e71
Half-Life: Added more verbose assignments for readability.
2020-04-22 12:47:01 +02:00
Marco Cawthorne
0d3f271b21
Half-Life: Convert item_battery and item_healthkit to use sound shader
...
definitions instead of using sound() directly.
2020-04-22 12:45:45 +02:00
Marco Cawthorne
ed31788de3
Updated fteextensions.qc
2020-04-22 05:58:11 +02:00
Marco Cawthorne
816f34ef23
Half-Life: Move animation/punchangle code for WEAPON_MP5 into the shared
...
code-path for better prediction.
2020-04-22 05:57:39 +02:00
Marco Cawthorne
1891e974d0
Counter-Strike: Handle player animation code in its own files, update
...
weapons to use the newly defined sequences.
2020-04-22 05:32:58 +02:00
Marco Cawthorne
78a0f976ed
Decals: Increase decal init count to 128.
2020-04-22 04:11:33 +02:00
Marco Cawthorne
6294a41efe
Counter-Strike: Made WEAPON_SCOUT zoom like WEAPON_AWP and changed the
...
timings on the zoom action to be close to what it's like in 1.5
2020-04-20 19:35:56 +02:00
Marco Cawthorne
a3ff75a4da
Moved Player_Death into the Gamerule logic.
...
Counter-Strike's zones have been shoved into .flags, where we desperately
need some more bits.
Counter-Strike's WEAPON_C4BOMB now only works in a func_bomb_target zone.
2020-04-20 19:25:15 +02:00
Marco Cawthorne
2cee375ce5
Lots of commits bundled into one:
...
- Added GamePMove_Fall and GamePMove_Jump for controlling either.
- Tweaked maxspeed for Counter-Strike heavily.
- Worked on the Counter-Strike WEAPON_KNIFE (fully functional!).
- Worked on the Counter-Strike WEAPON_AWP (mainly zoom).
- The WEAPON_C4 in Counter-Strike will no longer unfreeze you during warmup
- Added cl_showtriggers for displaying brush-based triggers.
- Removed muzzleflash dynamic light, as it seems GoldSrc doesn't have any.
- Fixed bug in which the server-list would run into an infinite loop error.
- Fixed weapon pricing in Counter-Strike.
- To rescue hostages means to earn $$$
2020-04-20 06:45:14 +02:00
Marco Cawthorne
d7e818410c
Added game-specific maxspeed overrides.
2020-04-19 13:01:47 +02:00
Marco Cawthorne
51cce26fd8
Added some init messages.
2020-04-19 12:02:05 +02:00
Marco Cawthorne
8ac5ac7c77
Support for Q3-based BSP material flags - for footsteps anyway
2020-04-19 12:01:20 +02:00
Marco Cawthorne
ad62ddc574
Moved gamerule definitions at a higher scope, this will make it easier
...
to call GameRule events from other parts of the codebase.
2020-04-15 01:18:19 +02:00
Marco Cawthorne
142e6c9cf3
Possible memalloc corruption mititagions.
2020-04-12 19:40:09 +02:00
Marco Cawthorne
324fadd668
Spring cleaning. Prepare for summer! Fixed lots of bugs too:
...
v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00
Marco Cawthorne
c6f40c2590
Moved shared Nuclide data into its own folder.
2020-04-08 08:01:52 +02:00
Marco Cawthorne
a1b1eca2e5
Cstrike: Progress towards the grenades.
2020-04-07 15:37:31 +02:00
Marco Cawthorne
31793440c2
Cstrike: Remove usage of Weapons_ViewPunchAngle, as that's calculated
...
elsewhere (see weapons_cstrike.c)
2020-04-07 15:00:11 +02:00
Marco Cawthorne
a2384fae50
Cstrike: Fix WEAPON_USP45 timers for adding/removing the silencer
2020-04-07 14:55:27 +02:00
Marco Cawthorne
f43bc2cf32
update copyright dates because I've been forgetting all year.
2020-04-07 14:46:23 +02:00
Marco Cawthorne
bc9978be12
Cstrike: Added sniper scopes to the AWP, G3SG1, Scout and SG550.
...
Their zoom-levels aren't final, I am pretty sure CS 1.5 had different
zoom levels for each weapon. We'll have to research those values.
2020-04-07 13:06:41 +02:00
Marco Cawthorne
27cfaba85f
Cstrike: Lots more documentation, stubs and some working new entities.
...
Added crosshair alternatives for AUG and SG552.
Made running/crouching/jumping affect gun accuracy calculations.
2020-04-07 12:42:28 +02:00
Marco Cawthorne
af95dd8124
Cstrike: Fix P228 firing bug
2020-04-07 03:04:31 +02:00
Marco Cawthorne
cf136dbd6c
Cstrike: Finished most of the essential gun logic.
2020-04-07 02:47:21 +02:00
Marco Cawthorne
2e1b2846da
Some prediction fixes?
2020-04-06 11:14:40 +02:00
Marco Cawthorne
1f0e93d35a
Precaching CS weapon sounds via sound-shaders...
2020-04-06 10:53:26 +02:00
Marco Cawthorne
755eecfc34
A bunch of mod changes contributed to by Xylemon, mixed together with
...
some of my FX code which is going places.
2020-04-05 02:25:27 +02:00