Commit Graph

2035 Commits

Author SHA1 Message Date
Marco Cawthorne a4a0cc3c43
build.cfg: Bump BUILD_ENGINEREVISION to 6303, thus fixing FreeTS from not compiling.
Shared: Fix that colormap was evaluated as part of PLAYER_VELOCITY instead of PLAYER_MODELINDEX
This is a minor optimisation.
Add NSClientPlayer::OptimiseChangedFlags...
2022-08-09 09:05:31 -07:00
Marco Cawthorne 389ece17d5
build.cfg: BUILD_ENGINEREVISION to 6302 2022-08-08 09:35:00 -07:00
Marco Cawthorne 409ee3fa1f
Client: force set r_fullbrightSkins to 0 because otherwise the engine will mess with lighting on any entity with a colormap 2022-08-07 15:03:38 -07:00
Marco Cawthorne 5ca96bbcd9
Add helpers across the codebase to deal with networking ents. I tried prototyped a more elegant solution the compiler didn't like - the language should really deal with this. 2022-08-07 14:12:55 -07:00
Marco Cawthorne 41d3f3b520
func_water: Don't assign the toggle spawnflag. I don't know where that came from - this should fix sh_hdgibfactory 2022-08-07 13:24:55 -07:00
Marco Cawthorne 9e170795d5
func_tank/tankmortar: Make the smoke and flash sprites assume RM_ADDITIVE 2022-08-05 23:27:48 -07:00
Marco Cawthorne 6c09154f08
multi_manager: Clean up warnings 2022-08-05 22:21:21 -07:00
Marco Cawthorne dd86e5a583
NSIO: Add SaveEntity/ReadEntity methods to help Save/Restore operations 2022-08-05 21:36:47 -07:00
Marco Cawthorne 6d8273331a
Client: Replace rogue setproperty calls with ones talking to our g_view object 2022-08-05 21:15:19 -07:00
Marco Cawthorne 81b4bc042f
func_illusionary/wall: Only makestatic() when our rendermode is RM_NORMAL 2022-08-05 20:02:24 -07:00
Marco Cawthorne 8a9c26daef
Client: Remove the game specific MUZZLE index definitions, as they're really only used in some of the sub-games. 2022-08-05 14:45:29 -07:00
Marco Cawthorne 8729e973ad
PMove: Define waterlevels more appropriately. Add WATERLEVEL_{OUTSIDE,KNEE,CHEST,SUBMERGED} types. 2022-08-05 14:44:42 -07:00
Marco Cawthorne 8532f1264f
Util_GetKeyString: Switch to findkeysforcommandex 2022-08-05 13:38:09 -07:00
Marco Cawthorne 0e77bad51d
Menu-FN: Initial implementation of CComboBox 2022-08-04 11:57:26 -07:00
Marco Cawthorne 6ce1961792
NSView: Document our header a bit more. 2022-08-03 18:41:11 -07:00
Marco Cawthorne caefb77078
NSView: Move stair smoothing etc. into our class. 2022-08-03 10:50:44 -07:00
Marco Cawthorne baab5c931c
NSView: Take over some duties 2022-07-29 16:25:02 -07:00
Marco Cawthorne 9183958893
Update README.md, suppress some warnings 2022-07-25 13:10:40 -07:00
Marco Cawthorne ff17dea01f
Initial work towards the NSWeapon class. Testing will happen in base/ under the NEW_INVENTORY define.
Comitting this early to ensure nothing breaks and it'll co-exist.
2022-07-25 09:31:37 -07:00
Marco Cawthorne bda01e0f0f
Shared: NSLog should just take whatever N args 2022-07-20 16:48:41 -07:00
Marco Cawthorne df738da436
Get rid of src/gs-entbase/shared/{baseentity.h,env_sprite.h} 2022-07-20 16:38:12 -07:00
Marco Cawthorne 30b4007894
Get rid of src/gs-entbase/baseentity.h 2022-07-20 16:33:52 -07:00
Marco Cawthorne 197ce20c31
BotLib: Start making use of some of NSNavAI 2022-07-20 16:27:24 -07:00
Marco Cawthorne 8fccdcbad1
build.cfg: Bump BUILD_ENGINEREVISION to include qqshka's FTEQW fix. 2022-07-19 18:09:40 -07:00
Marco Cawthorne 356319a7b7
NSVehicle, NSPhysicsEntity get Save/Restore methods 2022-07-19 15:49:35 -07:00
Marco Cawthorne 2a220fb331
Move base classes out of gs-entbase. This evolution only happened because classes such as CBaseMonster that once existed were replaced and it grew from there.
Tweak g_developer prints for scripted_sequences.
2022-07-19 15:22:15 -07:00
Marco Cawthorne 6ff42e4176
NSNavAI: Continously check whether we can already run to the next node, and target that if that's the case. 2022-07-18 11:51:48 -07:00
Marco Cawthorne f6ecc97fca
Server: Ignore scripted_sequences when building nodes. This was a wrong assumption. 2022-07-18 11:39:57 -07:00
Marco Cawthorne dc1cbc5da8
NSMonster: add InSequence() method. Fix scripted sequences.
PMove: use self.mins instead of PHY_HULL_MINS when testing friction.
disable friction for monsters for now, as it can break some scripted sequences.
2022-07-18 11:32:18 -07:00
Marco Cawthorne d7418151f0
Client: Disable some expensive routines when paused. 2022-07-18 10:02:04 -07:00
Marco Cawthorne 0ae901f5e1
NSMonster: Add InAnimation() method. Also prohibit movement when in an animation. 2022-07-18 09:22:18 -07:00
Marco Cawthorne 0d2e0627d4
Server: Added quick-and-dirty 'spawn' command. E.g. 'sv spawn monster_laidlaw' 2022-07-17 20:45:50 -07:00
Marco Cawthorne 4566d07313
NSMonster/NSTalkMonster: more reshuffling done. Started moving the pathfinding components over into a new class named NSNavAI 2022-07-17 20:34:19 -07:00
Marco Cawthorne b275275652
GS-EntBase: Initial documentation for info_hint. 2022-07-17 09:04:16 -07:00
Marco Cawthorne 6c895d73b7
NSMonster: Initial work towards reworking states. 2022-07-17 00:04:01 -07:00
Marco Cawthorne 725a32a4d6
Menu-FN: Set up pkgname defaults for 'valve', so that the menu will go straight to the updater. 2022-07-16 16:51:37 -07:00
Marco Cawthorne 85cd67b798
Merge pull request #6 from dqus/monsters-clean-up
NSMonster: move enemy invalidation from AttackThink() to SeeThink()
2022-07-16 16:40:37 -07:00
Ivan Kukush ea462ea8ac NSMonster: move enemy invalidation from AttackThink() to SeeThink()
During enemy invalidation reseting m_eEnemy to __NULL__ also set monster state to idle,
should be a task for NSMonster::SetEnemy() which is missed right now.

Add new NSMonster::IsValidEnemy(entity enemy) - returns TRUE if 'enemy' should be
considered a valid target for killing, visibility/reachability is not checked.

Add sanity checkes in NSMonster::WalkRoute() otherwise __NULL__ m_eEnemy could be used.

NSMonster_FindClosestPlayer() use IsValidEnemy() insead of health checking,
probably too strict and that changes its behaviour too much, probably.
2022-07-17 01:35:22 +03:00
Marco Cawthorne 878df0941e
Cleanup for some CGameRules method types. Moved some Util_ functions into their own file. 2022-07-16 15:11:33 -07:00
Marco Cawthorne c3be8002ad
add noref to g_mapcycle_override, to avoid an unnecessary compiler warning 2022-07-16 13:16:23 -07:00
Marco Cawthorne 77a6b59bca
Merge pull request #5 from dqus/pmove-clean-up
Pmove clean up
2022-07-15 14:27:21 -07:00
Ivan Kukush e3fcc1f57f PMove: add a bunch of comments so peole would be aware of issues/limitations 2022-07-16 00:19:31 +03:00
Ivan Kukush 9455596a3a PMove: make sv_maxspeed actually controlls players speed 2022-07-16 00:17:54 +03:00
Ivan Kukush ac0e739170 PMove: swap heavy and light gasping sounds with each other 2022-07-16 00:14:06 +03:00
Marco Cawthorne b06544aacc
PMove: crouching will no longer affect your movement underwater. noclip and crouching will no longer adjust the camera view and player bbox. 2022-07-14 21:38:54 -07:00
Marco Cawthorne 2f8b36c499
Get rid of pmove_water.qc and all that. 2022-07-14 21:29:53 -07:00
Marco Cawthorne 5ad849697e
Forgot to remove this define in pmove 2022-07-14 21:09:18 -07:00
Marco Cawthorne 93ba8c6cc9
Shared: Clean up some of the player_pmove code. Games can now via macros define some properties without overriding a method. 2022-07-14 21:02:31 -07:00
Marco Cawthorne 220b424e33
Fix some misc Damage_Apply calls in really old parts of the code. Add more useful PlayerConnect/PlayerDisconnect methods into the base gamerules. 2022-07-14 18:04:11 -07:00
Marco Cawthorne 3175ffe81c
updated platform/readme.txt 2022-07-14 14:02:01 -07:00