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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62b5e300d7
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Set default physics cvars up on init, as the engine has some set to "" and
thus renders our autocvar definitions useless.
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2021-08-14 09:13:27 +02:00 |
Marco Cawthorne
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971b76f938
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Menu-FN: Added support for parsing gameinfo.txt from Source Engine games
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2021-06-13 09:04:29 +02:00 |
Marco Cawthorne
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17368be5e7
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Moved the PMove code into the base_player class, so mods can override
sections at will
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2021-06-08 15:30:47 +02:00 |
Marco Cawthorne
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3efae50481
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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
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2021-06-08 09:17:35 +02:00 |
Marco Cawthorne
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af139751e0
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setmodel(): verify if model exists in PATH and set it to an error one if
it's not present.
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2021-06-01 12:40:53 +02:00 |
Marco Cawthorne
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2d17321554
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Small fix to avoid spam in my inbox.
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2021-05-17 20:15:49 +02:00 |
Marco Cawthorne
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448b9bd20d
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Client: MakeStatic func_wall ents where we can do it on.
Shared: Bench PMove_Run using the engines builtin runstandardplayerphysics
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2021-05-16 23:08:08 +02:00 |
Marco Cawthorne
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c5cea7a162
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Base: Weapons now track weight (for Weapons_SwitchBest)
BotLib: Add CreateObjective() method that can be overridden
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2021-05-12 15:42:20 +02:00 |
Marco Cawthorne
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aef65b5749
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Shared: Add frametime parameter to Animation_TimerUpdate().
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2021-05-10 12:22:12 +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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fca8620cba
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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
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2021-04-06 12:22:32 +02:00 |
Marco Cawthorne
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44ab18793c
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Rearrange how we execute and time our player animation logic
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2021-04-06 09:18:17 +02:00 |
Marco Cawthorne
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89be1ea628
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PMove: Fixed water movement code a bit so we don't sink while moving
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2021-02-16 11:02:39 +01:00 |
Marco Cawthorne
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2449fa492e
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Half-Life: Fix viewmodel still drawing when dead, player moving
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2021-02-13 10:07:52 +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 |