Commit Graph

21 Commits

Author SHA1 Message Date
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 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 f4d4e86400 CBaseEntity/CBaseMonster: Add support for server-side model events. This enables models, as they sometimes do, to actually trigger entities in the world and much more. There's seperation between client-side and server-side events as well. 2020-09-10 10:34:14 +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 9cde95495d monster_scientist: Fix the model/character selection using the new SetBody system 2020-06-12 16:41:21 +02:00
Marco Cawthorne 5ce957bb20 BaseMonster: Went over various monsters to fix gibbing since that had
regressed with the way we do damage now.
Replaced all 'frame=' assignments with SetFrame calls so it gets networked.
2020-04-28 17:49:32 +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 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 f43bc2cf32 update copyright dates because I've been forgetting all year. 2020-04-07 14:46:23 +02:00
Marco Cawthorne 7c22d66c17 Valve: Converted more monsters to use sound shaders! 2020-04-03 09:22:22 +02:00
Marco Cawthorne af53ab36ef Improved entity documentation, added cl_hudaspect variable so that
you can control how close the elements are to the center of the screen.
2020-04-01 18:43:09 +02:00
Marco Cawthorne e5a3f0880c Starting to clean up more RenderFX stuff, shoving most of it to CGame 2020-03-30 16:22:24 +02:00
Marco Cawthorne d7fdabbd60 Improved pathfinding by skipping unnecessary node-walking passes. 2020-03-30 13:51:48 +02:00
Marco Cawthorne f07600f194 More work on scripted_sequences. 2020-03-29 11:21:26 +02:00
Marco Cawthorne bb0b4d8f6c Simplified a lot of the Barney/Scientist code by expanding CBaseNPC 2020-03-27 07:34:24 +01:00
Marco Cawthorne ad713d2f7e Valve: Document more monster sounds etc. 2020-03-26 17:17:44 +01:00
Marco Cawthorne db4ed5ac3d Added initial support for basic sentences.txt on monsters. 2020-03-26 11:24:33 +01:00
Marco Cawthorne 2bb8bd00cf Moved Death and Pain methods into CBaseEntity. 2020-03-25 22:35:05 +01:00
Marco Cawthorne aa6b541313 the slot1-10 keys are now working as expected. 2020-03-25 19:57:08 +01:00
Marco Cawthorne 4bdefa4cd7 Big commit, list of additions:
Added stubs for a variety of monsters for 'valve' which a few mods inherit.
Added support for the 'vote' and 'callvote' command.
Made env_laser network some info to the clients, kinda rough because
we're working around some engine iffyness with CSQC ents right now.
Updated the menu so that the server-lists for Internet and LAN games are
a bit more helpful.
Made the CBaseMonster class for useful for the future.
Fixed setting of transparency for all entities.
2020-03-25 13:58:19 +01:00
Marco Cawthorne b604077d0b Renamed /Source to /src 2019-09-01 04:35:37 +02:00
Renamed from Source/server/valve/monster_scientist.cpp (Browse further)