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
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
8d16c58862
NSTraceAttack: Deal better with recursion by taking damage into account on whether or not we should continue 'penetrating'
2022-06-20 23:35:24 -07:00
Marco Cawthorne
9ef275a2ac
NSTraceAttack: Fix typo
2022-06-17 07:35:25 -07:00
Marco Cawthorne
b51541a3ae
NSTraceAttack: Check if we're a client before making the assumptions that our owner class has attributes related to bullet patterns
2022-06-16 14:39:08 -07:00
Marco Cawthorne
59d46e1f63
New class: NSTraceAttack. Will make it much easier for games/mods to overrides parts of it.
2022-04-29 23:45:00 -07:00
Marco Cawthorne
2d403202b9
Avoid use of infokeys to communicate whether or not a client is spectating.
2022-04-25 15:25:35 -07:00
Marco Cawthorne
659be3db46
TraceAttack: Add case for when a weapon with a penetrationpower of 2 might have a fall-off.
2022-04-24 17:24:49 -07:00
Marco Cawthorne
27308ff1f4
env_sprite: Fix predraw for modelindex based entities.
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TraceAttack: Add TraceAttack_SetRangeModifier(). This will enable CS-like bullet penetration behaviour.
2022-04-24 00:23:38 -07:00
Marco Cawthorne
6ec35387ae
TraceAttack: GoldSrc its blood color is a bit darker.
2022-04-23 22:34:10 -07:00
Marco Cawthorne
a469c06fc8
Add 'surfaceparm projectile' support, so non-solid surfaces can
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still react to tracelines and projectiles.
2022-04-13 16:58:42 -07:00
Marco Cawthorne
143a00e94e
Fix light_dynamic (static) from not spawning in CSQC. Add r_skipDiffuse to rtlight.glsl,
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add SURF_PENETRATE, which will make bullets pass right through them when
BULLETPENETRATION is set. Go over and refactor a lot of base_client, player
and spectator code to facilitate both permanent and temporary spectators
better. Add experimental env_glow lens flare code. Fix material ID detection
bug for Q3 based BSPs. A couple helper functions were added to src/client/utils.cpp
but they are not yet final.
2022-03-17 21:05:47 -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
22ab20a7b4
Server: TraceAttack will now track range across bullet penetration, as well
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as handle water volume impacts.
2022-02-10 16:17:24 -08:00
Marco Cawthorne
eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
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like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
Marco Cawthorne
e53a7a33e2
TraceAttack: Accumulate trace_surface_id's into g_multiDamage_HitBod
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so we keep track of which body types we hit
2021-10-16 21:28:03 +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
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
1485544b91
Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.
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Go over TraceAttack and make it combine multiple Damage_Apply calls into
one.
2021-05-10 11:33:31 +02:00
Marco Cawthorne
64745eb23c
Overhaul prediction routines by boxing the generic client attributes away
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from the game specific code. Add some helper macros... clean a whole bunch
up.
2021-05-08 17:44:16 +02:00
Marco Cawthorne
25f657532c
Server: Limit hitbody sound in traceattacks to entities that can actually bleed, not just take damage
2021-04-10 22:49:30 +02:00
Marco Cawthorne
b043b57ed5
Get rid of the View_EjectShell* functions I added last week and replace it
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with the much cooler View_AddEvent() which allows for much more.
2021-03-29 21:52:53 +02:00
Marco Cawthorne
5b07ee41a9
Add damage_bullet sound shader definitions. Those are played when a bullet
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successfully hits a hurtable body.
2021-03-27 09:09:10 +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