Commit Graph

423 Commits

Author SHA1 Message Date
Marco Cawthorne a3a5f9d626
Client: Some fixes for handling player/spectator classes, both share now the
same parent class on both client and server. Fix crash with spectators and
input-frame overrides. Add 'additive' command to fontdefs.
2022-01-31 17:38:01 -08:00
Marco Cawthorne e11465018f
Client: Allow base_player and spectator classes to override CSQC_Input_Frame
with a new method: ClientInputFrame.
2022-01-31 15:31:07 -08:00
Marco Cawthorne 578da4a779
Add VGUI_Active() which returns whether or not we're drawing VGUI elements,
add SNDFL_ALERTS to sound shaders, which will alert enemy AI of suspicious
behaviour, fix a health-setting bug in NSSurfacePropEntity and remove
playerslot check in item_pickup from base/
2022-01-28 16:02:00 -08:00
Marco Cawthorne 2c80a9f9ff NSSurfaceProp/PropData: Add support for breakable_skin. When a prop 'dies'
it doesn't necessarily have to disappear, it can change its material to one
of your choosing.
2022-01-28 06:53:32 +01:00
Marco Cawthorne 06d07738b6
Clean up the base classes, get rid of having to manually include the entbase
defs.h for the respective progs.
2022-01-20 16:23:29 -08:00
Marco Cawthorne 9e2b89e386
NSEntity: BBox will now account for rotation whenever SetModel() is used. 2022-01-20 12:30:53 -08:00
Marco Cawthorne 02c2ff7be5
env_glow: Add 'rotate' key to rotate the sprite/material by X degree amount 2022-01-07 17:04:43 -08:00
Marco Cawthorne 52dfde0cf1
Sound: Add Sound_PlayLocal() which is a 'sound shader' analogue to to
localsound()
2022-01-07 13:46:16 -08:00
Marco Cawthorne 749424aa84
NSMonster: Add support for actions (used in e.g. HLMDL) to query which seq
to play. This will be expanded shortly in-engine to support more formats...
2022-01-06 19:27:08 -08:00
Marco Cawthorne 9d4d7afdcd
Big overhaul of momentary_door, momentary_rot_button... now onto the last
entity until Hazard Course is fully functional from beginning to end.
2022-01-04 21:54:42 -08:00
Marco Cawthorne f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
Marco Cawthorne 6ec29e9985
SurfData_IDtoImpact: Fix IMPACT_METAL lookup 2021-12-17 21:23:30 -08:00
Marco Cawthorne c2e4050bae
Replace CSQC_Parse_Damage with our own, add EV_DAMAGE. Make sure trigger_hurt
respects the 'damagetype' field. Add CSQC_UpdateSeat to make querying of
the current player seat easier (splitscreen).
2021-12-17 18:20:30 -08:00
Marco Cawthorne 8075616d6d
SurfaceProperties: We were missing a few material ID lookups for GoldSrc
regarding impacts.
2021-12-16 13:12:44 -08:00
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
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
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
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
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
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
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
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