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
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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,
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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propdata.
2021-09-21 21:11:02 +02:00
Marco Cawthorne
251713121c
PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
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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
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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
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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
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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
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cleaning.
2021-09-12 00:13:24 +02:00
Marco Cawthorne
10b2ff1fca
Add setorigin_safe(), which is just like setorigin but pushes
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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