Commit Graph

423 Commits

Author SHA1 Message Date
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
Marco Cawthorne 61983ec2d8 Counter-Strike: Add progress bar for defusal and other tasks. 2020-06-09 00:23:18 +02:00
Marco Cawthorne ae394e9703 Counter-Strike: Make the ammo counter display 1 for WEAPON_C4BOMB (as it's currently a single use item). 2020-06-08 23:48:03 +02:00
Marco Cawthorne cef8ba0443 Make cstrike use spriteframe() for HUD gfx 2020-05-31 13:20:04 +02:00
Marco Cawthorne c709117209 Switch to using spriteframe() for HUD sprites in valve, scihunt 2020-05-31 12:54:04 +02:00
Marco Cawthorne 828a41eff8 Fix new compiler warnings. 2020-05-30 23:08:11 +02:00
Marco Cawthorne 4d201c281b Fix armor indirection bug. The compiler ought to warn about name conflicts like these. 2020-05-28 19:53:24 +02:00
Marco Cawthorne fe251faf81 Physics: define stand-in values for non CSTRIKE and VALVE defined games 2020-05-08 07:44:40 +02:00
Marco Cawthorne 674206349a Half-Life: Fix crash with obituaries and invalid weapons. 2020-05-04 05:48:19 +02:00
Marco Cawthorne cca1e646c2 Counter-Strike: Changed WEAPON_USP45 firing rate to be closer to 1.5's.
It was based on the values of CS:S before (as those are not hard-coded...)
2020-05-03 23:50:11 +02:00
Marco Cawthorne 2db9d5bf31 Gunman Chronicles: Unstuck secondary option menus. 2020-05-03 05:39:34 +02:00
Marco Cawthorne fc3f124d24 Progs.src for server-side codebases are much simpler now, player class now
inherits the base_player class, which is a new addition.
2020-05-03 05:26:06 +02:00
Marco Cawthorne a025a41e73 Simplified the client progs.src file for each game massively. 2020-05-02 23:57:25 +02:00
Marco Cawthorne c1e4070b61 Made obituary code game-specific. 2020-05-02 05:57:36 +02:00
Marco Cawthorne bfa3412277 Cleaned up some warnings. 2020-05-02 05:28:21 +02:00
Marco Cawthorne b7c2c61a88 Obituaries: We now read hud.txt for the icons, so we no longer have to
define them inside the code. This should automate quite a bit of legwork
2020-05-02 02:36:37 +02:00
Marco Cawthorne 9ea07752f8 Scientist Hunt: Add some basic logic for the insanity mode. This adds
sh_insanity (cvar). Also fixed some shared Half-Life ish stuff with
blood, trigger_hurt entities... too tired to list
2020-04-30 05:58:17 +02:00
Marco Cawthorne cf34e1d678 Half-Life: Make player death-flatline a sound shader 2020-04-28 06:13:22 +02:00
Marco Cawthorne 70ddc6a150 Counter-Strike: Cleaned up the weapon-table 2020-04-28 06:09:57 +02:00
Marco Cawthorne 92aac3489f Counter-Strike: Added intermission logic. 2020-04-26 20:57:13 +02:00
Marco Cawthorne 9ace996ada Counter-Strike: Make sure we drop our current weapon, as well as the C4
bomb if we do happen to carry it.
2020-04-26 13:40:03 +02:00
Marco Cawthorne 3b0d7b7fdc Weapons: Make sure dropped items get purged between rounds. 2020-04-26 13:23:18 +02:00
Marco Cawthorne 0c0b9938b7 Went over weapon-drop logic to handle ammo, undroppable weapons.
Added basic intermission logic to HL:DM for fraglimit/timelimit being hit.
Cleaned up WeaponAPI to get rid of killicons, which should be handled
elsewhere.
2020-04-26 13:17:19 +02:00
Marco Cawthorne 321256c009 Counter-Strike: Tweak the punchangle/recoil to feel closer to 1.5. It was
a bit too low before I feel.
2020-04-25 22:29:35 +02:00
Marco Cawthorne ece32f1c51 Counter-Strike: Tweak the kill-icon for WEAPON_C4BOMB so it's the generic
death one.
2020-04-25 22:29:00 +02:00
Marco Cawthorne 82d14b46d8 CGameRules: Allow different MaxItemPerSlot limits per slot type. 2020-04-24 05:37:54 +02:00
Marco Cawthorne cc0e7edec0 Counter-Strike: Went over the kill icons for all the weapons. 2020-04-24 05:37:25 +02:00
Marco Cawthorne 876468fc29 Fixed a bug in which self wasn't reset in Weapons_AddItem() 2020-04-23 22:42:09 +02:00
Marco Cawthorne 7c0315d56f Added CGameRules::MaxItemPerSlot to let gamemodes/rules allow how many
items we allow per inventory/HUD slot. CS's is 1 in multiplayer.
2020-04-23 21:02:38 +02:00
Marco Cawthorne b95f7c37eb FX: Moved all the particle descriptions into the appropriate places. 2020-04-23 14:26:43 +02:00
Marco Cawthorne 090461860e Added cmd "lastinv" and "drop". 2020-04-23 07:36:19 +02:00
Marco Cawthorne 051d07fbcf TraceAttack: Added support for weapon-specific penetration values.
Counter-Strike now uses those, values are those from CS:S's 2011 weapon
scripts.
2020-04-23 06:51:39 +02:00
Marco Cawthorne f79863d3c1 Counter-Strike: WEAPON_FLASHBANG now does some fancy calculation for
flashing players.
2020-04-23 04:33:11 +02:00
Marco Cawthorne a31b3b0e47 Counter-Strike: Updated the WEAPON_SMOKEGRENADE smoke particle effect. 2020-04-23 03:41:56 +02:00
Marco Cawthorne b44ea3320f FX: Moved particle definitions into the respective FX init functions. 2020-04-23 03:22:45 +02:00
Marco Cawthorne d72fc4d17c FX: Cleaned up inits and organized everything into the relevant game
specific directories, so mods can now inherit/override effects easier.
2020-04-23 03:13:29 +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 5521c44b72 PMove: Added phy_wateraccelerate. Some mods have such a low phy_accelerate
that clients can't escape a swimming pool.
2020-04-22 18:37:28 +02:00
Marco Cawthorne bfacfc5e71 Half-Life: Added more verbose assignments for readability. 2020-04-22 12:47:01 +02:00
Marco Cawthorne 0d3f271b21 Half-Life: Convert item_battery and item_healthkit to use sound shader
definitions instead of using sound() directly.
2020-04-22 12:45:45 +02:00
Marco Cawthorne ed31788de3 Updated fteextensions.qc 2020-04-22 05:58:11 +02:00
Marco Cawthorne 816f34ef23 Half-Life: Move animation/punchangle code for WEAPON_MP5 into the shared
code-path for better prediction.
2020-04-22 05:57:39 +02:00
Marco Cawthorne 1891e974d0 Counter-Strike: Handle player animation code in its own files, update
weapons to use the newly defined sequences.
2020-04-22 05:32:58 +02:00
Marco Cawthorne 78a0f976ed Decals: Increase decal init count to 128. 2020-04-22 04:11:33 +02:00
Marco Cawthorne 6294a41efe Counter-Strike: Made WEAPON_SCOUT zoom like WEAPON_AWP and changed the
timings on the zoom action to be close to what it's like in 1.5
2020-04-20 19:35:56 +02:00
Marco Cawthorne a3ff75a4da Moved Player_Death into the Gamerule logic.
Counter-Strike's zones have been shoved into .flags, where we desperately
need some more bits.
Counter-Strike's WEAPON_C4BOMB now only works in a func_bomb_target zone.
2020-04-20 19:25:15 +02:00
Marco Cawthorne 2cee375ce5 Lots of commits bundled into one:
- Added GamePMove_Fall and GamePMove_Jump for controlling either.
- Tweaked maxspeed for Counter-Strike heavily.
- Worked on the Counter-Strike WEAPON_KNIFE (fully functional!).
- Worked on the Counter-Strike WEAPON_AWP (mainly zoom).
- The WEAPON_C4 in Counter-Strike will no longer unfreeze you during warmup
- Added cl_showtriggers for displaying brush-based triggers.
- Removed muzzleflash dynamic light, as it seems GoldSrc doesn't have any.
- Fixed bug in which the server-list would run into an infinite loop error.
- Fixed weapon pricing in Counter-Strike.
- To rescue hostages means to earn $$$
2020-04-20 06:45:14 +02:00
Marco Cawthorne d7e818410c Added game-specific maxspeed overrides. 2020-04-19 13:01:47 +02:00
Marco Cawthorne 51cce26fd8 Added some init messages. 2020-04-19 12:02:05 +02:00
Marco Cawthorne 8ac5ac7c77 Support for Q3-based BSP material flags - for footsteps anyway 2020-04-19 12:01:20 +02:00
Marco Cawthorne ad62ddc574 Moved gamerule definitions at a higher scope, this will make it easier
to call GameRule events from other parts of the codebase.
2020-04-15 01:18:19 +02:00
Marco Cawthorne 142e6c9cf3 Possible memalloc corruption mititagions. 2020-04-12 19:40:09 +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 c6f40c2590 Moved shared Nuclide data into its own folder. 2020-04-08 08:01:52 +02:00
Marco Cawthorne a1b1eca2e5 Cstrike: Progress towards the grenades. 2020-04-07 15:37:31 +02:00
Marco Cawthorne 31793440c2 Cstrike: Remove usage of Weapons_ViewPunchAngle, as that's calculated
elsewhere (see weapons_cstrike.c)
2020-04-07 15:00:11 +02:00
Marco Cawthorne a2384fae50 Cstrike: Fix WEAPON_USP45 timers for adding/removing the silencer 2020-04-07 14:55:27 +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 bc9978be12 Cstrike: Added sniper scopes to the AWP, G3SG1, Scout and SG550.
Their zoom-levels aren't final, I am pretty sure CS 1.5 had different
zoom levels for each weapon. We'll have to research those values.
2020-04-07 13:06:41 +02:00
Marco Cawthorne 27cfaba85f Cstrike: Lots more documentation, stubs and some working new entities.
Added crosshair alternatives for AUG and SG552.
Made running/crouching/jumping affect gun accuracy calculations.
2020-04-07 12:42:28 +02:00
Marco Cawthorne af95dd8124 Cstrike: Fix P228 firing bug 2020-04-07 03:04:31 +02:00
Marco Cawthorne cf136dbd6c Cstrike: Finished most of the essential gun logic. 2020-04-07 02:47:21 +02:00
Marco Cawthorne 2e1b2846da Some prediction fixes? 2020-04-06 11:14:40 +02:00
Marco Cawthorne 1f0e93d35a Precaching CS weapon sounds via sound-shaders... 2020-04-06 10:53:26 +02:00
Marco Cawthorne 755eecfc34 A bunch of mod changes contributed to by Xylemon, mixed together with
some of my FX code which is going places.
2020-04-05 02:25:27 +02:00
Marco Cawthorne 07a3b329df Starting to clean up a lot of pmove.c 2020-04-04 13:02:30 +02:00
Marco Cawthorne e1b38f008a Adjusting spawn-angle to match spawnpoints. 2020-04-04 00:52:45 +02:00
Marco Cawthorne 639097249a Some CSTRIKE and REWOLF soundshader stuff 2020-04-03 14:42:39 +02:00
Marco Cawthorne 5055fc8879 Fixed some small warnings. 2020-04-03 13:37:26 +02:00
Marco Cawthorne 4de7182c10 Moved decal spawning for impacts into the client-side 2020-04-03 12:46:54 +02:00
Marco Cawthorne a7fc08f857 Footsteps are more unified across BSP versions, can easily be extended
and cover more types of materials even on HL BSP maps.
Improved documentation for QUAKED comments.
Seperated skill file for valve into its own little thing.
2020-04-03 12:12:11 +02:00
Marco Cawthorne 7c22d66c17 Valve: Converted more monsters to use sound shaders! 2020-04-03 09:22:22 +02:00
Marco Cawthorne 45c18f6a7f Valve: Skill system now affects the weapons as it should. Didn't do it on
the ones that need a lot more work.
2020-04-03 09:11:08 +02:00
Marco Cawthorne c113cc1994 Valve: Fixed WEAPON_HANDGRENADE bounce sound 2020-04-02 23:44:28 +02:00
Marco Cawthorne 2ceb72c9e4 Valve: Make most weapons use sound shader definition scripts. 2020-04-02 23:39:27 +02:00
Marco Cawthorne 4f44d96be9 Pulled over Sound-Shader code from TW. We'll use this soon over hard-coded
sounds.
2020-04-02 22:43:37 +02:00
Marco Cawthorne 47f8e41185 Gearbox: ammo_spore should behave like it is meant to. WEAPON_SPORELAUNCHER
got some changes to support its alt-fire and yellow blood decals on impact
2020-04-02 22:42:30 +02:00
Marco Cawthorne 79ddd3228c PMove: Player gets pulled at a different speed than we may have thought. 2020-04-02 22:40:49 +02:00
Marco Cawthorne 24f2d9d824 Gearbox: Added cl_tonguemode cvar for WEAPON_GRAPPLE and adjusted
speeds. We're kinda winging it but the timings should be O.K.
2020-04-02 22:39:57 +02:00
Marco Cawthorne 18fe40f2e0 More cleanup/shoving around of decal code, improved infodecal by adding
its Trigger() method
2020-04-02 06:23:18 +02:00
Marco Cawthorne c03f3fce72 Spawn a bit fewer particles on blood bits 2020-04-01 22:10:49 +02:00
Marco Cawthorne ec819cf4e4 Shuffled a lot of Decal code around so gibs can now spawn blood, etc. 2020-04-01 20:55:05 +02:00
Marco Cawthorne 54e982bc14 More work done on monstermaker in the gs-entbase. Needs a lot of testing.
Finally precaching player-models.
Fixed some crosshair arrangements in Opfor.
2020-04-01 20:10:31 +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 db8c10eeac Valve: Fixed WEAPON_TRIPMINE and WEAPON_SNARK and tweaked some player
animation stuff
2020-04-01 16:00:00 +02:00
Marco Cawthorne 94e4d80e39 Valve: Give WEAPON_RPG some punch when firing 2020-04-01 12:23:52 +02:00
Marco Cawthorne 197b373335 Fixed some more prints to be cvar developer 1 only. 2020-03-31 09:28:40 +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 80075fc267 Decals: No longer fullbright. 2020-03-30 11:56:09 +02:00
Marco Cawthorne d9b2c9984a Simplified decal shader code. 2020-03-29 21:40:35 +02:00
Marco Cawthorne af240cb262 Valve: Added fast-beam spawnflag for WEAPON_TRIPMINE 2020-03-29 21:40:04 +02:00
Marco Cawthorne 9442a597fa moved sprite.cpp into gs-entbase/client/env_sprite.cpp 2020-03-28 11:43:08 +01:00
Marco Cawthorne f66792ef49 Comitting the new cstrike-branch stuff so far, it's very little but a
step in the right direction. The old (regressed) codebase is now in
cstrike.old.
2020-03-28 10:56:52 +01:00
Marco Cawthorne 82d9027873 Added support for chaptertitle worldspawn key.
Valve: Added monster_snark and monster_tripmine. Although they don't work
as such fully yet.
Pain/Death are properly part of the player class.
Added own music track networking so we can skip the looping business,
which is currently broken in the engine.
Shoved some gamerule specific stuff around so there's more shared code
between the mods.
2020-03-26 23:07:13 +01:00
Marco Cawthorne ad713d2f7e Valve: Document more monster sounds etc. 2020-03-26 17:17:44 +01:00
Marco Cawthorne bb4012b75f Added float(string)Skill_GetValue so we can properly support variable skill
settings.
2020-03-26 08:13:23 +01:00
Marco Cawthorne 2bb8bd00cf Moved Death and Pain methods into CBaseEntity. 2020-03-25 22:35:05 +01:00
Marco Cawthorne 80d06e7dcd Cleaned up warnings. 2020-03-25 17:42:36 +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 66b629b83a Valve: Basic weapon pickup notification, cl_autoweaponswitch 2020-03-24 16:20:58 +01:00