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
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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
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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
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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
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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
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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.
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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:
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- 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
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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:
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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
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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.
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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.
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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
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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
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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
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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
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sounds.
2020-04-02 22:43:37 +02:00
Marco Cawthorne
47f8e41185
Gearbox: ammo_spore should behave like it is meant to. WEAPON_SPORELAUNCHER
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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
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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
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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.
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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
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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
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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
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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.
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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
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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:
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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