Commit Graph

423 Commits

Author SHA1 Message Date
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
Marco Cawthorne 223d740448 Effect_Blood can now take 'color' as a parameter. Also added some basic
trails which will be shoved into the client-side asap.
2020-03-24 11:20:21 +01:00
Marco Cawthorne bc5fcf6913 Valve: WEAPON_EGON gets something something idle animations. 2020-03-24 11:19:24 +01:00
Marco Cawthorne d8af659dd8 Valve: WEAPON_HANDGRENADE gets even fancier idle animations. 2020-03-24 11:19:09 +01:00
Marco Cawthorne 3a33349047 Valve: WEAPON_TRIPMINE gets fancy idle animation fixes. 2020-03-24 11:18:47 +01:00
Marco Cawthorne b736235ffd Valve: Fixed idle animation selection on WEAPON_SHOTGUN 2020-03-24 09:11:15 +01:00
Marco Cawthorne 8ceb0a54a1 Valve: Satchel and Handgrenade now play the proper bounce sounds. 2020-03-24 08:41:06 +01:00
Marco Cawthorne 50d840cd9d Valve: Tripmine death attribution is now variable 2020-03-24 08:20:43 +01:00
Marco Cawthorne f1190cd282 Fixed compiling against the latest entity-codebase 2020-03-24 07:26:49 +01:00
Marco Cawthorne 2a2df770c9 Applied Xylemon's Gunman patch 2020-03-08 11:02:17 +01:00
Marco Cawthorne 9d6611c928 Compile warning fix for Rewolf. 2020-03-03 22:45:48 +01:00
Marco Cawthorne 673cf9dbf8 Manual networking of all base-entities. This shouldn't be necessary,
but, as the engine-bug that's as old as time itself that has been
responsible for prediction being wonky has still not been fixed, I have
to do this. Maybe it'll be for worse, maybe it'll be for the better.
2020-01-16 05:43:12 +01:00
Marco Cawthorne 674432f6cb Added missing They Hunger files. 2019-12-22 23:28:39 +01:00
Marco Cawthorne cfe0094c28 - Added early Poke646 entries.
- Added missing Shock-Rifle particle file.
- Fixed monster_scientist behaviour in SciHunt that broke.
- Added parenting functionality for entities (The Wastes uses this.)
- More updates to BasePhysics. Requires plugins/bullet.
  I want to make it work with primitive physics however.
- Updated prop_rope entity. The Wastes uses this and requires an updated
  engine.
- Changed the way env_sound works. This may be more accurate.
2019-12-22 12:13:49 +01:00
Marco Cawthorne c5b0e0146f Some fixes to get FreeHL to compile without TW. 2019-11-09 02:09:17 +01:00
Marco Cawthorne 32b7791b2b Add internal support for damage types. still a few more useful ones to add
on a per-case basis.
2019-09-29 01:54:29 +02:00
Marco Cawthorne 6fea65a586 Gunman Chronicles: Basic work on weapons and their menus completed.
Some weapons and their visuals are not implemented yet.
It's a very good preview of how things are going to work though.
2019-09-22 15:41:13 +02:00
Marco Cawthorne 91d1c2250f Use the predictable input_sequence variable for some random sequences.
This will soon be replaced by a more elaborate shared random number
generator of sorts.
2019-09-17 20:46:00 +02:00
Marco Cawthorne 969b488ed6 Half-Life: Fix WEAPON_SHOTGUN ammo3 being reset every function call. 2019-09-17 03:12:14 +02:00
Marco Cawthorne e2fc274b70 Half-Life: Fix WEAPON_TRIPMINE ammo check, which falsely checks for a_ammo1
on the client-side instead of a_ammo2.
2019-09-17 03:04:02 +02:00
Marco Cawthorne 0e74b8f536 Wipe a_ammoX variables when switching to a new weapon, to make sure
they don't get carried over from another one.
2019-09-17 02:59:27 +02:00
Marco Cawthorne 18fda226f6 Updated Damage_Apply and TraceAttack functions to cache which weapon was
used to attack.

Also a few more weapon fixes. When will it ever be done???
2019-09-17 02:29:00 +02:00
Marco Cawthorne f5e46fa15f Opposing Force: Fix WEAPON_PENGUINs infinite recursion, tweak ammo and icon 2019-09-16 09:30:33 +02:00
Marco Cawthorne 7a4b4a5a7d Half-Life: WEAPON_GAUSS a_ammo3 behaviour being overwritten fixed. 2019-09-16 09:29:55 +02:00
Marco Cawthorne a4b04e4d40 Opposing Force: WEAPON_SPORELAUNCHER's reloading now works as expected. 2019-09-16 09:29:32 +02:00
Marco Cawthorne 25be163965 Half-Life: Fix a_ammo3 references being overwritten in WEAPON_HANDGRENADE 2019-09-16 09:29:03 +02:00
Marco Cawthorne 8f9ae9c3bb Half-Life: Make WEAPON_RPG's laser toggable 2019-09-16 09:27:38 +02:00
Marco Cawthorne ac8b3d4480 Opposing Force: Nerf the whole idea that WEAPON_M249 can help make
you fly for a bit. mmkay.
2019-09-16 08:13:59 +02:00
Marco Cawthorne 577bd0bd19 Opposing Force: Get WEAPON_GRAPPLE mostly right. Needs testing on MP. 2019-09-15 23:57:03 +02:00
Marco Cawthorne f73a843ec0 Opposing Force: Initial implementation of WEAPON_DISPLACER. 2019-09-15 23:56:31 +02:00
Marco Cawthorne 369faa60cf Opposing Force: Tweak reload timers to avoid the hold-down-primary bug. 2019-09-15 23:56:02 +02:00
Marco Cawthorne 8985a8f373 Added ammo culling for Half-Life 2019-09-15 23:55:18 +02:00
Marco Cawthorne 5956041ef7 Half-Life: WEAPON_PYTHON received some polish, fixes and idle
animation updates.
2019-09-15 10:20:50 +02:00
Marco Cawthorne afe9e2b9d7 Half-Life: WEAPON_MP5 got some sweet more fixes as well. 2019-09-15 10:16:52 +02:00
Marco Cawthorne 52e1f6f5ff Half-Life: WEAPON_GLOCK received more polish also. 2019-09-15 10:15:18 +02:00
Marco Cawthorne 37a9e62273 Half-Life: WEAPON_CROSSBOW received more polish and fixes. 2019-09-15 10:13:56 +02:00
Marco Cawthorne 609031080e Call weapon.updateammo() from now on after each primary/secondary/reload
function.
2019-09-15 10:13:10 +02:00
Marco Cawthorne aa5dac4e01 Half-Life: Bring WEAPON_GLOCK a bit more polished with more accurate
weapon idle animation timers.
2019-09-15 08:38:52 +02:00
Marco Cawthorne 493a1d01bb Half-Life: WEAPON_HORNETGUN's idle timer changed so that animations cycle
once we're done recharging. This makes it a whole lot easier to deal with.
2019-09-15 08:23:34 +02:00
Marco Cawthorne da9dfdc0df Removing AMMO_ references. Those are unused. 2019-09-14 11:53:09 +02:00
Marco Cawthorne c46a49261c Redid weapon pickup logic for the weapon API. 2019-09-13 07:22:17 +02:00
Marco Cawthorne 3265f76fb2 Opposing Force: WEAPON_GRAPPLE prototype to play around with. 2019-09-12 13:15:04 +02:00
Marco Cawthorne 82fdf44402 Opposing Force: More polish to WEAPON_EAGLE. 2019-09-12 11:12:35 +02:00
Marco Cawthorne fcc9643190 More tweaks for both Half-Life and Opposing Force weapons and behaviour.
Also added Gunman stubs.
2019-09-12 09:12:12 +02:00
Marco Cawthorne 0952fc197c Opposing Force: Tweak WEAPON_EAGLE firing rate for the laser mode, fix that the
laser is being reset upon walking over someone dirty ammo
2019-09-12 07:18:30 +02:00
Marco Cawthorne bf5c78fab2 Opposing Force: Initial commit of weapons.
Includes some networking fixes so we can actually use 32bits of items.
That's what these mods are good for - testing the infrastructure.
2019-09-12 01:20:03 +02:00
Marco Cawthorne 57d513eae8 Half-Life: Make WEAPON_PYTHON play the reload sound. 2019-09-11 13:06:19 +02:00
Marco Cawthorne 47aa2ea12a Team Fortress: Tweak wrench animations to actually fit. 2019-09-11 09:08:19 +02:00
Marco Cawthorne 94b0b5acc5 Team Fortress: Initial commit. Rough framework for the weapons, build
scripts, etc.
2019-09-11 08:45:41 +02:00
Marco Cawthorne 2278daf727 Remove ITEM_HEALTHKIT and ITEM_BATTERY g_items bitflags.
No point in allocating bits for one-time pickup items.
I must have been asleep or something.
2019-09-09 19:00:06 +02:00
Marco Cawthorne 9feedd1f04 Cleaned up some names used in prediction. 2019-09-09 18:57:46 +02:00
Marco Cawthorne e64bc2ca8e Networking: Make sure level transitions don't miss player entity setup
packets
2019-09-08 12:59:17 +02:00
Marco Cawthorne 875dc52c96 Networking: Add keepalive packet for players, so that prediction doesn't break. 2019-09-08 12:17:46 +02:00
Marco Cawthorne 4da3cf5079 Prediction: Roll back .viewzoom, as that was forgotten about before. 2019-09-08 12:16:27 +02:00
Marco Cawthorne 3112040047 old_viewofs should really be a float.
Made PlayerDisconnect SendFlag more explicit.
2019-09-07 21:09:18 +02:00
Marco Cawthorne 44479cd637 Networking improvements. Make player entities and NPC networking
conditional. Only changed fields are networked. This is because the overall
design seems mature enough.
2019-09-07 21:01:05 +02:00
Marco Cawthorne 31750420be Remove/Fix sounds that were named wrong or missing. 2019-09-07 08:39:28 +02:00
Marco Cawthorne 63d91bb40e HL/SH: Make the ammo type icon affected by the ammo2/3 alpha 2019-09-07 07:47:11 +02:00
Marco Cawthorne 137a44dac4 Cleaned up spraylogo.cpp a bit. 2019-09-07 06:21:27 +02:00
Marco Cawthorne 27707e37b6 Move things from the root src/ dir into the src/shared folder, as that
makes the most sense.
2019-09-07 05:50:44 +02:00
Marco Cawthorne f4ced97ad0 Started documenting map entities via QUAKED style comments.
Use the mk_mapdef.sh script to generate a radiant compatible entities.def
file.
2019-09-07 05:37:06 +02:00
Marco Cawthorne 98e7bdef03 Spraylogos: Illuminate them with getlight() 2019-09-05 18:11:01 +02:00
Marco Cawthorne 396e811850 Scientist Hunt: Fixed weapon kill icon info. 2019-09-05 04:47:43 +02:00
Marco Cawthorne 5aa167d4af Added graphical obituaries for HL/SH.
The way the weapon is chosen is not yet final. I'm just tired and don't
feel like engineering the damage stuff right now.
2019-09-04 18:11:55 +02:00
Marco Cawthorne 53a12821e1 Cleaned up the damage routines to prepare for a bunch of new changes
related to obituaries etc.

Also added support for headshots. Right now they'll explode scientists'
heads so that's hilarious.
2019-09-04 10:38:39 +02:00
Marco Cawthorne 9f68bc97e1 Scientist Hunt: Tweak the chainsaw for a bit animation wise. 2019-09-04 04:40:05 +02:00
Marco Cawthorne 0841eb65f0 Scientist Hunt: Set the double barrel muzzle flash. 2019-09-04 04:39:46 +02:00
Marco Cawthorne bc4bd0580d Scientist Hunt: Tweak the Hammer to not violate our precious ears 2019-09-04 04:39:16 +02:00
Marco Cawthorne 50c1aced6e Handle muzzleflashes differently.
Originally I thought that the model event calls would decide which
muzzleflash to use. It WORKED close enough for CS afterall. It turns out
that the numbers must relate to size or something else which I have yet
to figure out. Either way this unbreaks muzzleflashes in Half-Life and soon
when I port the weapons from CS' system over to the predicted weapon system
from FreeHL, they'll get it too.
2019-09-04 03:57:06 +02:00
Marco Cawthorne b70eb4b7ce Counter-Strike: Bring back the scoreboard, as it wasn't interactive anyway. Maybe in the future there will be some fancy VGUI version. 2019-09-03 04:58:49 +02:00
Marco Cawthorne 978a0dd865 Added initial func_guntarget and trigger_autosave. 2019-09-01 22:39:56 +02:00
Marco Cawthorne a6c53e9a7c vid_reload/restart will now refresh decal shaders. 2019-09-01 04:52:49 +02:00
Marco Cawthorne 0456322d28 Removed cstrike's player.cpp as it's unused. 2019-09-01 04:38:35 +02:00
Marco Cawthorne b604077d0b Renamed /Source to /src 2019-09-01 04:35:37 +02:00