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
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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
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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,
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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
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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
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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
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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.
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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
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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
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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.
...
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
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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
...
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
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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
Marco Cawthorne
223d740448
Effect_Blood can now take 'color' as a parameter. Also added some basic
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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.
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- 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
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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.
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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.
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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
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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
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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
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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
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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
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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
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function.
2019-09-15 10:13:10 +02:00
Marco Cawthorne
aa5dac4e01
Half-Life: Bring WEAPON_GLOCK a bit more polished with more accurate
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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
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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.
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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
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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.
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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
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scripts, etc.
2019-09-11 08:45:41 +02:00
Marco Cawthorne
2278daf727
Remove ITEM_HEALTHKIT and ITEM_BATTERY g_items bitflags.
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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
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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.
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Made PlayerDisconnect SendFlag more explicit.
2019-09-07 21:09:18 +02:00
Marco Cawthorne
44479cd637
Networking improvements. Make player entities and NPC networking
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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
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makes the most sense.
2019-09-07 05:50:44 +02:00
Marco Cawthorne
f4ced97ad0
Started documenting map entities via QUAKED style comments.
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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.
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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
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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.
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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