nuclide/src/gs-entbase
Marco Cawthorne ff649187ee
env_sprite: Update QUAKED comment to mention 'material' key.
2024-03-24 20:12:10 -07:00
..
client infodecal: fix client-side ones always rendering. 2024-03-06 20:27:54 -08:00
server func_tracktrain: if no globalname is defined, and/or relation target is unset, don't attempt to reposition 2024-03-17 22:56:36 -07:00
shared env_sprite: Update QUAKED comment to mention 'material' key. 2024-03-24 20:12:10 -07:00
README Update gs-entbase README 2020-06-12 16:30:09 +02:00
client.src PropData: read info from Source Engine .phy files 2023-10-22 23:30:31 -07:00
decals.h DecalGroups: precache decal groups up front to avoid loading and frames where decals are white/invisible. 2023-07-14 18:08:29 -07:00
server.src func_tracktrain: Lots of improvements across the board. Enjoy c0a0-c0a0e! 2024-02-13 22:51:36 -08:00
shared.src func_tracktrain: Lots of improvements across the board. Enjoy c0a0-c0a0e! 2024-02-13 22:51:36 -08:00

README

GENERAL ENTITY CODE BASE
========================

This is part reverse-engineering effort, part innovation, in terms of reusable
and game-agnostic map-entity logic.

A lot of entities from Half-Life and Source Engine based titles are implemented.
Those are made possible through the documentation efforts of twhl.info
and a lot of trial and error. A lot of mods and custom maps have been used to
make sure this is as compatible as can be. It's always improving.

Others objects I have come up with on my own for the projects.

A few warnings to the uneducated:
If you're planning on merging or using any of this code in combination with the
original Half-Life SDK, you're violating the Half-Life SDK License Agreement.

Thanks to Spike for FTEQCC's advanced features and his engine, FTEQW, that makes
FreeCS and other projects even possible.

Marco 'eukara' Hladik