nuclide/src/gs-entbase
Marco Cawthorne 66b09de431
Big commit fixing many regressions since crunch hit. env_sprite has been reworked.
multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode.
Remove GS_RENDERFX option. Too many entities rely on its functionality anyway.
Fixed some rendermode behaviour - ladders will no longer be visible.
You can now see the playermodel (and no longer the viewmodel) in mirrors.
Fixed a lot of warnings.
2022-07-07 09:10:14 -07:00
..
client Big commit fixing many regressions since crunch hit. env_sprite has been reworked. 2022-07-07 09:10:14 -07:00
server Big commit fixing many regressions since crunch hit. env_sprite has been reworked. 2022-07-07 09:10:14 -07:00
shared Big commit fixing many regressions since crunch hit. env_sprite has been reworked. 2022-07-07 09:10:14 -07:00
README Update gs-entbase README 2020-06-12 16:30:09 +02:00
baseentity.h Big commit fixing many regressions since crunch hit. env_sprite has been reworked. 2022-07-07 09:10:14 -07:00
client.src Big commit fixing many regressions since crunch hit. env_sprite has been reworked. 2022-07-07 09:10:14 -07:00
decals.h Big commit fixing many regressions since crunch hit. env_sprite has been reworked. 2022-07-07 09:10:14 -07:00
server.src Big commit fixing many regressions since crunch hit. env_sprite has been reworked. 2022-07-07 09:10:14 -07:00
shared.src Big commit fixing many regressions since crunch hit. env_sprite has been reworked. 2022-07-07 09:10:14 -07:00

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