nuclide/src/gs-entbase
Marco Cawthorne 29a1bea943
Misc consistency cleanups
2022-11-22 22:37:07 -08:00
..
client Clean up some areas where float logic happens to prepare for the compiler flag 'assumeint' 2022-08-10 16:15:44 -07:00
server func_breakable: use BreakModel_Spawn instead of FX_BreakModel. 2022-11-11 15:04:33 -08:00
shared Misc consistency cleanups 2022-11-22 22:37:07 -08:00
README Update gs-entbase README 2020-06-12 16:30:09 +02:00
client.src Get rid of src/gs-entbase/baseentity.h 2022-07-20 16:33:52 -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 func_vehicle: Make it shared/predicted. The smoothest it's ever been! 2022-08-28 09:20:34 -07:00
shared.src Make games buildable again, caused by renaming Spraylogo and GameRules classes/files. 2022-10-14 15:49:59 -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