nuclide/src/gs-entbase
Marco Cawthorne a7e1b3cfd9 scripted_sequence: Skip state check when forcing a .Trigger 2020-09-10 20:28:48 +02:00
..
client CBaseEntity/CBaseMonster: Add support for server-side model events. This enables models, as they sometimes do, to actually trigger entities in the world and much more. There's seperation between client-side and server-side events as well. 2020-09-10 10:34:14 +02:00
server scripted_sequence: Skip state check when forcing a .Trigger 2020-09-10 20:28:48 +02:00
shared Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly. 2020-09-09 01:56:46 +02:00
README Update gs-entbase README 2020-06-12 16:30:09 +02:00
baseentity.h CBaseEntity: Added support for the 'scale' field in the rendering, also made the codebase use the builtin target/targetname 2020-09-08 22:49:35 +02:00
client.src Spring cleaning. Prepare for summer! Fixed lots of bugs too: 2020-04-12 15:50:42 +02:00
decals.h Spring cleaning. Prepare for summer! Fixed lots of bugs too: 2020-04-12 15:50:42 +02:00
materials.h Lots of commits bundled into one: 2020-04-20 06:45:14 +02:00
server.src game_player_equip: Initial implementation. 2020-09-08 03:37:08 +02:00
shared.src 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

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