nuclide/src/gs-entbase/server
Marco Cawthorne a7e1b3cfd9 scripted_sequence: Skip state check when forcing a .Trigger 2020-09-10 20:28:48 +02:00
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ambient_generic.cpp 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
baseentity.cpp 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
baseentity.h 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
basemonster.cpp scripted_sequence: Further fixes involving changing of trigger-targets mid triggering. 2020-09-10 20:24:51 +02:00
basenpc.cpp 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
basephysics.cpp 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
basetrigger.cpp 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
basevehicle.cpp Add func_tank, func_tankmortar and generally faff about with input code. 2020-09-04 21:28:06 +02:00
button_target.cpp Removed obsolete parameter from Death() and Pain(), as those are now residing in globals. 2020-08-31 10:56:31 +02:00
cycler.cpp Removed obsolete parameter from Death() and Pain(), as those are now residing in globals. 2020-08-31 10:56:31 +02:00
cycler_sprite.cpp Add get/set methods for rendermodes so we can issue network-updates 2020-04-22 20:33:15 +02:00
defs.h 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
env_beam.cpp Spring cleaning. Prepare for summer! Fixed lots of bugs too: 2020-04-12 15:50:42 +02:00
env_beverage.cpp 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
env_explosion.cpp 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
env_fade.cpp 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
env_fog_controller.cpp Renamed /Source to /src 2019-09-01 04:35:37 +02:00
env_global.cpp 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
env_laser.cpp 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
env_message.cpp 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
env_render.cpp 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
env_shake.cpp 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
env_shooter.cpp 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
env_spark.cpp env_spark: Use sound shaders instead of hard-coding sfx paths. 2020-09-09 21:29:29 +02:00
env_sprite.cpp 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
func_breakable.cpp func_breakable: Use sound shaders for impact sounds. 2020-09-10 05:35:52 +02:00
func_button.cpp func_button: Sound shader support, yee. Also cut down on some unnecessary code. 2020-09-10 06:02:08 +02:00
func_conveyor.cpp 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
func_door.cpp func_button: Sound shader support, yee. Also cut down on some unnecessary code. 2020-09-10 06:02:08 +02:00
func_door_rotating.cpp func_button: Sound shader support, yee. Also cut down on some unnecessary code. 2020-09-10 06:02:08 +02:00
func_guntarget.cpp 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
func_healthcharger.cpp 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
func_illusionary.cpp 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
func_ladder.cpp CBaseEntity: Got rid of all the net_ attributes (except origin, angles) 2020-04-22 23:33:18 +02:00
func_lod.cpp 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
func_mortar_field.cpp 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
func_pendulum.cpp 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
func_physbox_multiplayer.cpp 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
func_plat.cpp 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
func_pushable.cpp Spring cleaning. Prepare for summer! Fixed lots of bugs too: 2020-04-12 15:50:42 +02:00
func_recharge.cpp 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
func_rot_button.cpp 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
func_rotating.cpp 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
func_tank.cpp Cleaned up misc warnings. 2020-09-09 08:05:34 +02:00
func_tankcontrols.cpp Cleaned up misc warnings. 2020-09-09 08:05:34 +02:00
func_tankmortar.cpp Cleaned up misc warnings. 2020-09-09 08:05:34 +02:00
func_tracktrain.cpp Cleaned up misc warnings. 2020-09-09 08:05:34 +02:00
func_tracktraincontrols.cpp func_plat: Initial implementation. Also went over func_tracktrain (be nice) and made func_tracktraincontrols the overlord of func_vehiclecontrols - which doesn't do anything different anyway. It might one day. 2020-08-31 06:47:40 +02:00
func_train.cpp func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0. 2020-09-10 07:00:28 +02:00
func_vehicle.cpp Cleaned up misc warnings. 2020-09-09 08:05:34 +02:00
func_vehiclecontrols.cpp func_plat: Initial implementation. Also went over func_tracktrain (be nice) and made func_tracktraincontrols the overlord of func_vehiclecontrols - which doesn't do anything different anyway. It might one day. 2020-08-31 06:47:40 +02:00
func_wall.cpp func_wall: Fix networking of the frame/texture attribute 2020-09-10 14:57:40 +02:00
func_wall_toggle.cpp CBaseTrigger/s: Overhauled the system to keep proper track of its activators. This was important in some mods who'd e.g. call a trigger_camera over longer periods of time and expected to target the same player as before as part of a multi_manager. 2020-08-10 12:32:18 +02:00
game_player_equip.cpp 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
game_text.cpp 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
gibshooter.cpp 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
info_intermission.cpp Add func_tank, func_tankmortar and generally faff about with input code. 2020-09-04 21:28:06 +02:00
info_notnull.cpp Seperated info_null and info_notnull into their own files. People can enable a flag that'll warn about info_null's being used in the maps, etc. 2020-08-29 03:15:43 +02:00
info_null.cpp 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
infodecal.cpp 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
item_food.cpp CBaseEntity: Got rid of all the net_ attributes (except origin, angles) 2020-04-22 23:33:18 +02:00
light.cpp 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
momentary_door.cpp 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
momentary_rot_button.cpp 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
momentarybase.cpp func_mortar_field: Initial implementation. Controlled targeting seems to work accurately on sh_hdslaughterlands 2020-09-05 08:54:23 +02:00
monster_furniture.cpp monster_furniture: changed parent class, because Gunman uses scripted sequences on monster_furnitures. 2020-08-28 19:12:45 +02:00
monster_generic.cpp Mark monster_furniture, monster_generic and monstermaker as MULTIPLAYER available 2020-06-25 11:05:28 +02:00
monstermaker.cpp 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
multi_manager.cpp Cleaned up misc warnings. 2020-09-09 08:05:34 +02:00
multisource.cpp 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
path_corner.cpp func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0. 2020-09-10 07:00:28 +02:00
path_track.cpp update copyright dates because I've been forgetting all year. 2020-04-07 14:46:23 +02:00
player_loadsaved.cpp 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
player_weaponstrip.cpp CBaseTrigger/s: Overhauled the system to keep proper track of its activators. This was important in some mods who'd e.g. call a trigger_camera over longer periods of time and expected to target the same player as before as part of a multi_manager. 2020-08-10 12:32:18 +02:00
random_speaker.cpp 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
random_trigger.cpp 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
scripted_sentence.cpp Sentences: Force them to be read in uppercased. 2020-09-10 19:28:36 +02:00
scripted_sequence.cpp scripted_sequence: Skip state check when forcing a .Trigger 2020-09-10 20:28:48 +02:00
speaker.cpp 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
stubs.cpp Add func_tank, func_tankmortar and generally faff about with input code. 2020-09-04 21:28:06 +02:00
targ_speaker.cpp 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
target_cdaudio.cpp 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
trigger_auto.cpp 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
trigger_autosave.cpp 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
trigger_camera.cpp 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
trigger_cdaudio.cpp 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
trigger_changelevel.cpp trigger_changelevel: ...aaand another one. I need sleep 2020-09-09 02:23:43 +02:00
trigger_changetarget.cpp 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
trigger_counter.cpp 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
trigger_endsection.cpp trigger_endsection: Add support for the 'master' key 2020-08-28 22:38:48 +02:00
trigger_hurt.cpp 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
trigger_look.cpp 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
trigger_multiple.cpp 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
trigger_once.cpp 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
trigger_playerfreeze.cpp trigger_playerfreeze: Initial implementation. This entity is used in Opposing Force/Blue Shift to freeze players, like in the drill sergeant intro. Works fine in the maps that use it. 2020-08-28 22:36:56 +02:00
trigger_push.cpp 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
trigger_relay.cpp 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
trigger_teleport.cpp 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
trigger_transition.cpp CBaseEntity: Got rid of all the net_ attributes (except origin, angles) 2020-04-22 23:33:18 +02:00