nuclide/src/gs-entbase
Marco Cawthorne e79a2e9c2e
NSMonster: Add method bool CanCrouch(). Monsters will then attempt to crouch.
SoundDefs: Add support for distshader on Sound_PlayAt() calls.
2022-04-10 07:01:14 -07:00
..
client Client: Make sure glow effects are rendered after other entities and camera manipulation. 2022-04-08 18:15:18 -07:00
server Client: Add cvar: v_muzzledlight 2022-04-08 14:20:49 -07:00
shared NSMonster: Add method bool CanCrouch(). Monsters will then attempt to crouch. 2022-04-10 07:01:14 -07:00
README Update gs-entbase README 2020-06-12 16:30:09 +02:00
baseentity.h NSRenderableEntity: Add RenderFX RFX_GLOWSHELL2, which is the same as RFX_GLOWSHELL, but 2022-04-06 19:32:46 -07:00
client.src func_smokevolume: Initial implementation 2022-04-04 10:16:49 -07:00
decals.h My name has changed, so an update to the copyright to reflect it. 2022-03-11 11:40:43 -08:00
server.src NSEntity: Added new methods based on GMod's API. More to follow. 2022-04-02 00:10:25 -07:00
shared.src env_fog_controller: Initial implementation. Fully shared entity, tested on 2022-03-23 11:05:35 -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