51e9a7d851
Shared: WEAPON_PYTHON, WEAPON_EGON, WEAPON_GAUSS, WEAPON_MP5, WEAPON_SHOTGUN and WEAPON_SNARK no longer allow for firing underwater.
2022-08-05 14:10:04 -07:00
e373af4ca5
Updated various monster code to use IsAlive() and things
2022-07-19 16:28:10 -07:00
b8f2ca446f
monster_barney: Reworking some bits to deal with the new states...
2022-07-17 00:04:35 -07:00
92c2b54ef0
Cleanup: Some CGameRules methods are now of type 'bool'
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Remove rules.qc
2022-07-16 15:09:00 -07:00
58ef5dc162
Add mp_teamplay, mp_teamlist cvars, as well as the 'chooseteam' command because guess what, we have initial teamplay support.
2022-07-14 23:18:21 -07:00
3df43be002
Remove references to pmove_water.qc
2022-07-14 21:28:27 -07:00
454da78b0c
Add missing wrappers for ammo_9mmARclip and ammo_glockclip.
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Add 'weaponbox' pickup, which may not be fully complete.
Some FX_ effects make proper use of env_sprite APIs now.
Edited default.cfg to parse skill.cfg itself.
Removed GS_RENDERFX flag in progs.src.
2022-07-07 09:13:16 -07:00
d15d83faa5
Go over all major classes to fix precaches.
2022-06-01 17:40:41 -07:00
ef43ac3f50
PMove: Define the PMOVE variables to match the WON cvar defaults.
2022-05-12 20:42:40 -07:00
bba57cb7ef
Adjust naming against upstream.
2022-05-11 12:51:12 -07:00
ee17e3b7a4
Convert all classes to use the new parent names. The old ones were marked for deprecation long ago.
2022-05-10 15:00:15 -07:00
27028a834b
Client: Make HUD_ItemNotify use a seperate cache for old health/armor/item values.
2022-05-05 21:02:41 -07:00
f33d95f731
WEAPON_CROSSBOW: leave behind a bolt whenever appropriate.
2022-05-04 09:38:15 -07:00
df942ab5a0
WEAPON_CROSSBOW: Do hitscan/traceline based shooting when zoomed in (only in multiplayer)
2022-05-03 22:55:08 -07:00
d699ac570f
WEAPON_MP5: Adjust firing rate to be closer to original HL.
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WEAPON_RPG: Start with laser enabled.
WEAPON_SHOTGUN: Force reload on empty fire.
2022-05-02 08:32:42 -07:00
7bbecdfe8f
WEAPON_MP5: Start with 50 in mag under GEARBOX.
2022-05-01 19:54:17 -07:00
78eb9a04b2
WEAPON_MP5: Randomize between the three firing animations the _right_ way
2022-05-01 19:47:05 -07:00
82557ee0b0
WEAPON_CROSSBOW & WEAPON_PYTHON: Undo zoom upon reload.
2022-05-01 19:14:11 -07:00
f238fd41e4
Client: Tweaks to the crosshairs by Theuaredead`
2022-05-01 18:51:44 -07:00
3077b70734
WEAPON_CROSSBOW: Don't allow explosive bolts in singleplayer.
2022-05-01 16:47:59 -07:00
39471c1fb7
item_suit: Tweak SetSize() call and do DropToFloor()
2022-05-01 16:47:27 -07:00
f61311cb32
item_battery: disable pickup when ITEM_SUIT isn't present
2022-05-01 15:56:43 -07:00
8fad0d7dc1
WEAPON_TRIPMINE: Wiggle with SetBody and SetFrame on the pickup a bit.
2022-04-26 21:03:32 -07:00
fef95603e7
Clean up some of the monster code, document and simplify viewmodel bob code.
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Just general cleanups.
2022-04-26 11:23:21 -07:00
440f67d349
Server: unreference player.h
2022-04-25 13:35:26 -07:00
d39a8f1c0b
Gamerules: Fix dead flag in multiplayer.
2022-04-24 16:54:13 -07:00
98a7151ab2
FX_Blood: Work on this effect a bit more to make it look like the real HL
2022-04-23 22:36:01 -07:00
4cda2628e6
Extend FX_GibHuman with a dir (euler) and force parameter.
2022-04-05 20:46:11 -07:00
fdd706526f
Various changes to enable use of the new Touch(entity) method.
2022-04-03 14:06:23 -07:00
d1962767b4
Rebased against the latest Nuclide commit.
2022-03-15 19:34:26 -07:00
2979bd82f1
WEAPON_MP5: shell ejection is now done here instead of inheriting the WEAPON_GLOCK
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shell ejection. Results in mods like They Hunger also looking snazzier.
2022-03-14 12:00:22 -07:00
fd71e623f7
Fix some warnings and indentation.
2022-03-14 11:18:05 -07:00
6efa7487ee
WEAPON_MP5: Add a precache for the modelevent shell ejection sound shader,
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in case a game does not compile with w_glock.qc included.
2022-03-13 17:04:59 -07:00
0293f9a441
Update copyright information
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Remove pmodel attributes from the player class.
Sound shaders for weapon firing now call alerts to AI.
2022-03-13 16:57:51 -07:00
4f573b1571
Give all weapons an .isempty and .type definition to help the botlib AI
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a little more
2022-03-10 18:59:25 -08:00
150d5a2541
FX_Impact: Spawn water splash sprite when shooting at water volumes.
2022-03-10 18:58:40 -08:00
27c69ffecc
ClientGame_EventParse() now has returns either 0 or 1 to signal successful overrides.
2022-03-03 14:11:27 -08:00
8b55c8acef
HLMultiplayerRules: Call pl.Death() to take care of most of the work
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declaring a client dead.
2022-03-02 20:38:29 -08:00
2087fae53b
Add Xylemon's CC0-licensed material definitions file for Half-Life.
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Adding over 2100 texture property definitions to make sure bullet impacts,
foot steps etc. all do a better job.
2022-03-02 09:21:40 -08:00
a02b5a85e2
Client: Fix typo that the compiler gracefully cleaned up for us.
2022-02-23 01:17:57 -08:00
ddc7eb54c3
Client: Fix explosion sprite rendermode.
2022-02-22 12:01:55 -08:00
ea5ae651df
Clean up some warnings.
2022-02-01 13:38:01 -08:00
8edb6984cf
Client: Get rid of .pitch reference
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Shared: Tweak player animations a bit.
2022-02-01 09:45:53 -08:00
92f0844156
Creditsfont should now be marked as additive, fixes to some melee timers
...
in monster_alien_slave, monster_human_grunt and monster_zombie
2022-01-31 17:46:56 -08:00
beabae200d
Remove inclusion of gs-entbase/server/defs.h
2022-01-20 16:24:36 -08:00
b9d9a1f79a
Server: Add UnUse functionality, required for the new and updated
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momentary_rot_button.
2022-01-04 21:55:40 -08:00
8d1dbdd79c
Shared: Go over the weapon pickup logic for all the weapons to ensure
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we guarantee new pickups properly.
2022-01-03 16:45:24 -08:00
f53f854819
Move in all the sound shader definitions from Nuclide's base, just with
...
Half-Life specific paths.
2021-12-30 13:16:39 -08:00
ad7b2a0586
Client: Add hack to make ammo notifications for WEAPON_HORNET only appear
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when under a certain condition.
2021-12-17 21:51:59 -08:00
3117e979d6
Client: Add damage and item pickup notifications to the HUD. This is the
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last stretch of the HUD stuff (now we only need the tracktrain UI!)
2021-12-17 18:22:02 -08:00
2f8bdaa32b
Client: Handle ammo notifications for GEARBOX, ifdefd
2021-12-16 17:19:31 -08:00
f1fdad0bb7
Client: Added ammo pickup notifications, fix some impact effect assignments
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and change the fadeout time on weapon pickup notifications.
2021-12-16 15:39:11 -08:00
000fb34006
Update call to FX_Corpse_Spawn
2021-12-13 12:57:10 -08:00
e0c66406d9
Make use of FX_Corpse from Nuclide Base to handle body que corpses.
2021-12-13 11:48:33 -08:00
b5950c5491
Multiplayer rules: Don't respect fraglimit cvar if it ain't set.
2021-12-13 10:38:29 -08:00
626a9d5461
Shared: ITEM_LONGJUMP fix where I forgot to call makevectors before
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calculating the jump dir.
2021-12-13 10:36:55 -08:00
77a4d1b388
mp_fraglimit and mp_timelimit are now aliases to the original Quake cvars
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to avoid confusion from anyone wondering why there's two of them
2021-12-12 21:04:15 -08:00
dd4a063fd0
Unbreak WEAPON_SNARK and WEAPON_TRIPMINE that broke during a recent
...
refactor of the base monster class.
2021-12-12 20:50:29 -08:00
06af7f9e33
Use Font_GetID() in the places where drawfont is used.
2021-11-04 22:49:53 +01:00
065bbcd339
Shared: Add Save/Restore function to our player class for working saves.
2021-10-28 04:29:39 +02:00
44a90e3bcf
Move the damage indicator drawing/caching code into the client module
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here from Nuclide-SDK.
2021-10-21 23:32:01 +02:00
954867b435
Remove deprecated EV_CHAT_VOX. Change monster_gman to NSTalkMonster.
2021-10-20 01:20:11 +02:00
dae98790e5
Insert muzzleflash precaches from Nuclide into ClientGame_RendererRestart
2021-10-06 22:01:30 +02:00
149693c735
Delete some junk left-over lines in some decorative NPCs
2021-09-30 23:32:07 +02:00
9b838f9898
PMove: Adjust jumpheight. Since we removed airstepping, jumps have become
...
harder. This should be approximately close to the original.
2021-09-22 21:09:35 +02:00
0c9811d3e3
Gamerules: Disable monster spawning in multiplayer, also fix draw being
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called when the weapon is already selected.
2021-09-18 01:33:26 +02:00
e3dae1cc73
WEAPON_TRIPMINE: Remove old debug print
2021-09-16 19:26:06 +02:00
287e4045de
FX_GaussBeam: Remove old debug print
2021-09-16 19:22:28 +02:00
8cccf020e5
PMove: Set standard airstepheight to 0
2021-09-16 17:51:32 +02:00
ca2c886d8e
WEAPON_GAUSS: Fix missing ammo deduction for primary fire, add a decal
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for first-impact under high-energy mode.
2021-09-16 17:50:47 +02:00
c8a493fb00
Use GetSpawnX() methods instead of peeking into some attribute that
...
may change.
2021-09-16 17:36:03 +02:00
fb11cb5f8f
Remove the timer hacks I did when I was figuring out the timing
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problem
2021-09-15 22:59:53 +02:00
3c040996c7
Remove input_sequence definition.
2021-09-15 22:45:46 +02:00
724caae659
monster_scientist: Don't do pain sound when we're already dead.
2021-09-12 00:20:09 +02:00
aa58233974
Spawns: Use setorigin_safe()
2021-09-12 00:13:49 +02:00
bd84d76685
Animation jitter fix for players.
2021-09-08 20:16:32 +02:00
8535399f7b
Update WEAPON_EGON to work with .predraw instead of CBaseFX (deprecated)
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which will allow for streamlined weapon visuals for first and thirdperson
modes.
2021-09-02 09:40:47 +02:00
84b8e583ca
WEAPON_EGON: Fix jerky animation on idle.
2021-08-29 23:01:19 +02:00
7f9f3c7d9a
Tweak reload-timers in case we got a race condition between think and
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input.
2021-08-29 20:01:58 +02:00
8d1f3d8412
HUD: Make armor display appear from bottom to top.
2021-08-29 19:43:09 +02:00
280484600d
#ifdef out the GAUSS beam to VALVE so other mods compile better.
2021-08-29 18:28:49 +02:00
4635b900c6
WEAPON_EGON: Make the beam visible across the network.
2021-08-29 18:23:52 +02:00
94523a060f
Clean leftover reference of TRAIL_GAUSSBEAM
2021-08-29 17:53:40 +02:00
24d7388580
WEAPON_GAUSS: More work towards the visual stuff this weapon offers by
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fixing beams and things.
2021-08-29 17:45:33 +02:00
4f8c9ff3db
Menu: Enable model preview.
...
Gamerules: Remove redundant game-rule check.
2021-08-29 13:26:37 +02:00
8fb85a9b1e
Menu-FN needs a higher FTE requirement to compile now
2021-08-12 12:37:25 +02:00
5d44660dfa
Gamerules: ifdef the VALVE specific bits.
2021-08-01 11:21:58 +02:00
c45b7e2b62
Gamerules: Fraglimit now being respected, also registering mp_timelimit and
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mp_fraglimit officially.
2021-08-01 11:01:54 +02:00
ed71d7a97a
Add decoupled viewmodel effects
2021-08-01 08:54:52 +02:00
4278d1fd61
Tweak the explosion effect to be a bit bigger, with sparks and stuff
2021-07-19 13:43:25 +02:00
fdb258af2e
Run Physics_Run() directly instead of PMove_Run(), which will be removed
...
eventually.
2021-06-18 09:27:27 +02:00
8f051dd406
Updated the game-specific PMove code to be part of our player class
2021-06-08 15:31:21 +02:00
a2602bb131
Fix for WEAPON_GAUSS not displaying the draw animation
2021-05-29 12:46:32 +02:00
6484cf0ff9
Compile a menu.dat for FreeHL with GAME_DIR set to "valve"
2021-05-28 19:36:21 +02:00
d7293c8871
Client: Separate flashlight code from player.qc.
2021-05-22 20:36:55 +02:00
66e375f117
item_weaponbox: Support for GEARBOX ammo types
2021-05-22 20:26:53 +02:00
f9aa283592
Weapons: Add weapon reload timers.
2021-05-22 16:41:21 +02:00
4c4be5946c
Gamerules: When the player dies, the WEAPON_SATCHEL items will detonate
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with him.
2021-05-22 16:41:07 +02:00
0116364803
item_weaponbox: Don't include ITEM_SATCHEL if ammo_satchels is 0, same for other throw and
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placement weapons.
2021-05-22 16:40:07 +02:00
692b0eb214
Add support for cl_himodels.
2021-05-20 22:59:49 +02:00
243b3f29bc
Add support for top/bottom color on players and viewmodels.
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Added weapon weights values (thanks scripts/weapons_?.txt from HL:S)
2021-05-20 16:04:11 +02:00
7290c631d8
Use PMove_SetSize() to get accurate bbox info.
2021-05-16 23:12:30 +02:00
7723261567
Fix that dead but spectating team members don't show up in the scoreboard.
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Spectators already are team 0, so they wouldn't be queried here anyway!
2021-05-12 15:48:19 +02:00
67191ac794
WEAPON_SHOTGUN its reload sequence can now be interrupted by either primary or secondary fire
2021-05-10 13:39:32 +02:00
061ea05c05
Fix precache warnings for some client-side shells. Not exactly necessary
...
but pleases the compiler.
2021-05-10 13:25:57 +02:00
8878715c85
Update Animation_TimerUpdate to conform with upstream Nuclide.
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Make player models run timers at the end of every predraw to ensure smooth
animation.
2021-05-10 12:24:00 +02:00
dc378c688b
Use Base its damage.qc instead of FreeHL its. Go over the BloodFX to limit
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the amount of decals one blood drop spawns. Make it so that Snarks can be
shot.
2021-05-10 11:35:48 +02:00
f43ad5d661
Shared: Inherit weapon_common from Nuclide's base game
2021-05-10 08:16:22 +02:00
ced4cb5bf8
Simplify prediction code with the help from upstream changes.
2021-05-08 17:45:58 +02:00
4dd9923a05
kill some old/unused enumerations. we need to fix SendEntity() if we want
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to ever use them.
2021-05-07 13:33:38 +02:00
9201e2e131
Just inherit the fx_spark from Nuclide's base SDK, as it's essentially the
...
same thing now.
2021-04-07 12:58:29 +02:00
fe4bfc455f
Handle player model weapon attachments & animation for all the weapons!
2021-04-06 09:20:12 +02:00
07090c5780
Get rid of Weapons_PlaySound(), it's obsolete.
2021-04-03 14:39:16 +02:00
32dff220ec
WEAPON_HORNETGUN now uses sound shaders for the secondary fire too. Oops
2021-04-03 14:36:55 +02:00
5ad23eb22a
Change pSeat references to pSeatLocal where applicable.
2021-03-31 13:42:24 +02:00
12183f669f
Add m_flEventFrame to the player seat struct
2021-03-30 07:32:24 +02:00
eb543c189d
Use the new View_AddEvent() function for handling shell ejections
2021-03-29 21:54:23 +02:00
e536f11c74
WEAPON_EGON: Add shake effect to the impacted region, where the beam hits
...
to be more close to OG Half-Life
2021-03-29 10:13:54 +02:00
024d19d1c1
Scoreboard: skip observers/spectators from counting height for centerscores
2021-03-27 07:52:24 +01:00
c1bea796b7
Add spectator HUD and make the Scoreboard ignore any non player clients
2021-03-24 07:52:10 +01:00
353afa1769
item_suit: make sure we precache item.respawn
2021-03-23 09:17:53 +01:00
bfb660db02
Client: Add shell ejection code to WEAPON_GLOCK and WEAPON_MP5
2021-03-17 14:35:56 +01:00
85dc94b2a7
Include draw.qc from Nuclide's base game
2021-03-17 06:26:22 +01:00
88ca098c51
Register sound shaders for gasp/water pmove sounds
2021-03-13 04:25:28 +01:00
977b336a9b
Make sure we call SetSize() after we SetModel, because with the cvar
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sv_gameplayfix_setmodelsize_qw SetModel() calls override the size as well.
2021-03-11 11:12:42 +01:00
9c4f63ccf2
Merge client/input.qc and server/input.qc into shared/input.qc for reasons
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regarding prediction.
2021-03-09 11:51:13 +01:00
1a25ccc334
Initial commit, carried over from Nuclide's Git on March 8th 2021
2021-03-08 10:53:48 +01:00