Commit graph

259 commits

Author SHA1 Message Date
381412e4ba
Gamerules: update player death sound def name 2024-01-08 15:29:28 -08:00
a8aa141778
Client: Remove duplicate g_specmodes[] definition 2024-01-08 15:28:44 -08:00
a44c86c1a0
Manifest: update protocol name 2024-01-08 15:28:35 -08:00
7d27c29c07
Updates to the sound definitions and other minor fixes against upstream Nuclide. 2023-11-17 19:44:34 -08:00
a483cad84c
Remove code that's no longer being run 2023-11-13 10:46:42 -08:00
63a407bb71
WEAPON_EGON: Fix parameter order on Damage_Radius() 2023-11-13 10:46:02 -08:00
1be1c6bf47
WEAPON_CROWBAR: Don't create an impact spark 2023-11-13 10:45:41 -08:00
436dbe4641
Server: Respect mp_forcerespawn in multiplayer 2023-11-13 10:44:32 -08:00
fa22d59818
Add source files for the DM level shots. 2023-10-29 10:34:32 -07:00
82e31a6538 Every official HL map is now waypointed 2023-10-15 21:10:25 -07:00
64887cdabf
Remove view.qc and modelevent.qc 2023-10-12 14:41:00 -07:00
8bf7e5a221
Merge Maxwell's branch 2023-09-27 14:10:31 -07:00
b1365cce22
Client: support game title fade-in 2023-09-27 14:07:45 -07:00
Maxwell
eed9faf63b Trail is supposed to be on the explosive bolt. It was inversed. 2023-09-22 20:55:19 -04:00
Maxwell
9ab028abd7 Woah there. All of the head defines were ahead by 1. Walter is now default, not Head 1. Fixed all other heads too. 2023-09-22 18:00:13 -04:00
Maxwell
6ede261eeb Removed some OP4 dead versions from Valve. HL has no concept of these, not even animations for them in their respective models. 2023-09-22 17:50:15 -04:00
df78e8dee6 NPC updates, added dead variants and some various fixes 2023-09-20 22:32:54 -07:00
a2086c3de6
Scripts: Create blood decals upon gib model impact 2023-09-20 15:11:55 -07:00
995b00eb3f
monster_gman: Change walking speed to 77 units per second 2023-09-20 10:39:32 -07:00
1d00e324dc
Client: Explicit precache of the muzzleflash models. 2023-09-18 18:46:19 -07:00
b2b5bf6bb8
monster_barney_dead: example dead monster 2023-09-18 15:50:28 -07:00
f152ffb0f8
Add more stubby entityDefs for monsters, as work began on those 2023-09-08 09:41:05 -07:00
b18c87cccb
Adjust the flashlight a bit 2023-07-31 17:15:46 -07:00
06ec2f0310
monster_headcrab: leaping, plus noise 2023-07-30 10:06:45 -07:00
914884b9fc
monster_alien_grunt: give hornet projectile a trail 2023-07-30 10:06:20 -07:00
6d3474b707
WEAPON_HANDGRENADE: projectile conversion to EDef 2023-07-30 10:06:03 -07:00
98b9bb56bd
monster_barney: define attack_ranged_range to 1024 units. 2023-07-30 10:05:42 -07:00
2607ee4f04
Define EDef for monster_babycrab 2023-07-30 10:05:24 -07:00
f5c9583003
EntityDefs: Give explosives some decals upon detonation 2023-07-29 18:46:47 -07:00
e342e72160
FX_Corpse: adjust bbox slightly, make it smaller. 2023-07-29 18:46:01 -07:00
25ac379c83
FX_Corpse: Add server-side animation code for the model 2023-07-29 18:01:46 -07:00
aaf15a3f28
WEAPON_SATCHEL: Don't use private APIs when blowing up the satchel bombs. 2023-07-27 23:48:16 -07:00
753af7e8fb
Ripping things out, move most weapon projectiles into EntityDef 2023-07-27 23:08:26 -07:00
24964d27c9
Get rid of FX_GibHuman and FX_GibAlien, use PropData system instead 2023-07-17 11:32:59 -07:00
e49810be8b
Restructuring of monster/weapon entitydef files 2023-07-16 22:47:01 -07:00
7a014d91e9
monster_barney: specify submodel group on weapon draw 2023-07-06 16:34:01 -07:00
0eec24c7aa
Update the body key/value pairs inside the monster edefs 2023-06-28 14:30:17 -07:00
6a8ac02add
Weapons now respect the startammo parameter passed over their pickup function. (needed by OP4CTF) 2023-06-28 08:52:39 -07:00
dde42e481c
Yank out the monster's out of the codebase. Use entityDefs instead. 2023-06-20 21:23:15 -07:00
67d2f03a26
Remove QUAKED comments for weapon pickups (handled by build_game.sh and defs now) 2023-06-01 10:16:25 -07:00
454313f115
Add a Radiant compatible game definition files. 2023-05-27 12:01:49 -07:00
cb2a517624
Fix the weaponbox not spawning properly in MP. 2023-05-10 14:36:46 -07:00
0b2955695a
Use entityDefs instead of hard-coded item pickups 2023-05-08 11:17:52 -07:00
6dd45060c2
install_from_cd_goty.sh: New script that uses rewise by CYBERDEViL instead of Wine 2023-05-08 11:14:18 -07:00
b96929cddf
surfaceproperties.txt: play sfx_impact.concrete for gs_material_rocks 2023-05-01 06:17:11 -07:00
70f1ed409f
Script definition tweaks for func_breakable behaviour/sounds 2023-05-01 05:51:20 -07:00
c8ac0d596b spawn.qc remove this hack (for scientist hunt and other team mods) 2023-04-27 01:18:26 -07:00
422e57d3d8 weapon_gauss: Add special effect for overcharge, fix a mistake with overcharge damage, update gauss to use new weapon sound API 2023-04-26 17:33:12 -07:00
15e93d619b weapon_gauss: Secondary fire improvements
- move around velocity code so it's predicted and simpler, since we can't read gamerules here a simple MP check will do for now @eukara
- make sure we fire immediately if we release secondary fire after first spin cycle, with these changes the gauss should be nearly identical to Half-Life, minus the OP damage @xylemon
2023-04-25 23:51:18 -07:00
4d111ed96e Temp fix so snark doesn't do this hilarious bug anymore 2023-04-24 22:40:13 -07:00