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5120a63a50
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materials.txt: Remove an obsolete entry.
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2022-03-10 18:59:53 -08:00 |
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4f573b1571
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Give all weapons an .isempty and .type definition to help the botlib AI
a little more
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2022-03-10 18:59:25 -08:00 |
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150d5a2541
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FX_Impact: Spawn water splash sprite when shooting at water volumes.
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2022-03-10 18:58:40 -08:00 |
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31e6ff118a
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Small update to materials_valve.txt
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2022-03-03 14:11:39 -08:00 |
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27c69ffecc
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ClientGame_EventParse() now has returns either 0 or 1 to signal successful overrides.
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2022-03-03 14:11:27 -08:00 |
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8b55c8acef
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HLMultiplayerRules: Call pl.Death() to take care of most of the work
declaring a client dead.
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2022-03-02 20:38:29 -08:00 |
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2087fae53b
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Add Xylemon's CC0-licensed material definitions file for Half-Life.
Adding over 2100 texture property definitions to make sure bullet impacts,
foot steps etc. all do a better job.
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2022-03-02 09:21:40 -08:00 |
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a02b5a85e2
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Client: Fix typo that the compiler gracefully cleaned up for us.
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2022-02-23 01:17:57 -08:00 |
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ddc7eb54c3
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Client: Fix explosion sprite rendermode.
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2022-02-22 12:01:55 -08:00 |
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ea5ae651df
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Clean up some warnings.
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2022-02-01 13:38:01 -08:00 |
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8edb6984cf
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Client: Get rid of .pitch reference
Shared: Tweak player animations a bit.
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2022-02-01 09:45:53 -08:00 |
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92f0844156
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Creditsfont should now be marked as additive, fixes to some melee timers
in monster_alien_slave, monster_human_grunt and monster_zombie
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2022-01-31 17:46:56 -08:00 |
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beabae200d
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Remove inclusion of gs-entbase/server/defs.h
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2022-01-20 16:24:36 -08:00 |
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b9d9a1f79a
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Server: Add UnUse functionality, required for the new and updated
momentary_rot_button.
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2022-01-04 21:55:40 -08:00 |
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4882cc7c03
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Add install_shareware_data.sh, which will grab enough freeware data (and music) to make most games depending on HL content playable
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2022-01-03 18:25:26 -08:00 |
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0d24c3c0c5
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Simplify halflife_scroll.shader
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2022-01-03 16:54:11 -08:00 |
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8d1dbdd79c
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Shared: Go over the weapon pickup logic for all the weapons to ensure
we guarantee new pickups properly.
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2022-01-03 16:45:24 -08:00 |
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3049576c5b
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Scripts: Add shader file defining halflife.wad scrolling materials.
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2022-01-02 20:51:35 -08:00 |
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f53f854819
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Move in all the sound shader definitions from Nuclide's base, just with
Half-Life specific paths.
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2021-12-30 13:16:39 -08:00 |
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ad7b2a0586
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Client: Add hack to make ammo notifications for WEAPON_HORNET only appear
when under a certain condition.
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2021-12-17 21:51:59 -08:00 |
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3117e979d6
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Client: Add damage and item pickup notifications to the HUD. This is the
last stretch of the HUD stuff (now we only need the tracktrain UI!)
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2021-12-17 18:22:02 -08:00 |
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2f8bdaa32b
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Client: Handle ammo notifications for GEARBOX, ifdefd
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2021-12-16 17:19:31 -08:00 |
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f1fdad0bb7
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Client: Added ammo pickup notifications, fix some impact effect assignments
and change the fadeout time on weapon pickup notifications.
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2021-12-16 15:39:11 -08:00 |
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000fb34006
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Update call to FX_Corpse_Spawn
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2021-12-13 12:57:10 -08:00 |
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e0c66406d9
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Make use of FX_Corpse from Nuclide Base to handle body que corpses.
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2021-12-13 11:48:33 -08:00 |
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b5950c5491
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Multiplayer rules: Don't respect fraglimit cvar if it ain't set.
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2021-12-13 10:38:29 -08:00 |
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626a9d5461
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Shared: ITEM_LONGJUMP fix where I forgot to call makevectors before
calculating the jump dir.
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2021-12-13 10:36:55 -08:00 |
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77a4d1b388
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mp_fraglimit and mp_timelimit are now aliases to the original Quake cvars
to avoid confusion from anyone wondering why there's two of them
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2021-12-12 21:04:15 -08:00 |
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dd4a063fd0
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Unbreak WEAPON_SNARK and WEAPON_TRIPMINE that broke during a recent
refactor of the base monster class.
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2021-12-12 20:50:29 -08:00 |
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06af7f9e33
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Use Font_GetID() in the places where drawfont is used.
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2021-11-04 22:49:53 +01:00 |
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065bbcd339
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Shared: Add Save/Restore function to our player class for working saves.
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2021-10-28 04:29:39 +02:00 |
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44a90e3bcf
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Move the damage indicator drawing/caching code into the client module
here from Nuclide-SDK.
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2021-10-21 23:32:01 +02:00 |
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954867b435
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Remove deprecated EV_CHAT_VOX. Change monster_gman to NSTalkMonster.
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2021-10-20 01:20:11 +02:00 |
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dae98790e5
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Insert muzzleflash precaches from Nuclide into ClientGame_RendererRestart
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2021-10-06 22:01:30 +02:00 |
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149693c735
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Delete some junk left-over lines in some decorative NPCs
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2021-09-30 23:32:07 +02:00 |
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9b838f9898
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PMove: Adjust jumpheight. Since we removed airstepping, jumps have become
harder. This should be approximately close to the original.
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2021-09-22 21:09:35 +02:00 |
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0c9811d3e3
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Gamerules: Disable monster spawning in multiplayer, also fix draw being
called when the weapon is already selected.
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2021-09-18 01:33:26 +02:00 |
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e3dae1cc73
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WEAPON_TRIPMINE: Remove old debug print
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2021-09-16 19:26:06 +02:00 |
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287e4045de
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FX_GaussBeam: Remove old debug print
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2021-09-16 19:22:28 +02:00 |
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8cccf020e5
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PMove: Set standard airstepheight to 0
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2021-09-16 17:51:32 +02:00 |
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ca2c886d8e
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WEAPON_GAUSS: Fix missing ammo deduction for primary fire, add a decal
for first-impact under high-energy mode.
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2021-09-16 17:50:47 +02:00 |
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c8a493fb00
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Use GetSpawnX() methods instead of peeking into some attribute that
may change.
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2021-09-16 17:36:03 +02:00 |
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fb11cb5f8f
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Remove the timer hacks I did when I was figuring out the timing
problem
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2021-09-15 22:59:53 +02:00 |
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3c040996c7
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Remove input_sequence definition.
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2021-09-15 22:45:46 +02:00 |
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724caae659
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monster_scientist: Don't do pain sound when we're already dead.
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2021-09-12 00:20:09 +02:00 |
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d042bd0233
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Added more distant sound shader stuff, because those rock.
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2021-09-12 00:14:03 +02:00 |
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aa58233974
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Spawns: Use setorigin_safe()
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2021-09-12 00:13:49 +02:00 |
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bd84d76685
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Animation jitter fix for players.
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2021-09-08 20:16:32 +02:00 |
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4a68156699
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Sound: Add fx.explosion_dist definition for some low-freq bass.
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2021-09-02 10:11:37 +02:00 |
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8535399f7b
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Update WEAPON_EGON to work with .predraw instead of CBaseFX (deprecated)
which will allow for streamlined weapon visuals for first and thirdperson
modes.
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2021-09-02 09:40:47 +02:00 |
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