Commit graph

22 commits

Author SHA1 Message Date
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
f9aa283592 Weapons: Add weapon reload timers. 2021-05-22 16:41:21 +02:00
243b3f29bc Add support for top/bottom color on players and viewmodels.
Added weapon weights values (thanks scripts/weapons_?.txt from HL:S)
2021-05-20 16:04:11 +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.
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
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
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
bfb660db02 Client: Add shell ejection code to WEAPON_GLOCK and WEAPON_MP5 2021-03-17 14:35:56 +01:00
9c4f63ccf2 Merge client/input.qc and server/input.qc into shared/input.qc for reasons
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