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d699ac570f
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WEAPON_MP5: Adjust firing rate to be closer to original HL.
WEAPON_RPG: Start with laser enabled.
WEAPON_SHOTGUN: Force reload on empty fire.
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2022-05-02 08:32:42 -07:00 |
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8fad0d7dc1
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WEAPON_TRIPMINE: Wiggle with SetBody and SetFrame on the pickup a bit.
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2022-04-26 21:03:32 -07:00 |
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440f67d349
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Server: unreference player.h
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2022-04-25 13:35:26 -07:00 |
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98a7151ab2
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FX_Blood: Work on this effect a bit more to make it look like the real HL
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2022-04-23 22:36:01 -07:00 |
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0293f9a441
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Update copyright information
Remove pmodel attributes from the player class.
Sound shaders for weapon firing now call alerts to AI.
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2022-03-13 16:57:51 -07:00 |
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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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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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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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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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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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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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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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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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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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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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24d7388580
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WEAPON_GAUSS: More work towards the visual stuff this weapon offers by
fixing beams and things.
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2021-08-29 17:45:33 +02:00 |
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ddf8a8c39b
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Define the LOGO_AVI and LOGO_STATIC materials
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2021-08-08 14:07:02 +02:00 |
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634b212542
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Add gfx/loading material wrapper
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2021-08-02 22:42:52 +02:00 |
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ed71d7a97a
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Add decoupled viewmodel effects
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2021-08-01 08:54:52 +02:00 |
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141d012e9b
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Add font definition files for the new Font_LoadFont() function in Nuclide
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2021-06-26 21:46:27 +02:00 |
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8cc5e8c802
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Move waypoints from maps/ to data/
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2021-04-21 09:55:30 +02:00 |
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df1c90b14a
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Waypoints added for multiplayer bots on the following maps: boot_camp, crossfire, datacore, doublecross, finaltube, frenzy, lambda_bunker, snark_pit, stalkyard.
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2021-04-15 22:22:35 +02:00 |
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eb543c189d
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Use the new View_AddEvent() function for handling shell ejections
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2021-03-29 21:54:23 +02:00 |
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b786643e43
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Add sound shader definitions for shell-eject modelevents.
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2021-03-27 09:09:44 +01:00 |
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c31b8aa595
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added waterenter and exit sound shader definitions
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2021-03-24 08:37:54 +01:00 |
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39cb0baefa
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Rename player_valve.sndshd to player.sndshd
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2021-03-15 11:32:19 +01:00 |
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88ca098c51
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Register sound shaders for gasp/water pmove sounds
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2021-03-13 04:25:28 +01:00 |
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1a25ccc334
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Initial commit, carried over from Nuclide's Git on March 8th 2021
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2021-03-08 10:53:48 +01:00 |
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