Commit graph

79 commits

Author SHA1 Message Date
d699ac570f
WEAPON_MP5: Adjust firing rate to be closer to original HL.
WEAPON_RPG: Start with laser enabled.
WEAPON_SHOTGUN: Force reload on empty fire.
2022-05-02 08:32:42 -07:00
8fad0d7dc1
WEAPON_TRIPMINE: Wiggle with SetBody and SetFrame on the pickup a bit. 2022-04-26 21:03:32 -07:00
440f67d349
Server: unreference player.h 2022-04-25 13:35:26 -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
0293f9a441
Update copyright information
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
5120a63a50
materials.txt: Remove an obsolete entry. 2022-03-10 18:59:53 -08:00
31e6ff118a
Small update to materials_valve.txt 2022-03-03 14:11:39 -08:00
2087fae53b
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.
2022-03-02 09:21:40 -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
0d24c3c0c5
Simplify halflife_scroll.shader 2022-01-03 16:54:11 -08:00
3049576c5b
Scripts: Add shader file defining halflife.wad scrolling materials. 2022-01-02 20:51:35 -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
77a4d1b388
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
2021-12-12 21:04:15 -08:00
06af7f9e33
Use Font_GetID() in the places where drawfont is used. 2021-11-04 22:49:53 +01:00
d042bd0233
Added more distant sound shader stuff, because those rock. 2021-09-12 00:14:03 +02:00
4a68156699
Sound: Add fx.explosion_dist definition for some low-freq bass. 2021-09-02 10:11:37 +02:00
24d7388580 WEAPON_GAUSS: More work towards the visual stuff this weapon offers by
fixing beams and things.
2021-08-29 17:45:33 +02:00
ddf8a8c39b Define the LOGO_AVI and LOGO_STATIC materials 2021-08-08 14:07:02 +02:00
634b212542 Add gfx/loading material wrapper 2021-08-02 22:42:52 +02:00
ed71d7a97a Add decoupled viewmodel effects 2021-08-01 08:54:52 +02:00
141d012e9b Add font definition files for the new Font_LoadFont() function in Nuclide 2021-06-26 21:46:27 +02:00
8cc5e8c802 Move waypoints from maps/ to data/ 2021-04-21 09:55:30 +02:00
df1c90b14a Waypoints added for multiplayer bots on the following maps: boot_camp, crossfire, datacore, doublecross, finaltube, frenzy, lambda_bunker, snark_pit, stalkyard. 2021-04-15 22:22:35 +02:00
eb543c189d Use the new View_AddEvent() function for handling shell ejections 2021-03-29 21:54:23 +02:00
b786643e43 Add sound shader definitions for shell-eject modelevents. 2021-03-27 09:09:44 +01:00
c31b8aa595 added waterenter and exit sound shader definitions 2021-03-24 08:37:54 +01:00
39cb0baefa Rename player_valve.sndshd to player.sndshd 2021-03-15 11:32:19 +01:00
88ca098c51 Register sound shaders for gasp/water pmove sounds 2021-03-13 04:25:28 +01:00
1a25ccc334 Initial commit, carried over from Nuclide's Git on March 8th 2021 2021-03-08 10:53:48 +01:00