Commit graph

269 commits

Author SHA1 Message Date
522e45b1ee
WEAPON_GLOCK: Don't play idle animations when empty. 2022-08-24 14:22:19 -07:00
d579defc89
HUD_DrawWeaponSelect: Avoid crash when we've got only empty weapons and try switching. 2022-08-24 14:20:17 -07:00
a542f7d121
WEAPON_GAUSS: Adjust the force applied to the players' velocity to make jumps easier. 2022-08-15 07:03:30 -07:00
f8f9703df3
Minor tweaks to the weapons, notably WEAPON_GAUSS. 2022-08-12 14:29:08 -07:00
21d4c7dab5
player class: Use parent method OptimiseChangedFlags() to cull some fields from being networked to players other than yourself 2022-08-09 09:31:54 -07:00
8eb5a1fbc6
Clean up our player enumflags. 2022-08-07 14:14:16 -07:00
b0dbd92aca
WEAPON_SATCHEL: Draw satchel viewmodel again if there's no more satchels we can detonate. 2022-08-06 12:05:51 -07:00
120e6988c4
Shared: Avoid use of 'self' in weapon code where applicable. Leftovers from older times. 2022-08-06 11:39:42 -07:00
7bb5660f09
Shared: Give the rest of the weapons an empty clicking sound. 2022-08-06 11:30:41 -07:00
cf9b3353bb
HLMultiplayerRules: mp_allowmonsters is now respected. 2022-08-06 00:15:23 -07:00
c4e3745288
...facepalm. 2022-08-05 23:28:31 -07:00
64048e9b32
HUD: sanity check before calling isempty... 2022-08-05 22:36:12 -07:00
f82bef274a
WEAPON_SATCHEL: isempty had a nonsense check 2022-08-05 22:17:35 -07:00
0e4baba0cd
Client: Skip over empty weapons when scrolling through the weapon selection 2022-08-05 22:14:14 -07:00
21a1a67b84
Move the MUZZLE_ definitions over from Nuclide. As they belong here instead. 2022-08-05 14:43:04 -07:00
51e9a7d851
Shared: WEAPON_PYTHON, WEAPON_EGON, WEAPON_GAUSS, WEAPON_MP5, WEAPON_SHOTGUN and WEAPON_SNARK no longer allow for firing underwater. 2022-08-05 14:10:04 -07:00
e373af4ca5
Updated various monster code to use IsAlive() and things 2022-07-19 16:28:10 -07:00
b8f2ca446f
monster_barney: Reworking some bits to deal with the new states... 2022-07-17 00:04:35 -07:00
92c2b54ef0
Cleanup: Some CGameRules methods are now of type 'bool'
Remove rules.qc
2022-07-16 15:09:00 -07:00
58ef5dc162
Add mp_teamplay, mp_teamlist cvars, as well as the 'chooseteam' command because guess what, we have initial teamplay support. 2022-07-14 23:18:21 -07:00
3df43be002
Remove references to pmove_water.qc 2022-07-14 21:28:27 -07:00
454da78b0c
Add missing wrappers for ammo_9mmARclip and ammo_glockclip.
Add 'weaponbox' pickup, which may not be fully complete.
Some FX_ effects make proper use of env_sprite APIs now.
Edited default.cfg to parse skill.cfg itself.
Removed GS_RENDERFX flag in progs.src.
2022-07-07 09:13:16 -07:00
d15d83faa5
Go over all major classes to fix precaches. 2022-06-01 17:40:41 -07:00
ef43ac3f50
PMove: Define the PMOVE variables to match the WON cvar defaults. 2022-05-12 20:42:40 -07:00
aec649a115
SoundDef: Define player.spraylogo. 2022-05-12 20:36:34 -07:00
bba57cb7ef
Adjust naming against upstream. 2022-05-11 12:51:12 -07:00
ee17e3b7a4
Convert all classes to use the new parent names. The old ones were marked for deprecation long ago. 2022-05-10 15:00:15 -07:00
27028a834b
Client: Make HUD_ItemNotify use a seperate cache for old health/armor/item values. 2022-05-05 21:02:41 -07:00
f33d95f731
WEAPON_CROSSBOW: leave behind a bolt whenever appropriate. 2022-05-04 09:38:15 -07:00
df942ab5a0
WEAPON_CROSSBOW: Do hitscan/traceline based shooting when zoomed in (only in multiplayer) 2022-05-03 22:55:08 -07:00
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
7bbecdfe8f
WEAPON_MP5: Start with 50 in mag under GEARBOX. 2022-05-01 19:54:17 -07:00
78eb9a04b2
WEAPON_MP5: Randomize between the three firing animations the _right_ way 2022-05-01 19:47:05 -07:00
82557ee0b0
WEAPON_CROSSBOW & WEAPON_PYTHON: Undo zoom upon reload. 2022-05-01 19:14:11 -07:00
f238fd41e4
Client: Tweaks to the crosshairs by Theuaredead` 2022-05-01 18:51:44 -07:00
3077b70734
WEAPON_CROSSBOW: Don't allow explosive bolts in singleplayer. 2022-05-01 16:47:59 -07:00
39471c1fb7
item_suit: Tweak SetSize() call and do DropToFloor() 2022-05-01 16:47:27 -07:00
f61311cb32
item_battery: disable pickup when ITEM_SUIT isn't present 2022-05-01 15:56:43 -07:00
8fad0d7dc1
WEAPON_TRIPMINE: Wiggle with SetBody and SetFrame on the pickup a bit. 2022-04-26 21:03:32 -07:00
fef95603e7
Clean up some of the monster code, document and simplify viewmodel bob code.
Just general cleanups.
2022-04-26 11:23:21 -07:00
440f67d349
Server: unreference player.h 2022-04-25 13:35:26 -07:00
d39a8f1c0b
Gamerules: Fix dead flag in multiplayer. 2022-04-24 16:54:13 -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
4cda2628e6
Extend FX_GibHuman with a dir (euler) and force parameter. 2022-04-05 20:46:11 -07:00
fdd706526f
Various changes to enable use of the new Touch(entity) method. 2022-04-03 14:06:23 -07:00
d1962767b4
Rebased against the latest Nuclide commit. 2022-03-15 19:34:26 -07:00
2979bd82f1
WEAPON_MP5: shell ejection is now done here instead of inheriting the WEAPON_GLOCK
shell ejection. Results in mods like They Hunger also looking snazzier.
2022-03-14 12:00:22 -07:00
fd71e623f7
Fix some warnings and indentation. 2022-03-14 11:18:05 -07:00
6efa7487ee
WEAPON_MP5: Add a precache for the modelevent shell ejection sound shader,
in case a game does not compile with w_glock.qc included.
2022-03-13 17:04:59 -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