Commit graph

269 commits

Author SHA1 Message Date
5120a63a50
materials.txt: Remove an obsolete entry. 2022-03-10 18:59:53 -08:00
4f573b1571
Give all weapons an .isempty and .type definition to help the botlib AI
a little more
2022-03-10 18:59:25 -08:00
150d5a2541
FX_Impact: Spawn water splash sprite when shooting at water volumes. 2022-03-10 18:58:40 -08:00
31e6ff118a
Small update to materials_valve.txt 2022-03-03 14:11:39 -08:00
27c69ffecc
ClientGame_EventParse() now has returns either 0 or 1 to signal successful overrides. 2022-03-03 14:11:27 -08:00
8b55c8acef
HLMultiplayerRules: Call pl.Death() to take care of most of the work
declaring a client dead.
2022-03-02 20:38:29 -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
a02b5a85e2
Client: Fix typo that the compiler gracefully cleaned up for us. 2022-02-23 01:17:57 -08:00
ddc7eb54c3
Client: Fix explosion sprite rendermode. 2022-02-22 12:01:55 -08:00
ea5ae651df
Clean up some warnings. 2022-02-01 13:38:01 -08:00
8edb6984cf
Client: Get rid of .pitch reference
Shared: Tweak player animations a bit.
2022-02-01 09:45:53 -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
beabae200d
Remove inclusion of gs-entbase/server/defs.h 2022-01-20 16:24:36 -08:00
b9d9a1f79a
Server: Add UnUse functionality, required for the new and updated
momentary_rot_button.
2022-01-04 21:55:40 -08:00
4882cc7c03
Add install_shareware_data.sh, which will grab enough freeware data (and music) to make most games depending on HL content playable 2022-01-03 18:25:26 -08:00
0d24c3c0c5
Simplify halflife_scroll.shader 2022-01-03 16:54:11 -08:00
8d1dbdd79c
Shared: Go over the weapon pickup logic for all the weapons to ensure
we guarantee new pickups properly.
2022-01-03 16:45:24 -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
ad7b2a0586
Client: Add hack to make ammo notifications for WEAPON_HORNET only appear
when under a certain condition.
2021-12-17 21:51:59 -08:00
3117e979d6
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!)
2021-12-17 18:22:02 -08:00
2f8bdaa32b
Client: Handle ammo notifications for GEARBOX, ifdefd 2021-12-16 17:19:31 -08:00
f1fdad0bb7
Client: Added ammo pickup notifications, fix some impact effect assignments
and change the fadeout time on weapon pickup notifications.
2021-12-16 15:39:11 -08:00
000fb34006
Update call to FX_Corpse_Spawn 2021-12-13 12:57:10 -08:00
e0c66406d9
Make use of FX_Corpse from Nuclide Base to handle body que corpses. 2021-12-13 11:48:33 -08:00
b5950c5491
Multiplayer rules: Don't respect fraglimit cvar if it ain't set. 2021-12-13 10:38:29 -08:00
626a9d5461
Shared: ITEM_LONGJUMP fix where I forgot to call makevectors before
calculating the jump dir.
2021-12-13 10:36:55 -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
dd4a063fd0
Unbreak WEAPON_SNARK and WEAPON_TRIPMINE that broke during a recent
refactor of the base monster class.
2021-12-12 20:50:29 -08:00
06af7f9e33
Use Font_GetID() in the places where drawfont is used. 2021-11-04 22:49:53 +01:00
065bbcd339
Shared: Add Save/Restore function to our player class for working saves. 2021-10-28 04:29:39 +02:00
44a90e3bcf
Move the damage indicator drawing/caching code into the client module
here from Nuclide-SDK.
2021-10-21 23:32:01 +02:00
954867b435
Remove deprecated EV_CHAT_VOX. Change monster_gman to NSTalkMonster. 2021-10-20 01:20:11 +02:00
dae98790e5
Insert muzzleflash precaches from Nuclide into ClientGame_RendererRestart 2021-10-06 22:01:30 +02:00
149693c735
Delete some junk left-over lines in some decorative NPCs 2021-09-30 23:32:07 +02:00
9b838f9898
PMove: Adjust jumpheight. Since we removed airstepping, jumps have become
harder. This should be approximately close to the original.
2021-09-22 21:09:35 +02:00
0c9811d3e3
Gamerules: Disable monster spawning in multiplayer, also fix draw being
called when the weapon is already selected.
2021-09-18 01:33:26 +02:00
e3dae1cc73
WEAPON_TRIPMINE: Remove old debug print 2021-09-16 19:26:06 +02:00
287e4045de
FX_GaussBeam: Remove old debug print 2021-09-16 19:22:28 +02:00
8cccf020e5
PMove: Set standard airstepheight to 0 2021-09-16 17:51:32 +02:00
ca2c886d8e
WEAPON_GAUSS: Fix missing ammo deduction for primary fire, add a decal
for first-impact under high-energy mode.
2021-09-16 17:50:47 +02:00
c8a493fb00
Use GetSpawnX() methods instead of peeking into some attribute that
may change.
2021-09-16 17:36:03 +02:00
fb11cb5f8f
Remove the timer hacks I did when I was figuring out the timing
problem
2021-09-15 22:59:53 +02:00
3c040996c7
Remove input_sequence definition. 2021-09-15 22:45:46 +02:00
724caae659
monster_scientist: Don't do pain sound when we're already dead. 2021-09-12 00:20:09 +02:00
d042bd0233
Added more distant sound shader stuff, because those rock. 2021-09-12 00:14:03 +02:00
aa58233974
Spawns: Use setorigin_safe() 2021-09-12 00:13:49 +02:00
bd84d76685
Animation jitter fix for players. 2021-09-08 20:16:32 +02:00
4a68156699
Sound: Add fx.explosion_dist definition for some low-freq bass. 2021-09-02 10:11:37 +02:00
8535399f7b
Update WEAPON_EGON to work with .predraw instead of CBaseFX (deprecated)
which will allow for streamlined weapon visuals for first and thirdperson
modes.
2021-09-02 09:40:47 +02:00