cf50584211
Player: Streamline networking code by using the new macros Nuclide provides
2022-11-08 20:35:27 -08:00
ab31ae0242
Fix player animations and attachment from not showing up since player drawing is handled much differently.
2022-11-08 20:29:10 -08:00
33853accbe
WEAPON_MP5: show the grenade icon in the obituary messages instead for the secondary fire.
2022-11-08 20:05:30 -08:00
3f1821a760
impulse 101 will now fill MP5 nades too.
2022-11-08 20:04:36 -08:00
15fa5a8f12
Update codebase to be in line with upstream Nuclide. Add scripts/decals.txt and other shenanigans.
2022-11-08 19:49:53 -08:00
f61c7af785
added file: manifest.fmf
2022-10-02 15:17:41 -07:00
5b9db50f2c
install_shareware_data.sh: disable track fetching for now, until Valve sorts their music licensing out
2022-09-01 09:34:18 -07:00
be16666be8
Replace any Hide() with calls to Disappear(), as that one will actually set the collision to no longer be solid.
2022-08-30 16:02:56 -07:00
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