Commit graph

164 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
84b8e583ca WEAPON_EGON: Fix jerky animation on idle. 2021-08-29 23:01:19 +02:00
7f9f3c7d9a Tweak reload-timers in case we got a race condition between think and
input.
2021-08-29 20:01:58 +02:00
8d1f3d8412 HUD: Make armor display appear from bottom to top. 2021-08-29 19:43:09 +02:00
280484600d #ifdef out the GAUSS beam to VALVE so other mods compile better. 2021-08-29 18:28:49 +02:00
4635b900c6 WEAPON_EGON: Make the beam visible across the network. 2021-08-29 18:23:52 +02:00
94523a060f Clean leftover reference of TRAIL_GAUSSBEAM 2021-08-29 17:53:40 +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
4f8c9ff3db Menu: Enable model preview.
Gamerules: Remove redundant game-rule check.
2021-08-29 13:26:37 +02:00
8fb85a9b1e Menu-FN needs a higher FTE requirement to compile now 2021-08-12 12:37:25 +02:00
5d44660dfa Gamerules: ifdef the VALVE specific bits. 2021-08-01 11:21:58 +02:00
c45b7e2b62 Gamerules: Fraglimit now being respected, also registering mp_timelimit and
mp_fraglimit officially.
2021-08-01 11:01:54 +02:00
ed71d7a97a Add decoupled viewmodel effects 2021-08-01 08:54:52 +02:00
4278d1fd61 Tweak the explosion effect to be a bit bigger, with sparks and stuff 2021-07-19 13:43:25 +02:00
fdb258af2e Run Physics_Run() directly instead of PMove_Run(), which will be removed
eventually.
2021-06-18 09:27:27 +02:00
8f051dd406 Updated the game-specific PMove code to be part of our player class 2021-06-08 15:31:21 +02:00
a2602bb131 Fix for WEAPON_GAUSS not displaying the draw animation 2021-05-29 12:46:32 +02:00
6484cf0ff9 Compile a menu.dat for FreeHL with GAME_DIR set to "valve" 2021-05-28 19:36:21 +02:00
d7293c8871 Client: Separate flashlight code from player.qc. 2021-05-22 20:36:55 +02:00
66e375f117 item_weaponbox: Support for GEARBOX ammo types 2021-05-22 20:26:53 +02:00
f9aa283592 Weapons: Add weapon reload timers. 2021-05-22 16:41:21 +02:00
4c4be5946c Gamerules: When the player dies, the WEAPON_SATCHEL items will detonate
with him.
2021-05-22 16:41:07 +02:00
0116364803 item_weaponbox: Don't include ITEM_SATCHEL if ammo_satchels is 0, same for other throw and
placement weapons.
2021-05-22 16:40:07 +02:00
692b0eb214 Add support for cl_himodels. 2021-05-20 22:59:49 +02:00
243b3f29bc Add support for top/bottom color on players and viewmodels.
Added weapon weights values (thanks scripts/weapons_?.txt from HL:S)
2021-05-20 16:04:11 +02:00
7290c631d8 Use PMove_SetSize() to get accurate bbox info. 2021-05-16 23:12:30 +02:00
7723261567 Fix that dead but spectating team members don't show up in the scoreboard.
Spectators already are team 0, so they wouldn't be queried here anyway!
2021-05-12 15:48:19 +02:00
67191ac794 WEAPON_SHOTGUN its reload sequence can now be interrupted by either primary or secondary fire 2021-05-10 13:39:32 +02:00
061ea05c05 Fix precache warnings for some client-side shells. Not exactly necessary
but pleases the compiler.
2021-05-10 13:25:57 +02:00
8878715c85 Update Animation_TimerUpdate to conform with upstream Nuclide.
Make player models run timers at the end of every predraw to ensure smooth
animation.
2021-05-10 12:24:00 +02:00
dc378c688b Use Base its damage.qc instead of FreeHL its. Go over the BloodFX to limit
the amount of decals one blood drop spawns. Make it so that Snarks can be
shot.
2021-05-10 11:35:48 +02:00
f43ad5d661 Shared: Inherit weapon_common from Nuclide's base game 2021-05-10 08:16:22 +02:00
ced4cb5bf8 Simplify prediction code with the help from upstream changes. 2021-05-08 17:45:58 +02:00
4dd9923a05 kill some old/unused enumerations. we need to fix SendEntity() if we want
to ever use them.
2021-05-07 13:33:38 +02:00
9201e2e131 Just inherit the fx_spark from Nuclide's base SDK, as it's essentially the
same thing now.
2021-04-07 12:58:29 +02:00
fe4bfc455f Handle player model weapon attachments & animation for all the weapons! 2021-04-06 09:20:12 +02:00
07090c5780 Get rid of Weapons_PlaySound(), it's obsolete. 2021-04-03 14:39:16 +02:00