|
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 |
|