Commit graph

164 commits

Author SHA1 Message Date
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
32dff220ec WEAPON_HORNETGUN now uses sound shaders for the secondary fire too. Oops 2021-04-03 14:36:55 +02:00
5ad23eb22a Change pSeat references to pSeatLocal where applicable. 2021-03-31 13:42:24 +02:00
12183f669f Add m_flEventFrame to the player seat struct 2021-03-30 07:32:24 +02:00
eb543c189d Use the new View_AddEvent() function for handling shell ejections 2021-03-29 21:54:23 +02:00
e536f11c74 WEAPON_EGON: Add shake effect to the impacted region, where the beam hits
to be more close to OG Half-Life
2021-03-29 10:13:54 +02:00
024d19d1c1 Scoreboard: skip observers/spectators from counting height for centerscores 2021-03-27 07:52:24 +01:00
c1bea796b7 Add spectator HUD and make the Scoreboard ignore any non player clients 2021-03-24 07:52:10 +01:00
353afa1769 item_suit: make sure we precache item.respawn 2021-03-23 09:17:53 +01:00
bfb660db02 Client: Add shell ejection code to WEAPON_GLOCK and WEAPON_MP5 2021-03-17 14:35:56 +01:00
85dc94b2a7 Include draw.qc from Nuclide's base game 2021-03-17 06:26:22 +01:00
88ca098c51 Register sound shaders for gasp/water pmove sounds 2021-03-13 04:25:28 +01:00
977b336a9b Make sure we call SetSize() after we SetModel, because with the cvar
sv_gameplayfix_setmodelsize_qw SetModel() calls override the size as well.
2021-03-11 11:12:42 +01:00
9c4f63ccf2 Merge client/input.qc and server/input.qc into shared/input.qc for reasons
regarding prediction.
2021-03-09 11:51:13 +01:00
1a25ccc334 Initial commit, carried over from Nuclide's Git on March 8th 2021 2021-03-08 10:53:48 +01:00