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149693c735
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Delete some junk left-over lines in some decorative NPCs
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2021-09-30 23:32:07 +02:00 |
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9b838f9898
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PMove: Adjust jumpheight. Since we removed airstepping, jumps have become
harder. This should be approximately close to the original.
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2021-09-22 21:09:35 +02:00 |
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0c9811d3e3
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Gamerules: Disable monster spawning in multiplayer, also fix draw being
called when the weapon is already selected.
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2021-09-18 01:33:26 +02:00 |
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e3dae1cc73
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WEAPON_TRIPMINE: Remove old debug print
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2021-09-16 19:26:06 +02:00 |
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287e4045de
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FX_GaussBeam: Remove old debug print
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2021-09-16 19:22:28 +02:00 |
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8cccf020e5
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PMove: Set standard airstepheight to 0
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2021-09-16 17:51:32 +02:00 |
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ca2c886d8e
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WEAPON_GAUSS: Fix missing ammo deduction for primary fire, add a decal
for first-impact under high-energy mode.
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2021-09-16 17:50:47 +02:00 |
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c8a493fb00
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Use GetSpawnX() methods instead of peeking into some attribute that
may change.
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2021-09-16 17:36:03 +02:00 |
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fb11cb5f8f
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Remove the timer hacks I did when I was figuring out the timing
problem
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2021-09-15 22:59:53 +02:00 |
|
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3c040996c7
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Remove input_sequence definition.
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2021-09-15 22:45:46 +02:00 |
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724caae659
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monster_scientist: Don't do pain sound when we're already dead.
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2021-09-12 00:20:09 +02:00 |
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aa58233974
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Spawns: Use setorigin_safe()
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2021-09-12 00:13:49 +02:00 |
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bd84d76685
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Animation jitter fix for players.
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2021-09-08 20:16:32 +02:00 |
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8535399f7b
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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 |
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84b8e583ca
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WEAPON_EGON: Fix jerky animation on idle.
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2021-08-29 23:01:19 +02:00 |
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7f9f3c7d9a
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Tweak reload-timers in case we got a race condition between think and
input.
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2021-08-29 20:01:58 +02:00 |
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8d1f3d8412
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HUD: Make armor display appear from bottom to top.
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2021-08-29 19:43:09 +02:00 |
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280484600d
|
#ifdef out the GAUSS beam to VALVE so other mods compile better.
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2021-08-29 18:28:49 +02:00 |
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4635b900c6
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WEAPON_EGON: Make the beam visible across the network.
|
2021-08-29 18:23:52 +02:00 |
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94523a060f
|
Clean leftover reference of TRAIL_GAUSSBEAM
|
2021-08-29 17:53:40 +02:00 |
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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 |
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4f8c9ff3db
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Menu: Enable model preview.
Gamerules: Remove redundant game-rule check.
|
2021-08-29 13:26:37 +02:00 |
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8fb85a9b1e
|
Menu-FN needs a higher FTE requirement to compile now
|
2021-08-12 12:37:25 +02:00 |
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5d44660dfa
|
Gamerules: ifdef the VALVE specific bits.
|
2021-08-01 11:21:58 +02:00 |
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c45b7e2b62
|
Gamerules: Fraglimit now being respected, also registering mp_timelimit and
mp_fraglimit officially.
|
2021-08-01 11:01:54 +02:00 |
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ed71d7a97a
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Add decoupled viewmodel effects
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2021-08-01 08:54:52 +02:00 |
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4278d1fd61
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Tweak the explosion effect to be a bit bigger, with sparks and stuff
|
2021-07-19 13:43:25 +02:00 |
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fdb258af2e
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Run Physics_Run() directly instead of PMove_Run(), which will be removed
eventually.
|
2021-06-18 09:27:27 +02:00 |
|
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8f051dd406
|
Updated the game-specific PMove code to be part of our player class
|
2021-06-08 15:31:21 +02:00 |
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a2602bb131
|
Fix for WEAPON_GAUSS not displaying the draw animation
|
2021-05-29 12:46:32 +02:00 |
|
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6484cf0ff9
|
Compile a menu.dat for FreeHL with GAME_DIR set to "valve"
|
2021-05-28 19:36:21 +02:00 |
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d7293c8871
|
Client: Separate flashlight code from player.qc.
|
2021-05-22 20:36:55 +02:00 |
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66e375f117
|
item_weaponbox: Support for GEARBOX ammo types
|
2021-05-22 20:26:53 +02:00 |
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f9aa283592
|
Weapons: Add weapon reload timers.
|
2021-05-22 16:41:21 +02:00 |
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4c4be5946c
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Gamerules: When the player dies, the WEAPON_SATCHEL items will detonate
with him.
|
2021-05-22 16:41:07 +02:00 |
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0116364803
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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 |
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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 |
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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 |
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67191ac794
|
WEAPON_SHOTGUN its reload sequence can now be interrupted by either primary or secondary fire
|
2021-05-10 13:39:32 +02:00 |
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|
061ea05c05
|
Fix precache warnings for some client-side shells. Not exactly necessary
but pleases the compiler.
|
2021-05-10 13:25:57 +02:00 |
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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 |
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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 |
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f43ad5d661
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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 |
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|
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 |
|