Commit graph

75 commits

Author SHA1 Message Date
f3596f2aef
Corpses: Ensure frame1time is reset whenever we inherit someones corpse.
Items: Ensure we re-adjust our position post-spawn so we don't fall through
yet-to-spawn geometry.
Delete a whole bunch of now unused code.
2024-03-02 00:43:10 -08:00
c3975f5315
monster_human_grunt: remove the dlights from their projectiles. 2024-02-27 12:45:35 -08:00
24a8c78367
Move skill files around to the new conventions, tweak various sounds/particles and definitions. 2024-02-23 14:00:41 -08:00
a1638d3c65
Add zpak001.pk3dir/sound/func_tracktrain.sndshd 2024-02-13 22:52:22 -08:00
b47a64b850
Server: Fix precache of the item_weaponbox pickup sound. 2024-01-30 00:40:03 -08:00
4e232c6875
Remove "bot_add" command, add zpak001.pk3dir/scripts/bots.txt 2024-01-26 19:27:32 -08:00
381412e4ba
Gamerules: update player death sound def name 2024-01-08 15:29:28 -08:00
7d27c29c07
Updates to the sound definitions and other minor fixes against upstream Nuclide. 2023-11-17 19:44:34 -08:00
fa22d59818
Add source files for the DM level shots. 2023-10-29 10:34:32 -07:00
82e31a6538 Every official HL map is now waypointed 2023-10-15 21:10:25 -07:00
Maxwell
eed9faf63b Trail is supposed to be on the explosive bolt. It was inversed. 2023-09-22 20:55:19 -04:00
Maxwell
9ab028abd7 Woah there. All of the head defines were ahead by 1. Walter is now default, not Head 1. Fixed all other heads too. 2023-09-22 18:00:13 -04:00
Maxwell
6ede261eeb Removed some OP4 dead versions from Valve. HL has no concept of these, not even animations for them in their respective models. 2023-09-22 17:50:15 -04:00
df78e8dee6 NPC updates, added dead variants and some various fixes 2023-09-20 22:32:54 -07:00
a2086c3de6
Scripts: Create blood decals upon gib model impact 2023-09-20 15:11:55 -07:00
995b00eb3f
monster_gman: Change walking speed to 77 units per second 2023-09-20 10:39:32 -07:00
b2b5bf6bb8
monster_barney_dead: example dead monster 2023-09-18 15:50:28 -07:00
f152ffb0f8
Add more stubby entityDefs for monsters, as work began on those 2023-09-08 09:41:05 -07:00
06ec2f0310
monster_headcrab: leaping, plus noise 2023-07-30 10:06:45 -07:00
914884b9fc
monster_alien_grunt: give hornet projectile a trail 2023-07-30 10:06:20 -07:00
6d3474b707
WEAPON_HANDGRENADE: projectile conversion to EDef 2023-07-30 10:06:03 -07:00
98b9bb56bd
monster_barney: define attack_ranged_range to 1024 units. 2023-07-30 10:05:42 -07:00
2607ee4f04
Define EDef for monster_babycrab 2023-07-30 10:05:24 -07:00
f5c9583003
EntityDefs: Give explosives some decals upon detonation 2023-07-29 18:46:47 -07:00
753af7e8fb
Ripping things out, move most weapon projectiles into EntityDef 2023-07-27 23:08:26 -07:00
24964d27c9
Get rid of FX_GibHuman and FX_GibAlien, use PropData system instead 2023-07-17 11:32:59 -07:00
e49810be8b
Restructuring of monster/weapon entitydef files 2023-07-16 22:47:01 -07:00
7a014d91e9
monster_barney: specify submodel group on weapon draw 2023-07-06 16:34:01 -07:00
0eec24c7aa
Update the body key/value pairs inside the monster edefs 2023-06-28 14:30:17 -07:00
dde42e481c
Yank out the monster's out of the codebase. Use entityDefs instead. 2023-06-20 21:23:15 -07:00
0b2955695a
Use entityDefs instead of hard-coded item pickups 2023-05-08 11:17:52 -07:00
b96929cddf
surfaceproperties.txt: play sfx_impact.concrete for gs_material_rocks 2023-05-01 06:17:11 -07:00
70f1ed409f
Script definition tweaks for func_breakable behaviour/sounds 2023-05-01 05:51:20 -07:00
422e57d3d8 weapon_gauss: Add special effect for overcharge, fix a mistake with overcharge damage, update gauss to use new weapon sound API 2023-04-26 17:33:12 -07:00
c68d2d7c60
Tweak the UI color defaults a little. 2023-04-03 11:16:44 -07:00
30ecbd1453
Multiplayer: Load and display a server message of the day if present. 2023-03-25 17:34:26 -07:00
8dc3da6aac
Add zpak001.pk3dir/sound/func_plat.sndshd 2023-03-25 17:33:41 -07:00
7d58725d76
PMove: change maxspeed to 270 for the time being, as that's the default for MP anyway. 2023-02-16 18:23:48 -08:00
Maxwell
96324141cb Added Crossbow bolt trail on explosive MP bolt akin to Turok. This change is based upon documented cut content 2023-01-17 16:51:06 -05:00
e1d7febbf7
default.cfg: Set rate to '30000' in the hope of override outdated defaults 2023-01-07 16:59:43 -08:00
b1ce1b7bee
More cleanups by shoving functions that we used to have in client/player.qc into shared/player.qc. 2022-11-22 16:31:40 -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
7bb5660f09
Shared: Give the rest of the weapons an empty clicking sound. 2022-08-06 11:30:41 -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
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
aec649a115
SoundDef: Define player.spraylogo. 2022-05-12 20:36:34 -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
8fad0d7dc1
WEAPON_TRIPMINE: Wiggle with SetBody and SetFrame on the pickup a bit. 2022-04-26 21:03:32 -07:00
440f67d349
Server: unreference player.h 2022-04-25 13:35:26 -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