Commit graph

165 commits

Author SHA1 Message Date
Dexter
4ca5b64b5f fix FF_TEAM enum being bigger than an int
fix old default PickDefaultSpawnTeam() code trying to put you on non-existent COMBINE/REBEL and crashing
messing with adding teams by name only
2014-10-13 00:06:21 -07:00
hlstriker
b420c98fc4 Updated to use numbers instead of names for the team defs and added some testing weapon definitions. 2014-10-13 00:06:20 -07:00
squeek
04397c4005 A bad but effective way to catch Luabind execution errors when calling Lua functions from C++; still need to formalize a standard method of doing so 2014-10-13 00:06:20 -07:00
squeek
65d28cc2e0 Fixed an unused variable warning 2014-10-13 00:06:19 -07:00
hlstriker
450ba1f4c7 Added back the message entity. 2014-10-13 00:06:19 -07:00
hlstriker
79baa08463 Entity to display HUD messages to specific targets. 2014-10-13 00:06:18 -07:00
squeek
450bf12e72 Made LuaUI_BasePanel's SetPos/SetSize/DrawText functions use proportionality, so that size/position is scaled appropriately depending on your resolution
* SetPos can use .res-style string parameters with the 'r' and 'c' prefixes to set alignment
 * SetSize can use .res-style string parameters with the 'f' prefix to make it fill its parent
Had to edit vgui_controls/Panel.h to make a few member variables protected instead of private
2014-10-13 00:06:18 -07:00
Dexter
369121c058 commented out $File "ff\entities\ff_sv_point_ff_message.cpp", not sure if missing! add it if so hlstriker 2014-10-13 00:06:17 -07:00
squeek
065163fe5f * Added basic support for drawing text in LuaPanels, will probably end up changing how this is done
* Bound C_BaseEntity, C_BasePlayer, CFF_CL_Player and a few member functions (speed/velocity/health getters) to the UI Lua environment
2014-10-13 00:06:17 -07:00
hlstriker
82afcfedc8 Exposed glowing to all CBaseEntity to make everyones life easier. You can now set the glow RGBA as well. 2014-10-13 00:06:16 -07:00
hlstriker
ffa5643e48 Enabled entity glowing. Need to extend the functionality a bit to make it worthwhile. Make sure to update your basemod to get the materials needed. 2014-10-13 00:06:15 -07:00
hlstriker
a7c5340a51 Implemented shader editor.
Add "-shaderedit" to startup line to use it.
See https://developer.valvesoftware.com/wiki/Category:SourceShaderEditor for details.
2014-10-13 00:06:15 -07:00
hlstriker
a9147a53bd Added HUD message overload that accepts CRecipientFilter. 2014-10-13 00:06:14 -07:00
hlstriker
a629a38627 Fixed players chat not showing to others (it was only showing to themselves). 2014-10-13 00:06:14 -07:00
squeek
8e52a86fd3 First pass at Lua panels, super basic implementation for now
* Can create new panels from Lua, but pretty much all they can do at the moment is draw a background
2014-10-13 00:06:13 -07:00
hlstriker
4fb1e2bc98 The start of some of the hammer entities. The code is an absolute mess/unsafe right now, I will clean it up when I'm done testing. 2014-10-13 00:06:13 -07:00
squeek
6a2d44ae76 Added a newline at the end of a console Msg because Msg's without newlines annoy me. 2014-10-13 00:06:12 -07:00
Dexter
845ebcae14 messing with built in location chat 2014-10-13 00:06:12 -07:00
Dexter
e50273e024 spawn only at spawns w/ same teamnum as me, temporary thing until lua is rigged up
(also doesnt work on first spawn cuz hl2dm code :P)
2014-10-13 00:06:11 -07:00
Dexter
e9669129a7 add some helper functions for more dynamic active team management 2014-10-13 00:06:11 -07:00
Dexter
c26dad0a15 rename CLASS_<ff class> to FF_CLASS_<class> to avoid confusion with Classify enums 2014-10-13 00:06:10 -07:00
Dexter
6deedf45a1 account for unassigned team on players & use CLASS enums for digging out index for teamlimits 2014-10-13 00:06:10 -07:00
Dexter
1f115eb8c5 team joining is kinda working now woo. use 'team' concommand 2014-10-13 00:06:09 -07:00
squeek
46658bdc5b Hooked up LevelInit and LevelShutdown to the ScriptManagers
Removed global Lua functions loadfile, load, loadstring, and dofile as they are potentially unsafe
2014-10-13 00:06:08 -07:00
Dexter
9c56bd60c3 start implementing actual team joinage action extreme
(added basic con command clientside wrapper that sends to engine->ServerCmd for this)
team finding & joining logic is in the team manager.. not player, might make too much sense!
auto-join is WIP
2014-10-13 00:06:08 -07:00
squeek
5e5f2a4914 More ScriptManager stuff
* Split the UIScriptManager and GameScriptManager into their own classes that inherit from ScriptManager so that they can have different implementations of Init, LevelInit, and stuff like that
 * Not many functionality changes, mostly cleanup
2014-10-13 00:06:07 -07:00
squeek
35bd31cb39 Alias client-only function VarArgs as server-only function UTIL_VarArgs and vice-versa so we can use them in shared code; they both do the exact same thing. 2014-10-13 00:06:07 -07:00
hlstriker
f77368db62 Added/modified HUD message wrappers. 2014-10-13 00:06:06 -07:00
hlstriker
67c8b23b93 Added wrapper functions for HUD messages. 2014-10-13 00:06:06 -07:00
Dexter
abdfa24fea remove stock vpc gen scripts/bats to avoid any confusion.. no.. i did not just run the default one...
Conflicts:
	mp/src/createallprojects
	mp/src/creategameprojects
2014-10-13 00:06:05 -07:00
Dexter
52a6d033ba localized strings for default team names cuz why not 2014-10-13 00:04:57 -07:00
Dexter
c9c90de4f3 refactor UpdateLimit / UpdateLimits -> UpdateClass / UpdateAllClassLimits so its clear what it does (and matches SetClassLimit) 2014-10-13 00:04:56 -07:00
Dexter
0d1b299a34 initialize all classes to -1 in a memset (like old code)
my dumb network right away idea was dumb and didnt really work
2014-10-13 00:04:56 -07:00
Dexter
c0625ca8d2 make class limits respect map (lua)/cvar if set, or min if both set 2014-10-13 00:04:55 -07:00
Dexter
38956aef8f ported FF Team -> new shared code team manager. nothing too exciting..
can now update team name with SetName() any time
2014-10-13 00:04:55 -07:00
hlstriker
bbeb6107be Fixed getting out of water when holding jump. 2014-10-13 00:04:54 -07:00
squeek
c4061fb5f7 A bunch of ScriptManager changes, still a lot more I want to do (and a bunch of cleanup), but committing what I have for now
* Made LoadFile check for execution errors as well as syntax errors (in 2006 FF execution errors were ignored)
 * Added client console command lua_dostring_ui that runs the given command arguments as Lua code in UIScriptManager's Lua environment
 * Loaded all default Lua libraries, but removed unsafe functions or made them safer (still some that need to be made safer)
 * Made Lua's print output to the console
 * Made Lua's require search the mod dir
 * UIScriptManager loads file ui/init.lua on client dll Init
2014-10-13 00:04:54 -07:00
hlstriker
df82d96409 Fixed an issue when trying to get out of water. 2014-10-13 00:04:53 -07:00
Dexter
88e40d9bc9 removed hl2dm spawn crap, tweaked default spawn code a little.
it grabs random info_ff_teamspawn, and if cant find any tries a info_player_start as last ditch
no revolutionary changes here
2014-10-13 00:04:52 -07:00
Dexter
0622f03f59 fix linux linkage finally 2014-10-13 00:04:52 -07:00
squeek
939411c752 Added our own server DLL interface class (CFF_SV_DLL_Interface) that inherits from CServerGameDLL
* Deleted ff_sv_gameinterface.cpp/.h, moved that code into ff_sv_dll_interface.cpp
Initialized g_GameScriptManager when server/client dlls call Init
2014-10-13 00:04:51 -07:00
squeek
9aa4479a03 - Added separate ScriptManagers for UI stuff and Game stuff (g_UIScriptManager (client-only) and g_GameScriptManager (client and server))
* Modified ScriptManager to have no static functions
- Added our own client DLL interface class (CFF_CL_DLL_Interface) that inherits from CHLClient
 * Moved all FF code out of cdll_client_int.cpp
 * Moved CHLClient class declaration to cdll_client_int.h
2014-10-13 00:04:51 -07:00
squeek
41947795c8 Reverted server/gameinterface.cpp back to its default code (had some commented out Lua test stuff in it) 2014-10-13 00:04:50 -07:00
Dexter
c6be12a4e0 tweaked lua VPC to match it's actual lib makefile, a few tweaks. still not working on linux tho
Conflicts:
	mp/src/thirdparty/lua/lua.vpc
2014-10-13 00:04:50 -07:00
Dexter
54b5307c72 crap, server VPC script had some redundant crap 2014-10-13 00:04:42 -07:00
Dexter
f72554fb71 this is dumb 2014-10-13 00:04:41 -07:00
squeek
06b498005e A bit of cleanup in the ff_sh_gamemovement header
* Broke up function declarations into 3 categories: FF-specific, Extended (meaning the BaseClass function is always called in the overwritten function), and Overwritten (meaning the BaseClass function is probably never called)
2014-10-13 00:04:41 -07:00
squeek
3bb04eebd3 A bit of cleanup
* Moved #defines and variables into their own files (not sure how best to handle this, just copying movevars_shared.cpp/.h for now)
 * Added Doxygen comment blocks to each function implementation
2014-10-13 00:04:40 -07:00
squeek
69d7defcda A bit more informative DevMsg's about movement code 2014-10-13 00:04:40 -07:00
squeek
daed6c867d Fixed trimping not being triggered while rampsliding (issue #434)
- A CategorizePosition call that sets the player's GroundEntity if they have jump pressed that was called every PlayerMove in 2006 code is called only when needed in 2013 code. Made it call CategorizePosition if jump is pressed. This fix could potentially be handled better.
2014-10-13 00:04:39 -07:00