Commit graph

135 commits

Author SHA1 Message Date
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
squeek
b282186df3 Set movement variables to the correct FF defaults (sv_friction 5, sv_maxspeed 600, sv_accelerate 14) 2014-10-13 00:04:39 -07:00
squeek
82e3e26efa Removed the Git section as we're using SVN now, added a bit about class naming 2014-10-13 00:04:36 -07:00
Dexter
6be4165a85 test
Conflicts:
	mp/src/thirdparty/luabind/luabind.vpc
2014-10-13 00:04:35 -07:00
TrepidJon
03b770e3de hello kato robot, shhh keep it a secret 2014-10-13 00:04:29 -07:00
Dexter
0d20ce6447 yep this is still needed 2014-10-13 00:04:28 -07:00
Dexter
03280a0b9a add missing linux32 / osx libraries (valve had forgot to add them .. )
Conflicts:
	mp/src/lib/public/linux32/libSDL2.so
2014-10-13 00:04:28 -07:00
Dexter
1609c58888 potential luabind fix for gcc
Conflicts:
	mp/src/thirdparty/luabind/detail/call_function.hpp
	mp/src/thirdparty/luabind/detail/call_member.hpp
	mp/src/thirdparty/luabind/wrapper_base.hpp
2014-10-13 00:04:22 -07:00
squeek
f8b8321865 Moved CanJump logic into it's own function 2014-10-13 00:04:16 -07:00
Dexter
df33b47da1 undo previous commits, gotta find a fix compatible with vc++ 2014-10-13 00:04:16 -07:00
Dexter
91b9020f9f (part 2 oops..) fix for boost on gcc, #elif works differently (more correct) and breaks boost http://gcc.gnu.org/bugzilla/show_bug.cgi?id=36453
the two .sh files got windows newlines, so fix those too while we're here

note: should use an awk script for "#elif BOOST_PP" -> "#else if BOOST_PP" transform ..

Conflicts:
	mp/src/thirdparty/boost/functional/overloaded_function.hpp
	mp/src/thirdparty/boost/functional/overloaded_function/detail/base.hpp
	mp/src/thirdparty/boost/local_function/aux_/function.hpp
	mp/src/thirdparty/boost/mpl/apply_wrap.hpp
	mp/src/thirdparty/boost/mpl/aux_/advance_backward.hpp
	mp/src/thirdparty/boost/mpl/aux_/advance_forward.hpp
	mp/src/thirdparty/boost/mpl/bind.hpp
	mp/src/thirdparty/boost/numeric/conversion/detail/numeric_cast_traits.hpp
	mp/src/thirdparty/boost/spirit/home/phoenix/statement/detail/catch_all_eval.hpp
	mp/src/thirdparty/boost/spirit/home/phoenix/statement/detail/catch_eval.hpp
	mp/src/thirdparty/boost/variant/detail/substitute.hpp
2014-10-13 00:04:15 -07:00
Dexter
4babbaf7d8 fix for boost on gcc, #elif works differently (more correct) and breaks boost http://gcc.gnu.org/bugzilla/show_bug.cgi?id=36453
the two .sh files got windows newlines, so fix those too while we're here

Conflicts:
	mp/src/thirdparty/boost/parameter/aux_/python/invoker_iterate.hpp
	mp/src/thirdparty/boost/python/detail/result.hpp
	mp/src/thirdparty/boost/python/detail/target.hpp
2014-10-13 00:04:06 -07:00
Dexter
66d119efa5 this is really dumb 2014-10-13 00:03:53 -07:00
squeek
5ef43552e9 Implementing double jumping using a static float for now 2014-10-13 00:03:52 -07:00
squeek
426b88ef40 * Ported CFFGameMovement::CheckJumpButton
- Rewrote a lot of the function to make it less redundant/cleaner, moved some things into their own functions
 - Downtrimping, trimping, soft/hard caps should work; doublejump is not yet ported
 - Note: The client seems to call CheckJumpButton like 5 times for every one time the server does; need to investigate that more
* Ported headcrush
 - Untested
* Made default gravity for FF 800
2014-10-13 00:03:52 -07:00
squeek
2b4a3ce44b Fix for detection of sharking that I broke (water level <= waist level, not < waist level) 2014-10-13 00:03:51 -07:00
squeek
9818913608 Our very own player class! (CFF_SH_Player, CFF_CL_Player, CFF_SV_Player)
- Note: FFPlayer still derives from CBaseHLPlayer, which has HL-style sprinting code and whatnot, will probably want to end up removing that inheritance
 - All references to the old HL2MP player have been switched to our FF player (temporarily if we end up replacing those files)
2014-10-13 00:03:51 -07:00
Dexter
1d6736cb3c linux vpc running barfer scripts 2014-10-13 00:03:50 -07:00
squeek
2c2d486a9d Made everything comply with the naming scheme we're going with (subject to change?)
- All classes are named CFF_<CL/SV/SH>_ClassName
 - All files are named ff_<cl/sv/sh>_filename

Conflicts:
	mp/src/game/shared/ff/ff_sh_scriptman.h
2014-10-13 00:03:50 -07:00
Dexter
03ec8eec87 oops add missing files RIP 2014-10-13 00:03:44 -07:00
squeek
f5ed33341a * Cleaned up the gamemovement.cpp port
- Removed all instances of m_surfaceFriction being commented out and fixed m_surfaceFriction being set to .25 whenever in the air (this should allow for materials to set their own friction and actually have it do something)
 - Set g_bMovementOptimizations back to true (wasn't meant to be false)
 - Reverted any ported code in functions overwritten in FF's own GameMovement class and added a comment above the base class saying it's unused
* Added C_FF_SH_GameMovement class (is this an acceptable class naming scheme?)
 - Lots of code left unported in this file
 - Overwrites the PlayerRoughLandingEffects, Duck, and FinishUnDuck functions for now
* Excluded hl_gamemovement files from the project (there can only be one IGameMovement interface exposed at a time)

Conflicts:
	mp/src/game/client/client_ff.vpc
2014-10-13 00:03:41 -07:00
Dexter
1ef1520ada ff_scriptman rename to ff_scriptman_shared
Conflicts:
	mp/src/game/shared/ff/ff_scriptman_shared.cpp
2014-10-13 00:03:35 -07:00
Dexter
13b0113850 hl2mp -> FF gamerules
Conflicts:
	mp/src/game/server/ff/ff_client.cpp
	mp/src/game/server/ff/ff_gameinterface.cpp
	mp/src/game/server/server_ff.vpc
	mp/src/game/shared/ff/ff_shared.vpc
2014-10-13 00:03:20 -07:00
Dexter
09aa266e88 start of gamemovement port. a few things stubbed out:
player fall damage (seems improved since 2006, waiting on Player code)
spy cloak speed mods (waiting for player obviously)

kinda funny, hl2dm sprint makes you go slower since the tfc friction values :D
2014-10-13 00:02:50 -07:00
Dexter
24aa17d15e move lua + luabind into 'game' so you dont have to go generate a second set of projects, and they are built when game is (no external deps go missing)
Conflicts:
	mp/src/vpc_scripts/groups_ff.vgc
	mp/src/vpc_scripts/projects_ff.vgc
2014-10-13 00:02:50 -07:00
Dexter
c28f1e019b get outta town (delete this so clean empty dir to checkout basemod branch) 2014-10-12 23:58:21 -07:00
squeek
6aa8ddc280 Removed game/FortressForever and added the dir to .gitignore 2013-10-21 22:18:00 -07:00
Dexter Haslem
caec837a42 remove unneeded header 2013-10-21 22:39:55 -06:00
Dexter Haslem
76a2ad37c3 steamworks test
should get "Steam AppID = 253530" in console at start (if you start
FortressForever game like you should idiot)
2013-10-21 22:38:02 -06:00
Dexter Haslem
1a8a985965 remove that note -> shared vpc 2013-09-15 00:59:26 -06:00
Dexter Haslem
4a88f21d70 start of scriptman port. needs gameplay done to continue 2013-09-15 00:40:02 -06:00