Commit Graph

154 Commits

Author SHA1 Message Date
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
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