73597af3c0
Some basic Attack functions for CBaseMonster. monster_barney in Half-Life will draw, holster his weapon against targets and shoot. Shows there's some use in our pathfinding already.
2020-07-27 01:19:53 +02:00
da7c5a27e2
Server: Use the undocumented (but handy) readcmd instead of localcmd to parse skill files instantly. This will avoid the bug of delayed config loading. That's the theory.
2020-07-25 01:58:12 +02:00
9d58f78548
Menu: Move version info down so it doesn't hide some images in certain menus.
2020-07-25 00:50:51 +02:00
e82cc69671
Scientist Hunt: Add skill_scihunt.cfg and make the weapons damage values respect the internal values.
2020-07-25 00:46:18 +02:00
4427529e51
Client: Put renderscene() into its own function to make profiling easier.
2020-07-22 23:03:10 +02:00
abe97ebe43
Half-Life: Add a silly announcer to spice things up when players get killed.
2020-07-18 01:56:28 +02:00
030cf0f21a
Half-Life: Fixed purely visual bug in the WEAPON_SATCHEL ammo counter, where it'd falsely subtract 1 satchel when exploding them all.
2020-07-12 00:14:29 +02:00
80c5cdc5f9
Half-Life: Fix the bug that WEAPON_SNARK doesn't get removed from the inventory when all snarks have been deployed.
2020-07-12 00:00:41 +02:00
4323dd71bd
func_door: Expanded QUAKED documentation for level designers, added notes on spawnflags.
2020-07-11 21:40:19 +02:00
d286fac6cc
Menu: Add build date information.
2020-07-11 20:59:45 +02:00
1fca666a5f
Menu: Fix memory leak that'll when preparing some TCP streams. Fix a name display issue in the IRC log.
2020-07-11 15:55:03 +02:00
b3713ca0ab
func_door: Improve documentation for level designers
2020-07-10 13:43:11 +02:00
336c8adee1
Sentences: More parsing fixes, as some dialogue broke.
2020-07-10 12:13:20 +02:00
f33541a84d
func_door: Support for Source engine noise1 and noise2 fields, allowing for custom door sounds outside the predefined set.
2020-07-10 11:57:30 +02:00
8d1270a5d1
Menu: Make the CTextBox widget recognize K_KP_ENTER
2020-07-09 22:03:35 +02:00
b649ab78ca
Half-Life: Added check for violence_hblood and violence_hgibs and acting
...
accordingly.
2020-07-09 21:24:02 +02:00
de9ec013af
Menu: Add 'Content control' configuration page. This sets the violence_ variables and whatnot.
2020-07-09 21:17:13 +02:00
7eee535e39
Menu: Added readme menu page, allow inserting of text that'll get wrapped
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automatically. Mods can have their own readme.txt files parsed too now.
2020-07-09 20:00:16 +02:00
c0f97524ce
Change 'impulse 240' for adding bots to 'sv bot_add', which is game-mode
...
oriented and more flexible to mod authors.
2020-07-09 10:42:34 +02:00
18627889f9
Half-Life: Fix WEAPON_SNARK in multiplayer, targetting
2020-07-07 23:41:35 +02:00
f54826986f
Half-Life: Fix WEAPON_TRIPMINE spawning in multiplayer.
2020-07-06 19:30:19 +02:00
c033f5d88e
Menu: Fix warning by casting explicitly.
2020-07-01 08:31:16 +02:00
a0ba14d5de
Menu: Ignore K_ESCAPE in CTextBox's input
2020-06-30 19:10:59 +02:00
419ee9ae8d
Menu: Fix chat message passing to CSQC
2020-06-30 18:41:00 +02:00
7365dd27e6
Menu: Close cached TCP socket and fix timeout dialog
2020-06-30 18:08:31 +02:00
081d541e9e
Menu: IRC based Chat is now completely implemented using QuakeC. It already works quite well but will need a lot more testing!
2020-06-30 17:14:06 +02:00
d8f9c545a6
Initial commit of the TCP helper backend that we'll need for the next-gen chat
2020-06-30 13:07:54 +02:00
37a3494559
Fix 3 small warnings.
2020-06-28 10:52:13 +02:00
bca72fafc8
Sentences_ResetSample: Change return type.
2020-06-27 14:20:58 +02:00
25b7cbcf47
Half-Life: Remove references of .armor from WEAPON_TRIPMINE
2020-06-25 11:06:57 +02:00
7611796555
Counter-Strike: Mark hostage_entity as MULTIPLAYER available.
2020-06-25 11:06:02 +02:00
980fe8f864
Mark monster_furniture, monster_generic and monstermaker as MULTIPLAYER available
2020-06-25 11:05:28 +02:00
aef3b2f8c1
Sentences: Minor improvement to parsing sentences.txt entries
2020-06-25 11:01:44 +02:00
776ef713fc
Missed this file with the last commit.
2020-06-14 00:56:21 +02:00
9a4cc85366
speaker: Initial implementation; Misc improvements to the sentences processing.
2020-06-14 00:55:01 +02:00
bcc28c98ee
Flashlight: Avoid using getproperty for the flashlight values.
2020-06-12 17:27:21 +02:00
66aef13819
Purge cstrike.old from the src tree.
2020-06-12 17:14:05 +02:00
12c26958e1
CBaseMonster: Add MSF_MULTIPLAYER flag, so monsters can be made available in multiplayer on a per-class basis.
2020-06-12 17:02:30 +02:00
9cde95495d
monster_scientist: Fix the model/character selection using the new SetBody system
2020-06-12 16:41:21 +02:00
8c62ea4f73
Update gs-entbase README
2020-06-12 16:30:09 +02:00
1b27e26582
func_friction: Added implementation of a friction modifier for player entities. This affects pmove.c as well.
2020-06-12 13:37:37 +02:00
a3ade0deab
trigger_teleport: respect the 'master' value, support for spawnflags 1 and 2.
2020-06-12 13:02:14 +02:00
4fe5166fd1
button_target: Initial implementation
2020-06-12 12:48:40 +02:00
d5a74fc5a8
Scientist Hunt: Remove redundant player class attribute definitions.
2020-06-12 12:10:29 +02:00
4972156930
Client: Add basic interpolation for when camera triggers are active. This mimics HL's sloppy behaviour somewhat. Will see a lot of changes.
2020-06-12 12:09:53 +02:00
26d7d62d04
trigger_camera: Add trigger capabilities (to be in spec) and aim towards the moveto entity. Still missing a few bits but we're getting there soon. Need more test maps.
2020-06-12 12:08:55 +02:00
28feec0490
trigger_autosave: Added missing newline for localcmd()
2020-06-12 12:07:24 +02:00
90d91e1260
player_loadsave: Initial implementation.
2020-06-12 12:06:50 +02:00
5b34579e9b
Server: Exec skill_[gamename].cfg as a fallback for skills
2020-06-12 10:20:17 +02:00
bbad094cae
Prevent monster entities from spawning outside coop 1 or maxplayers 1.
2020-06-12 10:03:07 +02:00
bdfb040bc2
player_weaponstrip: Initial implementation; func_breakable: warn when key 'spawnobject' defines an out-of-bounds spawn id.
2020-06-12 09:46:24 +02:00
2c4f602195
func_pendulum: Handle rotating around Z axis.
2020-06-09 01:52:06 +02:00
887f48a1ea
func_pendulum: Change the axis for spawnflags bit 128.
2020-06-09 01:43:58 +02:00
3b7431cba1
func_conveyor: Fix spawning, respawning and use of SetAngles because they weren't updating before.
2020-06-09 01:36:20 +02:00
e24dc3467d
func_pendulum: Initial implementation.
2020-06-09 01:35:27 +02:00
dc43e5f3a9
Counter-Strike: Prevent the player defusing the bomb from moving.
2020-06-09 00:52:12 +02:00
70451433b8
Counter-Strike: Reset progressbar upon round restart.
2020-06-09 00:30:06 +02:00
61983ec2d8
Counter-Strike: Add progress bar for defusal and other tasks.
2020-06-09 00:23:18 +02:00
8aa66987e5
Counter-Strike: Fix Defusal-Kit icon source offset on the HUD.
2020-06-08 23:50:25 +02:00
ae394e9703
Counter-Strike: Make the ammo counter display 1 for WEAPON_C4BOMB (as it's currently a single use item).
2020-06-08 23:48:03 +02:00
591f878d55
Counter-Strike: Defusing the bomb is now handled outside the player input logic, working.
2020-06-08 23:46:44 +02:00
e1ba466917
trigger_changelevel: Check if the activating is in fact, a client.
2020-06-08 15:00:40 +02:00
76b5ff1879
Fix env_sprite from networking using MSG_ENTITY instead of MSG_MULTICAST when networking once.
2020-05-31 22:41:57 +02:00
680725f050
Obituaries now use spriteframe() for caching.
2020-05-31 21:20:36 +02:00
cef8ba0443
Make cstrike use spriteframe() for HUD gfx
2020-05-31 13:20:04 +02:00
c709117209
Switch to using spriteframe() for HUD sprites in valve, scihunt
2020-05-31 12:54:04 +02:00
828a41eff8
Fix new compiler warnings.
2020-05-30 23:08:11 +02:00
fcb99ad427
Add support for func_breakable its spawnobject key.
2020-05-30 14:57:01 +02:00
4d201c281b
Fix armor indirection bug. The compiler ought to warn about name conflicts like these.
2020-05-28 19:53:24 +02:00
fe251faf81
Physics: define stand-in values for non CSTRIKE and VALVE defined games
2020-05-08 07:44:40 +02:00
674206349a
Half-Life: Fix crash with obituaries and invalid weapons.
2020-05-04 05:48:19 +02:00
cca1e646c2
Counter-Strike: Changed WEAPON_USP45 firing rate to be closer to 1.5's.
...
It was based on the values of CS:S before (as those are not hard-coded...)
2020-05-03 23:50:11 +02:00
2db9d5bf31
Gunman Chronicles: Unstuck secondary option menus.
2020-05-03 05:39:34 +02:00
fc3f124d24
Progs.src for server-side codebases are much simpler now, player class now
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inherits the base_player class, which is a new addition.
2020-05-03 05:26:06 +02:00
a025a41e73
Simplified the client progs.src file for each game massively.
2020-05-02 23:57:25 +02:00
d4c97c639b
Unbreak env_sprite rendermodes.
2020-05-02 06:38:02 +02:00
c1e4070b61
Made obituary code game-specific.
2020-05-02 05:57:36 +02:00
bfa3412277
Cleaned up some warnings.
2020-05-02 05:28:21 +02:00
b7c2c61a88
Obituaries: We now read hud.txt for the icons, so we no longer have to
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define them inside the code. This should automate quite a bit of legwork
2020-05-02 02:36:37 +02:00
af7820def4
Moved class item_pickup definition to a higher scope, so the weapons
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can manipulate pickup related things within their own source file.
2020-05-02 01:00:27 +02:00
9fec86e295
Half-Life: Add SetFloating to class item_pickup.
2020-05-02 00:38:07 +02:00
02606bafe9
Counter-Strike: Precache item pickup sound shaders in advance, also
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add sound shader for weapon.pickup
2020-05-02 00:24:54 +02:00
9ea07752f8
Scientist Hunt: Add some basic logic for the insanity mode. This adds
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sh_insanity (cvar). Also fixed some shared Half-Life ish stuff with
blood, trigger_hurt entities... too tired to list
2020-04-30 05:58:17 +02:00
5ce957bb20
BaseMonster: Went over various monsters to fix gibbing since that had
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regressed with the way we do damage now.
Replaced all 'frame=' assignments with SetFrame calls so it gets networked.
2020-04-28 17:49:32 +02:00
2a6ff3babd
Added Rendermode: RM_FULLBRIGHT
2020-04-28 10:27:20 +02:00
94947c89e1
Cleaned up client inits by pushing hud related precached into HUD_Init,
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where they belong
2020-04-28 10:25:13 +02:00
e697fd8fc5
Counter-Strike: Fix the hostage from becoming unresponsive when hurt.
2020-04-28 06:14:30 +02:00
a1f2a78800
Scientist Hunt: Fix the scientist by making it use the new methods to
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control CBaseEntity based objects.
2020-04-28 06:14:07 +02:00
cf34e1d678
Half-Life: Make player death-flatline a sound shader
2020-04-28 06:13:22 +02:00
7c1921ae05
Opposing Force: Added stubs for the upcoming CTF logic.
2020-04-28 06:11:44 +02:00
70ddc6a150
Counter-Strike: Cleaned up the weapon-table
2020-04-28 06:09:57 +02:00
12328e2d08
Tell Poke646 and They Hunger to build with CLASSIC_VGUI
2020-04-28 06:09:19 +02:00
92aac3489f
Counter-Strike: Added intermission logic.
2020-04-26 20:57:13 +02:00
9ace996ada
Counter-Strike: Make sure we drop our current weapon, as well as the C4
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bomb if we do happen to carry it.
2020-04-26 13:40:03 +02:00
3b0d7b7fdc
Weapons: Make sure dropped items get purged between rounds.
2020-04-26 13:23:18 +02:00
0c0b9938b7
Went over weapon-drop logic to handle ammo, undroppable weapons.
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Added basic intermission logic to HL:DM for fraglimit/timelimit being hit.
Cleaned up WeaponAPI to get rid of killicons, which should be handled
elsewhere.
2020-04-26 13:17:19 +02:00
46f720d562
Counter-Strike: Handle level-transitions for weapon information, purge
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said information when dying in MP games as well.
2020-04-26 03:28:42 +02:00
da7f06b835
Counter-Strike: Hostage interaction rewards. 150 dollars! Grab one now for
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big big boni!
2020-04-26 00:12:33 +02:00
5c74aa99ab
Counter-Strike: Disallow terrorists from interacting with the hostages.
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Must have been really tired one night.
2020-04-26 00:04:39 +02:00
321256c009
Counter-Strike: Tweak the punchangle/recoil to feel closer to 1.5. It was
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a bit too low before I feel.
2020-04-25 22:29:35 +02:00
ece32f1c51
Counter-Strike: Tweak the kill-icon for WEAPON_C4BOMB so it's the generic
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death one.
2020-04-25 22:29:00 +02:00
dae9080d57
Client CBaseEntity: RM_ADDITIVE implies the entity is also rendered with
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a fullbright effect.
2020-04-24 05:39:06 +02:00
c41eedb593
Base Scoreboard: Simple team scoreboard. It tracks certain infokeys, look
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at server/cstrike/gamerules_multiplayer.cpp for an example.
2020-04-24 05:38:38 +02:00
82d14b46d8
CGameRules: Allow different MaxItemPerSlot limits per slot type.
2020-04-24 05:37:54 +02:00
cc0e7edec0
Counter-Strike: Went over the kill icons for all the weapons.
2020-04-24 05:37:25 +02:00
876468fc29
Fixed a bug in which self wasn't reset in Weapons_AddItem()
2020-04-23 22:42:09 +02:00
7c0315d56f
Added CGameRules::MaxItemPerSlot to let gamemodes/rules allow how many
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items we allow per inventory/HUD slot. CS's is 1 in multiplayer.
2020-04-23 21:02:38 +02:00
b95f7c37eb
FX: Moved all the particle descriptions into the appropriate places.
2020-04-23 14:26:43 +02:00
090461860e
Added cmd "lastinv" and "drop".
2020-04-23 07:36:19 +02:00
051d07fbcf
TraceAttack: Added support for weapon-specific penetration values.
...
Counter-Strike now uses those, values are those from CS:S's 2011 weapon
scripts.
2020-04-23 06:51:39 +02:00
ae7da17d0f
Counter-Strike: Made '0' work in text-based menus.
2020-04-23 05:25:51 +02:00
747639af4d
Counter-Strike: Fixed the buyammo1/primammo and buyammo2/secammo commands.
2020-04-23 05:20:35 +02:00
d8b832041c
Counter-Strike: Fixed being able to buy ammo outside of the buy-time...
2020-04-23 05:19:38 +02:00
4794f45cb1
Added the 'getpos' command that people in Source are familar with.
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Requested by Xylemon!
2020-04-23 04:56:23 +02:00
f79863d3c1
Counter-Strike: WEAPON_FLASHBANG now does some fancy calculation for
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flashing players.
2020-04-23 04:33:11 +02:00
8b57b74637
env_fade: Worked a lot on how fades are meant to run.
2020-04-23 04:32:44 +02:00
a31b3b0e47
Counter-Strike: Updated the WEAPON_SMOKEGRENADE smoke particle effect.
2020-04-23 03:41:56 +02:00
b44ea3320f
FX: Moved particle definitions into the respective FX init functions.
2020-04-23 03:22:45 +02:00
d72fc4d17c
FX: Cleaned up inits and organized everything into the relevant game
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specific directories, so mods can now inherit/override effects easier.
2020-04-23 03:13:29 +02:00
781d896bfd
Counter-Strike: Simplified CSMultiplayerRules::PlayerFindSpawn by making it
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non-random.
2020-04-23 01:55:23 +02:00
b688738320
Counter-Strike: Fix armoury_entity from selecting the wrong model for some
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items.
2020-04-23 01:45:56 +02:00
7c19a62aaf
Counter-Strike: Went over the player-model selection code.
2020-04-23 01:40:31 +02:00
8905fa98bc
Counter-Strike: play sound when successfully buying ammo.
2020-04-23 01:28:28 +02:00
d0ec99b5b1
CBaseEntity: Got rid of all the net_ attributes (except origin, angles)
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which should give us a lil boost since we no longer need to save that
much mem.
2020-04-22 23:33:18 +02:00
61ea2dfe6c
Add get/set methods for rendermodes so we can issue network-updates
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directly instead of wasting attributes to keep track of changes.
2020-04-22 20:33:15 +02:00
fa8304f70d
CBaseEntity: Reset rendermode attributes upon Respawn()
2020-04-22 20:04:01 +02:00
ab9bea1bd8
env_render: Added dprint info upon trigger.
2020-04-22 19:59:07 +02:00
65a2018b6d
Counter-Strike: Force Weapons_SwitchBest() in CSMultiplayerRules upon
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respawning.
2020-04-22 19:58:37 +02:00
5521c44b72
PMove: Added phy_wateraccelerate. Some mods have such a low phy_accelerate
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that clients can't escape a swimming pool.
2020-04-22 18:37:28 +02:00
db39b7171e
Counter-Strike: added CSEv_AmmoBuyPrimary and CSEv_AmmoBuySecondary.
2020-04-22 14:12:57 +02:00
bfacfc5e71
Half-Life: Added more verbose assignments for readability.
2020-04-22 12:47:01 +02:00
0d3f271b21
Half-Life: Convert item_battery and item_healthkit to use sound shader
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definitions instead of using sound() directly.
2020-04-22 12:45:45 +02:00
7793d52d3f
GS-Entbase: undef GS_BULLET_PHYSICS for WASTES, this should be defined at
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the progs.src level anyway.
2020-04-22 12:34:50 +02:00
b3de732e03
BotLib: Added initial files to the project.
2020-04-22 12:31:28 +02:00
ed31788de3
Updated fteextensions.qc
2020-04-22 05:58:11 +02:00
816f34ef23
Half-Life: Move animation/punchangle code for WEAPON_MP5 into the shared
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code-path for better prediction.
2020-04-22 05:57:39 +02:00
6ceca5839c
TraceAttack: Let game progs.src files themselves decide whether they want
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BULLETPENETRATION enabled.
2020-04-22 05:56:21 +02:00
1891e974d0
Counter-Strike: Handle player animation code in its own files, update
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weapons to use the newly defined sequences.
2020-04-22 05:32:58 +02:00
b4fffe8858
Half-Life: Build the client-game with the VGUI_CLASSIC define.
2020-04-22 04:39:08 +02:00
78a0f976ed
Decals: Increase decal init count to 128.
2020-04-22 04:11:33 +02:00
922b6f4c55
Added sub-directory makefile to ease the building of specific games/mods.
2020-04-21 00:30:54 +02:00
877e5e1699
Counter-Strike: Doing bound checks with armoury_entity so that maps like
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cs_huehnerklau work.
2020-04-21 00:13:42 +02:00
bb7522f971
Counter-Strike: Fix the money team rewards not being given out when a new
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round hits.
2020-04-20 23:21:02 +02:00
00b4fb9557
Flashlight: Shift source origin down by 8 units so that the cubemap light
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has some more obvious effects from the first person view.
2020-04-20 23:20:36 +02:00
6294a41efe
Counter-Strike: Made WEAPON_SCOUT zoom like WEAPON_AWP and changed the
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timings on the zoom action to be close to what it's like in 1.5
2020-04-20 19:35:56 +02:00
a3ff75a4da
Moved Player_Death into the Gamerule logic.
...
Counter-Strike's zones have been shoved into .flags, where we desperately
need some more bits.
Counter-Strike's WEAPON_C4BOMB now only works in a func_bomb_target zone.
2020-04-20 19:25:15 +02:00
1eda0ab5d4
Counter-Strike: Added CSEv_BuyEquipment_f
2020-04-20 15:59:42 +02:00
e643ab58a7
Rewrote parts of HUD_SlotSelect to be no longer recursive.
2020-04-20 11:47:22 +02:00
2cee375ce5
Lots of commits bundled into one:
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- Added GamePMove_Fall and GamePMove_Jump for controlling either.
- Tweaked maxspeed for Counter-Strike heavily.
- Worked on the Counter-Strike WEAPON_KNIFE (fully functional!).
- Worked on the Counter-Strike WEAPON_AWP (mainly zoom).
- The WEAPON_C4 in Counter-Strike will no longer unfreeze you during warmup
- Added cl_showtriggers for displaying brush-based triggers.
- Removed muzzleflash dynamic light, as it seems GoldSrc doesn't have any.
- Fixed bug in which the server-list would run into an infinite loop error.
- Fixed weapon pricing in Counter-Strike.
- To rescue hostages means to earn $$$
2020-04-20 06:45:14 +02:00
d7e818410c
Added game-specific maxspeed overrides.
2020-04-19 13:01:47 +02:00
51cce26fd8
Added some init messages.
2020-04-19 12:02:05 +02:00
e578ffc808
Get rid of those ancient decal precaches.
2020-04-19 12:01:31 +02:00
8ac5ac7c77
Support for Q3-based BSP material flags - for footsteps anyway
2020-04-19 12:01:20 +02:00
ce87662850
Changing local from snd to sfx to avoid conflicts with a certain
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global.
2020-04-18 02:05:41 +02:00
23011d42e6
Unbreak Scientist Hunt's gamerules.
2020-04-15 12:28:11 +02:00
ad62ddc574
Moved gamerule definitions at a higher scope, this will make it easier
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to call GameRule events from other parts of the codebase.
2020-04-15 01:18:19 +02:00
3e4a67367b
Counter-Strike: Hostage Rescue works, Buymenu for weapons works, cleaned
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up some gamemode code.
2020-04-14 16:19:25 +02:00
992add7dfd
Gamemodes: Moved the level transition stuff outside of the _singleplayer
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logic as lots of mods want to inherit that of HL anyway.
2020-04-14 12:35:55 +02:00
594ba56f02
Started moving gamerule logic into classes, so we can manage seperate
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modes of play better. This will be much appreciated too by anyone modding
CS to add additional gamemodes later for example.
2020-04-14 03:12:09 +02:00
142e6c9cf3
Possible memalloc corruption mititagions.
2020-04-12 19:40:09 +02:00
9e8c779c74
Menu: Added a basic Load-Game menu.
2020-04-12 18:45:02 +02:00
324fadd668
Spring cleaning. Prepare for summer! Fixed lots of bugs too:
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v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00
6f6a0cf35b
monstermaker: Support delay -1, despite being abused too often.
2020-04-09 14:44:29 +02:00
20ce1665cd
monstermaker: Remove when unable to spawn entity.
2020-04-09 14:05:59 +02:00
4e90b5199f
Valve: Added missing ammo sound shader precaches.
2020-04-08 22:34:21 +02:00
b992dd472d
Menu: Fixed dumping path.
2020-04-08 09:12:22 +02:00
8f6a826475
Moved footstep sound shader, manifest updates.
2020-04-08 08:50:09 +02:00
94d7da9ed7
Valve: Fix dupe player precaches.
2020-04-08 08:02:13 +02:00
c6f40c2590
Moved shared Nuclide data into its own folder.
2020-04-08 08:01:52 +02:00
a1b1eca2e5
Cstrike: Progress towards the grenades.
2020-04-07 15:37:31 +02:00
b2ef0db018
Fix misc warnings.
2020-04-07 15:02:36 +02:00
31793440c2
Cstrike: Remove usage of Weapons_ViewPunchAngle, as that's calculated
...
elsewhere (see weapons_cstrike.c)
2020-04-07 15:00:11 +02:00
a2384fae50
Cstrike: Fix WEAPON_USP45 timers for adding/removing the silencer
2020-04-07 14:55:27 +02:00
f43bc2cf32
update copyright dates because I've been forgetting all year.
2020-04-07 14:46:23 +02:00
3b8d76656a
Cstrike: Fix scope and cl_hudaspect support.
2020-04-07 14:41:21 +02:00
bc9978be12
Cstrike: Added sniper scopes to the AWP, G3SG1, Scout and SG550.
...
Their zoom-levels aren't final, I am pretty sure CS 1.5 had different
zoom levels for each weapon. We'll have to research those values.
2020-04-07 13:06:41 +02:00
27cfaba85f
Cstrike: Lots more documentation, stubs and some working new entities.
...
Added crosshair alternatives for AUG and SG552.
Made running/crouching/jumping affect gun accuracy calculations.
2020-04-07 12:42:28 +02:00
af95dd8124
Cstrike: Fix P228 firing bug
2020-04-07 03:04:31 +02:00
cf136dbd6c
Cstrike: Finished most of the essential gun logic.
2020-04-07 02:47:21 +02:00
9d13451186
1 cheeky line: 1; me: 0
2020-04-06 11:57:27 +02:00
2e1b2846da
Some prediction fixes?
2020-04-06 11:14:40 +02:00
1f0e93d35a
Precaching CS weapon sounds via sound-shaders...
2020-04-06 10:53:26 +02:00
755eecfc34
A bunch of mod changes contributed to by Xylemon, mixed together with
...
some of my FX code which is going places.
2020-04-05 02:25:27 +02:00
07a3b329df
Starting to clean up a lot of pmove.c
2020-04-04 13:02:30 +02:00
e1b38f008a
Adjusting spawn-angle to match spawnpoints.
2020-04-04 00:52:45 +02:00
5e936559ea
Menu now can scan for non .bmp sprays.
2020-04-04 00:18:05 +02:00
a159183b3d
Footsteps: Ladder sound fix
2020-04-03 15:29:24 +02:00
ab1338bab6
Moved the music-switching logic into the menu, for good reasons.
2020-04-03 15:01:55 +02:00
639097249a
Some CSTRIKE and REWOLF soundshader stuff
2020-04-03 14:42:39 +02:00
7f2f32efb1
Menu/Manifests: Allow games to execute commands for the button reserved
...
for training. Gunman uses this to play a Smacker/Bink video file.
2020-04-03 14:09:17 +02:00
5055fc8879
Fixed some small warnings.
2020-04-03 13:37:26 +02:00
5ba72a224c
Menu: Filter through the gameinfo defined types to clean up the mess
...
other people like to put in it.
2020-04-03 13:36:42 +02:00
4de7182c10
Moved decal spawning for impacts into the client-side
2020-04-03 12:46:54 +02:00
a7fc08f857
Footsteps are more unified across BSP versions, can easily be extended
...
and cover more types of materials even on HL BSP maps.
Improved documentation for QUAKED comments.
Seperated skill file for valve into its own little thing.
2020-04-03 12:12:11 +02:00
7c22d66c17
Valve: Converted more monsters to use sound shaders!
2020-04-03 09:22:22 +02:00
45c18f6a7f
Valve: Skill system now affects the weapons as it should. Didn't do it on
...
the ones that need a lot more work.
2020-04-03 09:11:08 +02:00
e6ff9520a1
Valve: MONSTER_ZOMBIE now uses sound shaders.
2020-04-03 00:40:54 +02:00
c113cc1994
Valve: Fixed WEAPON_HANDGRENADE bounce sound
2020-04-02 23:44:28 +02:00
2ceb72c9e4
Valve: Make most weapons use sound shader definition scripts.
2020-04-02 23:39:27 +02:00
4f44d96be9
Pulled over Sound-Shader code from TW. We'll use this soon over hard-coded
...
sounds.
2020-04-02 22:43:37 +02:00
47f8e41185
Gearbox: ammo_spore should behave like it is meant to. WEAPON_SPORELAUNCHER
...
got some changes to support its alt-fire and yellow blood decals on impact
2020-04-02 22:42:30 +02:00
79ddd3228c
PMove: Player gets pulled at a different speed than we may have thought.
2020-04-02 22:40:49 +02:00
24f2d9d824
Gearbox: Added cl_tonguemode cvar for WEAPON_GRAPPLE and adjusted
...
speeds. We're kinda winging it but the timings should be O.K.
2020-04-02 22:39:57 +02:00
18fe40f2e0
More cleanup/shoving around of decal code, improved infodecal by adding
...
its Trigger() method
2020-04-02 06:23:18 +02:00
c03f3fce72
Spawn a bit fewer particles on blood bits
2020-04-01 22:10:49 +02:00
ec819cf4e4
Shuffled a lot of Decal code around so gibs can now spawn blood, etc.
2020-04-01 20:55:05 +02:00
479048bda8
monstermaker: Make sure limits only get respected when they're actually set
2020-04-01 20:15:10 +02:00
54e982bc14
More work done on monstermaker in the gs-entbase. Needs a lot of testing.
...
Finally precaching player-models.
Fixed some crosshair arrangements in Opfor.
2020-04-01 20:10:31 +02:00
af53ab36ef
Improved entity documentation, added cl_hudaspect variable so that
...
you can control how close the elements are to the center of the screen.
2020-04-01 18:43:09 +02:00
db8c10eeac
Valve: Fixed WEAPON_TRIPMINE and WEAPON_SNARK and tweaked some player
...
animation stuff
2020-04-01 16:00:00 +02:00
a6b301755e
Valve: Fix playermodel pitch/bone controller
2020-04-01 12:51:46 +02:00
5dde0fb486
Menu: Switch to the new manifest based mod/game info stuff
2020-04-01 12:27:45 +02:00
3058015aa0
Valve: Add cvar cl_centerscores, to center the scoreboard
2020-04-01 12:24:41 +02:00
cf13c4faf4
Menu: Make the scrollbar not appear with too few entries.
2020-04-01 12:24:07 +02:00
94e4d80e39
Valve: Give WEAPON_RPG some punch when firing
2020-04-01 12:23:52 +02:00
c813e49b56
Menu: Lots of work done, like switching player models, sprays -
...
IRC chat, custom game installs and listings.
2020-04-01 01:08:01 +02:00
de877436aa
Cleaned up warnings.
2020-03-31 10:09:23 +02:00
5cb0ad1bb3
HUD_SlotSelect: Only allow this if we've got any weapons at all.
2020-03-31 09:34:21 +02:00
197b373335
Fixed some more prints to be cvar developer 1 only.
2020-03-31 09:28:40 +02:00
0b75db861e
scripted_sentence: Support for the 'duration' field.
2020-03-31 09:20:07 +02:00
c173f8b703
Fix CBaseNPC not following the player.
2020-03-31 09:12:42 +02:00
10fc61c84e
Polish triggers, add initial monstermaker guff
2020-03-31 09:04:13 +02:00
1670f8f783
Slowly cleaning up prints, removing redundant Respawn() functions
2020-03-31 07:18:51 +02:00
b1aef0c4b5
scripted_sentence: Fix the speaker not being set properly most of the time
2020-03-31 07:18:26 +02:00
163ac1993d
Valve & Mods: Fixed Hud_SlotSelect bug in which you could weapons you did
...
not have in your inventory.
2020-03-31 06:42:03 +02:00
b8621deea5
Menu: Customgame count fixed, stop-music after changing mods
2020-03-30 23:48:13 +02:00
a1ea45a682
Menu: Polished the scrollbar code.
2020-03-30 23:29:33 +02:00
e66d0214c4
Tweaked trigger_changelevel and info_landmark. Fixed a bug because
...
#regressions. It should now travel across the maps that didn't before, but
it needs more testing. trigger_transition is not implemented yet.
2020-03-30 22:29:05 +02:00
6e47ea30d1
Valve: Fix MONSTER_BABYCRAB spawn
2020-03-30 19:59:45 +02:00
3f5f7b3d1c
env_fade: fix crash or something
2020-03-30 19:59:26 +02:00
ec835c75f0
Added tweaks that'll help with 3D Glasses:
...
r_viewmodelscale (try 5)
gl_mono (0/1)
2020-03-30 18:04:45 +02:00
dcd42ba93b
Added hologram render-mode. Some more tweaks...
2020-03-30 16:56:00 +02:00
e5a3f0880c
Starting to clean up more RenderFX stuff, shoving most of it to CGame
2020-03-30 16:22:24 +02:00
f6b26302a2
Nodes: Made debugging display scripted_sequences
2020-03-30 15:03:22 +02:00
cee8a25d82
Allow viewmodel to draw in a second pass (r_viewmodelpass 1)
2020-03-30 14:47:17 +02:00
576547f249
Menu: Added some fancy menu guff, enjoy it while it lasts
2020-03-30 14:46:55 +02:00
01364e488d
monster_generic: Made it more to spec, I guess
2020-03-30 14:46:20 +02:00
d7fdabbd60
Improved pathfinding by skipping unnecessary node-walking passes.
2020-03-30 13:51:48 +02:00
8bf96e425a
Valve: Added health for MONSTER_BARNACLE
2020-03-30 13:50:52 +02:00
80075fc267
Decals: No longer fullbright.
2020-03-30 11:56:09 +02:00
acc2be466c
Gearbox: Added monster_recruit, monster_drillsergeant
2020-03-30 11:11:21 +02:00
d35f7350fe
GLSL: Some rendering tweaks (default gl_ldr and gl_halflambert (new) to 1)
2020-03-30 10:40:38 +02:00
2658e93683
Fixed a think() bug with scripted_sequences.
2020-03-30 10:00:37 +02:00
c42e6678ac
Sounds will now follow the NPCs that emit them.
2020-03-30 09:12:57 +02:00
e6f3df4986
Link aiscripted_sequence to scripted_sequence... for now
2020-03-29 21:41:04 +02:00
36e6462ef2
func_train: Fixed recursion crash.
2020-03-29 21:40:51 +02:00
d9b2c9984a
Simplified decal shader code.
2020-03-29 21:40:35 +02:00
af240cb262
Valve: Added fast-beam spawnflag for WEAPON_TRIPMINE
2020-03-29 21:40:04 +02:00
ea5851a8f5
Fixed possible recursion bug with breakables and other dead-triggers.
2020-03-29 21:39:32 +02:00
19a4db076b
Scripted Sequence: Support for classnames (untested), angle overrides...
2020-03-29 12:56:46 +02:00
d59213834b
BaseNPC: Don't talk while in sequence.
2020-03-29 11:49:35 +02:00
f07600f194
More work on scripted_sequences.
2020-03-29 11:21:26 +02:00
9442a597fa
moved sprite.cpp into gs-entbase/client/env_sprite.cpp
2020-03-28 11:43:08 +01:00
f66792ef49
Comitting the new cstrike-branch stuff so far, it's very little but a
...
step in the right direction. The old (regressed) codebase is now in
cstrike.old.
2020-03-28 10:56:52 +01:00
0c62ea6371
Fixed a crash because monster_generic entities really shouldn't be CBaseEnt
2020-03-27 16:26:52 +01:00
e9326f4e1d
scripted_sequences: They sorta work now, needs an engine with
...
ENGINE_ROUTING enabled however
2020-03-27 10:37:01 +01:00
bb0b4d8f6c
Simplified a lot of the Barney/Scientist code by expanding CBaseNPC
2020-03-27 07:34:24 +01:00
dd16fd1684
Added FLAC music playback style to force for those files.
2020-03-26 23:36:54 +01:00
82d9027873
Added support for chaptertitle worldspawn key.
...
Valve: Added monster_snark and monster_tripmine. Although they don't work
as such fully yet.
Pain/Death are properly part of the player class.
Added own music track networking so we can skip the looping business,
which is currently broken in the engine.
Shoved some gamerule specific stuff around so there's more shared code
between the mods.
2020-03-26 23:07:13 +01:00
ad713d2f7e
Valve: Document more monster sounds etc.
2020-03-26 17:17:44 +01:00
7d330eb8cd
Move the ability to use sentences over to CBaseEntity for now.
2020-03-26 12:19:27 +01:00
db4ed5ac3d
Added initial support for basic sentences.txt on monsters.
2020-03-26 11:24:33 +01:00
d20c3f1db3
Menu: Set the difficulty in the New Game menu
2020-03-26 08:24:27 +01:00
bb4012b75f
Added float(string)Skill_GetValue so we can properly support variable skill
...
settings.
2020-03-26 08:13:23 +01:00
cdb1bbddfd
Menu: Fix a crash when we've got no entries or are out of bounds
2020-03-26 07:04:32 +01:00
520e91616a
Valve: Check for cvar 'coop' as well as 'sv_playerslots' for Singleplayer
2020-03-26 07:03:29 +01:00
7ea6f8246c
Valve: Give monster_barney a name
2020-03-26 07:02:58 +01:00
e3fc42501d
CBaseMonster: Tag ents as flags FL_MONSTER so the obituaries appear right
2020-03-26 07:02:41 +01:00
2bb8bd00cf
Moved Death and Pain methods into CBaseEntity.
2020-03-25 22:35:05 +01:00
b70b0cd6f9
Mititage startspot spawn-issues.
2020-03-25 20:20:53 +01:00
aa6b541313
the slot1-10 keys are now working as expected.
2020-03-25 19:57:08 +01:00
80d06e7dcd
Cleaned up warnings.
2020-03-25 17:42:36 +01:00
4bdefa4cd7
Big commit, list of additions:
...
Added stubs for a variety of monsters for 'valve' which a few mods inherit.
Added support for the 'vote' and 'callvote' command.
Made env_laser network some info to the clients, kinda rough because
we're working around some engine iffyness with CSQC ents right now.
Updated the menu so that the server-lists for Internet and LAN games are
a bit more helpful.
Made the CBaseMonster class for useful for the future.
Fixed setting of transparency for all entities.
2020-03-25 13:58:19 +01:00
67d9509f63
trigger_cdaudio: don't touch anything but clients
2020-03-24 16:27:23 +01:00
a9e2a37f51
Controls menu now sorta works half-way. We still need to parse defaults.
2020-03-24 16:25:22 +01:00
66b629b83a
Valve: Basic weapon pickup notification, cl_autoweaponswitch
2020-03-24 16:20:58 +01:00
223d740448
Effect_Blood can now take 'color' as a parameter. Also added some basic
...
trails which will be shoved into the client-side asap.
2020-03-24 11:20:21 +01:00
bc5fcf6913
Valve: WEAPON_EGON gets something something idle animations.
2020-03-24 11:19:24 +01:00
d8af659dd8
Valve: WEAPON_HANDGRENADE gets even fancier idle animations.
2020-03-24 11:19:09 +01:00
3a33349047
Valve: WEAPON_TRIPMINE gets fancy idle animation fixes.
2020-03-24 11:18:47 +01:00
b736235ffd
Valve: Fixed idle animation selection on WEAPON_SHOTGUN
2020-03-24 09:11:15 +01:00
8ceb0a54a1
Valve: Satchel and Handgrenade now play the proper bounce sounds.
2020-03-24 08:41:06 +01:00
e3a9a0149e
Added missing ladder sound precaches.
2020-03-24 08:21:47 +01:00
50d840cd9d
Valve: Tripmine death attribution is now variable
2020-03-24 08:20:43 +01:00
73866574a2
Fix: Offset networking of .skins by 128 so we can send 'signed' bytes.
2020-03-24 08:02:36 +01:00
40852185c1
Footsteps: Added ladder climbing sound.
2020-03-24 08:02:11 +01:00
7bf8db941d
Shoved some precaching stuff around
2020-03-24 07:47:41 +01:00
f1190cd282
Fixed compiling against the latest entity-codebase
2020-03-24 07:26:49 +01:00
20c6a2d508
Gone over triggers to add some helpful prints.
2020-03-23 17:25:03 +01:00
41ce469bb3
Fix worldspawn 'skyname' key
2020-03-08 11:53:57 +01:00
2a2df770c9
Applied Xylemon's Gunman patch
2020-03-08 11:02:17 +01:00
c51da15564
Made the codebase compile again...
2020-03-08 10:59:46 +01:00
bf0ffd39eb
impulse 102 will now force a re-send of all networked fields.
...
this will be awful over the network. Just letting you know.
2020-03-03 22:50:57 +01:00
307ba55b4e
func_breakable: Add support for vvm_model, so we can show/hide models
...
inside the brush volume.
2020-03-03 22:50:07 +01:00
b611781d7f
CBasePhysics: Make sure physics props cast a shadow by default
2020-03-03 22:49:37 +01:00
1b2823c8e4
Forgot to add func_lod to server progs.
2020-03-03 22:49:07 +01:00
aa1c4b93ac
prop_rope: Add "segments" key to change the defaults from 16
2020-03-03 22:48:30 +01:00
07e6fae83e
env_sound and env_soundscape: Don't run when WORLD hasn't been initialized
2020-03-03 22:48:07 +01:00
f3f2176fc7
VGUI: Misc tweaks I've come across when doing TW 1.3
2020-03-03 22:47:44 +01:00
d41026aed7
env_glow: support normalized 'color' key.
2020-03-03 22:47:16 +01:00
61469e5785
dev_buildcubemaps will now default to saving .ktx files.
...
Blame Spike for making them currently write WRONG ANGLES, however.
2020-03-03 22:47:01 +01:00
ddac9f5b29
Added stub for func_dustmotes, added func_lod.
2020-03-03 22:46:20 +01:00
9d6611c928
Compile warning fix for Rewolf.
2020-03-03 22:45:48 +01:00
e79a03b5b8
Added support for the 'message' key in triggers.
2020-03-03 22:45:30 +01:00
d25aead1a7
Added 'shadows' key to CBaseEntity.
2020-03-03 22:44:35 +01:00
8f50766457
CSQC CBaseEntity: Only set drawmask when modelindex is valid
2020-01-20 19:35:57 +01:00
905e90d499
TW: Added TOGGLEDIR flag for func_rotating...
2020-01-20 19:35:10 +01:00
673cf9dbf8
Manual networking of all base-entities. This shouldn't be necessary,
...
but, as the engine-bug that's as old as time itself that has been
responsible for prediction being wonky has still not been fixed, I have
to do this. Maybe it'll be for worse, maybe it'll be for the better.
2020-01-16 05:43:12 +01:00
9386b7f158
Added gibshooter, but it's disabled because the maps that uses expect it
...
to have a concept of states, so in order to not create thousands of ents...
2020-01-08 04:50:38 +01:00
b4423ec32f
env_shooter: Use "delay" as well as "m_flDelay", if the latter is even used?
...
I guess I typo'd.
2020-01-08 04:33:52 +01:00
6442ea1481
func_door: Fixed blocked damage behaviour
2020-01-08 04:33:03 +01:00
b8c6892093
func_door_rotating: Fixed REVERSE flag.
2020-01-08 04:32:50 +01:00
feaf4d6b39
Added basic/incomplete env_laser implementation
2020-01-08 04:31:46 +01:00
6c75cb749e
Send classname over the net instead of netname if there isn't one
2020-01-08 02:29:29 +01:00
674432f6cb
Added missing They Hunger files.
2019-12-22 23:28:39 +01:00
cfe0094c28
- Added early Poke646 entries.
...
- Added missing Shock-Rifle particle file.
- Fixed monster_scientist behaviour in SciHunt that broke.
- Added parenting functionality for entities (The Wastes uses this.)
- More updates to BasePhysics. Requires plugins/bullet.
I want to make it work with primitive physics however.
- Updated prop_rope entity. The Wastes uses this and requires an updated
engine.
- Changed the way env_sound works. This may be more accurate.
2019-12-22 12:13:49 +01:00
c5b0e0146f
Some fixes to get FreeHL to compile without TW.
2019-11-09 02:09:17 +01:00
7048e0add0
Fix wrong hashtable creation call for materials.
...
Tweaked a lot of gs-entbase entities.
2019-10-19 04:30:29 +02:00
5f41894f02
env_soundscape, initial fixes.
2019-10-19 04:29:34 +02:00
d92bab77f5
prop_rope: Added swing factor.
2019-10-08 22:28:08 +02:00
ed5bf4acf3
client-side gs-entbase updates for TW.
2019-10-08 22:14:18 +02:00
32b7791b2b
Add internal support for damage types. still a few more useful ones to add
...
on a per-case basis.
2019-09-29 01:54:29 +02:00
6fea65a586
Gunman Chronicles: Basic work on weapons and their menus completed.
...
Some weapons and their visuals are not implemented yet.
It's a very good preview of how things are going to work though.
2019-09-22 15:41:13 +02:00
91d1c2250f
Use the predictable input_sequence variable for some random sequences.
...
This will soon be replaced by a more elaborate shared random number
generator of sorts.
2019-09-17 20:46:00 +02:00
9c743449c5
Reset all ammo fields for when they join/respawn in MP games.
2019-09-17 12:00:05 +02:00
04019acc01
Improve some of the player checks in Half-Life's ammo code.
2019-09-17 08:44:23 +02:00
969b488ed6
Half-Life: Fix WEAPON_SHOTGUN ammo3 being reset every function call.
2019-09-17 03:12:14 +02:00
e2fc274b70
Half-Life: Fix WEAPON_TRIPMINE ammo check, which falsely checks for a_ammo1
...
on the client-side instead of a_ammo2.
2019-09-17 03:04:02 +02:00
0e74b8f536
Wipe a_ammoX variables when switching to a new weapon, to make sure
...
they don't get carried over from another one.
2019-09-17 02:59:27 +02:00
18fda226f6
Updated Damage_Apply and TraceAttack functions to cache which weapon was
...
used to attack.
Also a few more weapon fixes. When will it ever be done???
2019-09-17 02:29:00 +02:00
f5e46fa15f
Opposing Force: Fix WEAPON_PENGUINs infinite recursion, tweak ammo and icon
2019-09-16 09:30:33 +02:00
7a4b4a5a7d
Half-Life: WEAPON_GAUSS a_ammo3 behaviour being overwritten fixed.
2019-09-16 09:29:55 +02:00
a4b04e4d40
Opposing Force: WEAPON_SPORELAUNCHER's reloading now works as expected.
2019-09-16 09:29:32 +02:00
25be163965
Half-Life: Fix a_ammo3 references being overwritten in WEAPON_HANDGRENADE
2019-09-16 09:29:03 +02:00
8f9ae9c3bb
Half-Life: Make WEAPON_RPG's laser toggable
2019-09-16 09:27:38 +02:00
ce4e7ad9ed
Half-Life: Add remaining MAX_A references into ammo.cpp
2019-09-16 09:27:09 +02:00
ac8b3d4480
Opposing Force: Nerf the whole idea that WEAPON_M249 can help make
...
you fly for a bit. mmkay.
2019-09-16 08:13:59 +02:00
577bd0bd19
Opposing Force: Get WEAPON_GRAPPLE mostly right. Needs testing on MP.
2019-09-15 23:57:03 +02:00
f73a843ec0
Opposing Force: Initial implementation of WEAPON_DISPLACER.
2019-09-15 23:56:31 +02:00
369faa60cf
Opposing Force: Tweak reload timers to avoid the hold-down-primary bug.
2019-09-15 23:56:02 +02:00
8985a8f373
Added ammo culling for Half-Life
2019-09-15 23:55:18 +02:00
305206cbaa
Nodes: Added initial code to parse Half-Life's nodes and dump them
...
into waypoints we can process with the routing API in-engine.
2019-09-15 15:56:39 +02:00
881e24905c
Fixed that the weapon selection number was defined as being 255 instead of
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256... go figure.
2019-09-15 15:49:05 +02:00
492cdfe8c5
Half-Life: Fixed ITEM_SUIT. This should not have happened. Sorry.
2019-09-15 10:52:49 +02:00
5956041ef7
Half-Life: WEAPON_PYTHON received some polish, fixes and idle
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animation updates.
2019-09-15 10:20:50 +02:00
afe9e2b9d7
Half-Life: WEAPON_MP5 got some sweet more fixes as well.
2019-09-15 10:16:52 +02:00
52e1f6f5ff
Half-Life: WEAPON_GLOCK received more polish also.
2019-09-15 10:15:18 +02:00
37a9e62273
Half-Life: WEAPON_CROSSBOW received more polish and fixes.
2019-09-15 10:13:56 +02:00
609031080e
Call weapon.updateammo() from now on after each primary/secondary/reload
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function.
2019-09-15 10:13:10 +02:00
aa5dac4e01
Half-Life: Bring WEAPON_GLOCK a bit more polished with more accurate
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weapon idle animation timers.
2019-09-15 08:38:52 +02:00
493a1d01bb
Half-Life: WEAPON_HORNETGUN's idle timer changed so that animations cycle
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once we're done recharging. This makes it a whole lot easier to deal with.
2019-09-15 08:23:34 +02:00
da9dfdc0df
Removing AMMO_ references. Those are unused.
2019-09-14 11:53:09 +02:00
9f86e70f2f
Weapon Select: Fix precision issue with flawed bitfield check.
...
Otherwise we're only getting access to 23 bits of mantissa... this should
totally be classified as a compiler bug, by the way.
2019-09-14 11:52:22 +02:00
2489e4d872
Renamed client/*.cpp to .c files where appropriate
2019-09-13 09:58:35 +02:00
caf39bd2ef
Renamed text.c to prints.c, as it is more appropriate
2019-09-13 09:55:27 +02:00
b27f060589
Moved non-entity specific code from gs-entbase/client/ to client/
2019-09-13 09:43:34 +02:00
c46a49261c
Redid weapon pickup logic for the weapon API.
2019-09-13 07:22:17 +02:00
3265f76fb2
Opposing Force: WEAPON_GRAPPLE prototype to play around with.
2019-09-12 13:15:04 +02:00
7c35269b79
Opposing Force: Fixed sniper ammo model and ammo counts. Someone was sleepy.
2019-09-12 12:13:26 +02:00
82fdf44402
Opposing Force: More polish to WEAPON_EAGLE.
2019-09-12 11:12:35 +02:00
fcc9643190
More tweaks for both Half-Life and Opposing Force weapons and behaviour.
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Also added Gunman stubs.
2019-09-12 09:12:12 +02:00
0952fc197c
Opposing Force: Tweak WEAPON_EAGLE firing rate for the laser mode, fix that the
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laser is being reset upon walking over someone dirty ammo
2019-09-12 07:18:30 +02:00
bf5c78fab2
Opposing Force: Initial commit of weapons.
...
Includes some networking fixes so we can actually use 32bits of items.
That's what these mods are good for - testing the infrastructure.
2019-09-12 01:20:03 +02:00
a683994dc5
Team Fortress: Add item_healtkit from Half-Life
2019-09-11 14:37:02 +02:00
91cb97ab7d
item_tfgoal: Set bounding box.
2019-09-11 14:36:47 +02:00
1fa05bee3a
Team Fortress: Added link from i_t_g to info_tfgoal
2019-09-11 14:36:31 +02:00
6f7c7c7b1e
Added env_message_single(), this will probably be merged/removed later.
2019-09-11 14:35:30 +02:00
4029e92713
Team Fortress: Add fancy class help upon spawn.
...
TODO: Make this optional, via setinfokeys
2019-09-11 13:33:32 +02:00
5132b28c49
Team Fortress: Basic Team/Class spawning.
2019-09-11 13:08:12 +02:00
dad17ab315
Added initial logging code...
2019-09-11 13:07:27 +02:00
57d513eae8
Half-Life: Make WEAPON_PYTHON play the reload sound.
2019-09-11 13:06:19 +02:00
47aa2ea12a
Team Fortress: Tweak wrench animations to actually fit.
2019-09-11 09:08:19 +02:00
94b0b5acc5
Team Fortress: Initial commit. Rough framework for the weapons, build
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scripts, etc.
2019-09-11 08:45:41 +02:00
637a311c3f
func_train: Add support for TRAIN_WAIT (1), which is used by the first elevator
...
in the Hazard Course training. Fun stuff.
2019-09-10 09:53:36 +02:00
9a47c3d9b8
Half-Life: Added player gibbing because lul.
2019-09-09 22:43:43 +02:00
1e5feeaa79
func_door: Add support for the netname key, which fires a target upon
...
closing of the door.
2019-09-09 22:26:17 +02:00
38347acabb
Improvements to all entities that make the gun-range at Hazard Course work,
...
this means correct behaviour of multisource, multimanager entities, as well
as func_guntarget and func_door_rotating so that they expose the right bits
of information as needed for the managers to work.
2019-09-09 22:05:32 +02:00
004f87dacc
path_corner: Documentation improvements, PC_FIREONCE.
2019-09-09 19:12:18 +02:00
2278daf727
Remove ITEM_HEALTHKIT and ITEM_BATTERY g_items bitflags.
...
No point in allocating bits for one-time pickup items.
I must have been asleep or something.
2019-09-09 19:00:06 +02:00
8d4c6c086e
Xen decor: Literally just some static xen decor. Doesn't do anything yet.
2019-09-09 18:59:13 +02:00
a8d2a64ef9
plugins/chatsounds: make it more readable for 80 columns
2019-09-09 18:58:40 +02:00
1f0ed248a5
Cleaned/optimised some obituary code.
2019-09-09 18:58:02 +02:00
9feedd1f04
Cleaned up some names used in prediction.
2019-09-09 18:57:46 +02:00
a802c3bf3e
func_train: implement most (if not all used) functionality. Needs more
...
testing, but on the maps on which it does work, it seems to work well.
Keep in mind that the player physics don't take ground entities into
account yet - so you'll still bounce off the platforms when they're moving
down, etc. That's a problem with the physics, but not the entity itself.
2019-09-09 18:56:56 +02:00
e64bc2ca8e
Networking: Make sure level transitions don't miss player entity setup
...
packets
2019-09-08 12:59:17 +02:00
bca3a1f713
Prediction: Unbreak Weapons_Draw by setting the roll-back values of
...
predicted variables. This is because we're doing something that happens
outside the prediction... this should be more elegant but it works for now.
2019-09-08 12:19:27 +02:00
8d9b03f6ca
monster_generic: call droptofloor(), as it seems that some of those float
...
mid-air otherwise.
2019-09-08 12:18:19 +02:00
875dc52c96
Networking: Add keepalive packet for players, so that prediction doesn't break.
2019-09-08 12:17:46 +02:00
4da3cf5079
Prediction: Roll back .viewzoom, as that was forgotten about before.
2019-09-08 12:16:27 +02:00
3112040047
old_viewofs should really be a float.
...
Made PlayerDisconnect SendFlag more explicit.
2019-09-07 21:09:18 +02:00
44479cd637
Networking improvements. Make player entities and NPC networking
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conditional. Only changed fields are networked. This is because the overall
design seems mature enough.
2019-09-07 21:01:05 +02:00
31750420be
Remove/Fix sounds that were named wrong or missing.
2019-09-07 08:39:28 +02:00
63d91bb40e
HL/SH: Make the ammo type icon affected by the ammo2/3 alpha
2019-09-07 07:47:11 +02:00
6413e26786
Clean the 'valve' HUD for splitscreen.
2019-09-07 07:31:38 +02:00
137a44dac4
Cleaned up spraylogo.cpp a bit.
2019-09-07 06:21:27 +02:00
5ddd040f9d
Added src/mk_mapdef.sh to generate Radiant compatible entity definition
...
files.
2019-09-07 05:51:12 +02:00
27707e37b6
Move things from the root src/ dir into the src/shared folder, as that
...
makes the most sense.
2019-09-07 05:50:44 +02:00
f4ced97ad0
Started documenting map entities via QUAKED style comments.
...
Use the mk_mapdef.sh script to generate a radiant compatible entities.def
file.
2019-09-07 05:37:06 +02:00
98e7bdef03
Spraylogos: Illuminate them with getlight()
2019-09-05 18:11:01 +02:00
396e811850
Scientist Hunt: Fixed weapon kill icon info.
2019-09-05 04:47:43 +02:00
cf795010b9
Turn down the camera roll a litte.
2019-09-05 03:46:39 +02:00
5aa167d4af
Added graphical obituaries for HL/SH.
...
The way the weapon is chosen is not yet final. I'm just tired and don't
feel like engineering the damage stuff right now.
2019-09-04 18:11:55 +02:00
53a12821e1
Cleaned up the damage routines to prepare for a bunch of new changes
...
related to obituaries etc.
Also added support for headshots. Right now they'll explode scientists'
heads so that's hilarious.
2019-09-04 10:38:39 +02:00
9f68bc97e1
Scientist Hunt: Tweak the chainsaw for a bit animation wise.
2019-09-04 04:40:05 +02:00
0841eb65f0
Scientist Hunt: Set the double barrel muzzle flash.
2019-09-04 04:39:46 +02:00
bc4bd0580d
Scientist Hunt: Tweak the Hammer to not violate our precious ears
2019-09-04 04:39:16 +02:00
a7c2c04651
Delete v_cambob, as that never really worked well anymore to begin with.
2019-09-04 04:02:20 +02:00
50c1aced6e
Handle muzzleflashes differently.
...
Originally I thought that the model event calls would decide which
muzzleflash to use. It WORKED close enough for CS afterall. It turns out
that the numbers must relate to size or something else which I have yet
to figure out. Either way this unbreaks muzzleflashes in Half-Life and soon
when I port the weapons from CS' system over to the predicted weapon system
from FreeHL, they'll get it too.
2019-09-04 03:57:06 +02:00
205cd5856f
Made it so camera roll is only calculated when the player movetype is MOVETYPE_WALK
2019-09-04 03:14:41 +02:00
9726d25eaf
trigger_autosave: Will now print the game saved text to the screen.
2019-09-04 02:52:13 +02:00
b34bd0298d
Added cvar v_camroll.
2019-09-04 02:51:49 +02:00
d577f378e2
Menu: Error checking for strings.lst parsing, as some mods (The Ship) can't
...
do access out-of-bounds string indices.
2019-09-03 10:41:13 +02:00
22763a61ff
Fixed HORRIBLE Damage_Radius behaviour.
...
Basically the damage value from the parameter was modified which resulted
in every entity found that's damaged taking damage away from every entity
that's potentially affected by the radius damage.
In Half-Life the armor skip would also be ignored, resulting that the
command 'kill' would not do much when wearing a fully charged HEV suit.
2019-09-03 05:01:35 +02:00
b70eb4b7ce
Counter-Strike: Bring back the scoreboard, as it wasn't interactive anyway. Maybe in the future there will be some fancy VGUI version.
2019-09-03 04:58:49 +02:00
e23dc04d26
Menu: Stop mod print spamming for now. It's solid as it is.
2019-09-02 15:53:13 +02:00
3fa355069b
Switch from memrealloc to memalloc for titles, so we count them manually now.
...
This is generally more reliable because lots of memcpy operations are annoying.
An entry will also now only get allocated when braces are fully enclosed.
This will fix crashes with Counter-Strike and other mods with faulty titles.txt files.
2019-09-02 15:52:01 +02:00
0f3cc9c5f5
Initial support for scripted_sentence and sentences.txt. It doesn't do anything fancy yet.
2019-09-02 06:29:18 +02:00
13f4044481
removed redundant check for the titles file.
2019-09-02 04:38:06 +02:00
b4113b82d2
Move titles.txt parsing into its own file.
2019-09-02 04:26:48 +02:00
7a34587038
Set some debugging hulls for the player spawns.
2019-09-02 04:20:09 +02:00
978a0dd865
Added initial func_guntarget and trigger_autosave.
2019-09-01 22:39:56 +02:00
57e28231c1
Tweaked game message fading a bit.
2019-09-01 13:46:05 +02:00
78429997aa
Support for scrolling env_message text, as well as a test cmd (titles_test) that allows you to test message definitions.
2019-09-01 13:34:11 +02:00
f4ae48b1b5
Initial titles.txt support. Only env_message works with it right now.
2019-09-01 11:45:42 +02:00
7cc9a73cbd
Scientist Hunt: Adopt 'valve' chat parsing that was more reliable.
2019-09-01 10:37:20 +02:00
0e70bc0ab6
Half-Life: Add early ammo definitions for ammo_mp5clip and ammo_mp5grenades
2019-09-01 10:09:49 +02:00
3dee62271f
Half-Life: Let items trigger targets. Required for Hazard Course at least.
2019-09-01 10:08:59 +02:00
afa60a0482
Half-Life: Start with suit in deathmatch.
2019-09-01 10:08:31 +02:00
05980cfb3e
Half-Life: Only use flashlight when ITEM_SUIT is present.
2019-09-01 10:08:17 +02:00
7541db9f63
Half-Life: Only draw HUD when ITEM_SUIT is present.
2019-09-01 10:07:58 +02:00
106604661b
Tweaking footsteps sound sensitivity a little.
2019-09-01 08:00:01 +02:00
15181308f8
Counter-Strike: Add item_suit, so that the training works again.
2019-09-01 06:59:09 +02:00
0968ee7756
Counter-Strike: Don't open VGUI in singleplayer upon start.
2019-09-01 06:20:00 +02:00
97aa368f67
got rid of redundant path data in gs-entbase .src files
2019-09-01 05:24:28 +02:00
dee8eb2fd8
Updated progs.src file paths.
2019-09-01 05:23:24 +02:00
b3acf9b715
Moving game specifics .src files into their own dirs.
2019-09-01 05:06:43 +02:00
a6c53e9a7c
vid_reload/restart will now refresh decal shaders.
2019-09-01 04:52:49 +02:00
0456322d28
Removed cstrike's player.cpp as it's unused.
2019-09-01 04:38:35 +02:00
b604077d0b
Renamed /Source to /src
2019-09-01 04:35:37 +02:00