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
...
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
...
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
...
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
...
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
...
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
...
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,
...
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
...
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
...
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.
...
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
...
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
...
big big boni!
2020-04-26 00:12:33 +02:00
5c74aa99ab
Counter-Strike: Disallow terrorists from interacting with the hostages.
...
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
...
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
...
death one.
2020-04-25 22:29:00 +02:00
dae9080d57
Client CBaseEntity: RM_ADDITIVE implies the entity is also rendered with
...
a fullbright effect.
2020-04-24 05:39:06 +02:00
c41eedb593
Base Scoreboard: Simple team scoreboard. It tracks certain infokeys, look
...
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
...
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.
...
Requested by Xylemon!
2020-04-23 04:56:23 +02:00
f79863d3c1
Counter-Strike: WEAPON_FLASHBANG now does some fancy calculation for
...
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
...
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
...
non-random.
2020-04-23 01:55:23 +02:00
b688738320
Counter-Strike: Fix armoury_entity from selecting the wrong model for some
...
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)
...
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
...
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
...
respawning.
2020-04-22 19:58:37 +02:00
5521c44b72
PMove: Added phy_wateraccelerate. Some mods have such a low phy_accelerate
...
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
...
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
...
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
...
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
...
BULLETPENETRATION enabled.
2020-04-22 05:56:21 +02:00
1891e974d0
Counter-Strike: Handle player animation code in its own files, update
...
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
...
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
...
round hits.
2020-04-20 23:21:02 +02:00
00b4fb9557
Flashlight: Shift source origin down by 8 units so that the cubemap light
...
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
...
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:
...
- 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
...
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
...
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
...
up some gamemode code.
2020-04-14 16:19:25 +02:00
992add7dfd
Gamemodes: Moved the level transition stuff outside of the _singleplayer
...
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
...
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:
...
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 -
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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
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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
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#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:
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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
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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
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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.
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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
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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:
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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
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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.
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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
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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.
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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